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[-] Guntrigger@sopuli.xyz 8 points 4 months ago

It is still a pretty great game. I only ever played with the cheapest standard edition and had no problems.

I still do have some regrets about who I have given my money to, but there is no other game quite like it and a lot of industry giants and indies have tried (and are still trying) to emulate it without success.

[-] ShadowRam@fedia.io -5 points 4 months ago

lot of industry giants and indies have tried

No they haven't.

It's not a hard formula.

Instanced maps, loot, use loot to upgrade outside of instance in a way that helps your next playthough, Player has experience points and leveling of skills,

No other game does this, and any industry giants that claim to have tried have missed 1 of the 4 core elements.

[-] Phanatik@kbin.social 33 points 4 months ago

It amazes me that people don't notice this is the exact same formula for roguelikes.

[-] GoodEye8@lemm.ee 6 points 4 months ago

The obligatory "I think you meant rogue-lite not rogue-like" because the roguelike community is very pedantic about their definition and Tarkov literally could not be a roguelike.

But it's also not the EXACT same formula as a roguelite. For starters there are no PVP roguelites so the entire PVP aspect of the game is already huge deviation from that the formula. Secondly death is a mechanic in roguelites. You die, you made some progress, you start again usually with some new twist of the new character. In Tarkov death is a failure state. Sure, you can make some progress in some quests or hideout upgrades, but overall you will lose progress whenever you die (lost equipment, lost quest items that you took into raid, cost of healing up, cost of getting new equipment etc). Void Bastards is the closest roguelite that is comparable to Tarkov. There are a lot of similarities there, but they're also very different in many ways.

Not to mention the Tarkov we are can currently play (and what most likely will also be the final release) is also a very different game compared to what Nikita (game director) originally envisioned. What Nikita envisioned was something between the current Tarkov and STALKER games. Not in the mutants and anomalies way but in the way of how the maps connect and how you need to actually traverse "the world" to do the quests. If you've played Tarkov enough you know that the maps already connect, some extractions literally tell you how they connect to the other areas and you can see the same landmarks on different maps. But it's becoming clearer that they're not actually going to finalize the original vision, they're going to make the ending and then push the game out the door.

[-] Phanatik@kbin.social 1 points 4 months ago

I always mix up roguelike and roguelite so thank you for explaining.

I don't know how they plan to manage the Hideout if they want to have this open world.

[-] GoodEye8@lemm.ee 1 points 4 months ago

Nobody knows exactly how it would've worked, but people speculated that the bunker extracts would connect to the hideout.

[-] Webster@lemmy.world 4 points 4 months ago

I love Roguelikes. I love FPS. Tarkov is my favorite game, but damn does it squander it's potential.

[-] Guntrigger@sopuli.xyz 1 points 4 months ago

It is, but just because two games follow the same formula for their gameplay loop doesn't mean they will be equally good. There are a LOT of other factors.

[-] Prox@lemmy.world 5 points 4 months ago

Does Warzone's DMZ mode fail at any of these?

[-] Guntrigger@sopuli.xyz 2 points 4 months ago

You'rr right it has all of them. It's one of the closer attempts, but to me the general feeling is not quite the same.

Tarkov always gave me the same vibe as old DayZ mod. Slow, deliberate, anxiety inducing gameplay where death matters and the gameplay can vary massively from game to game.

By making it a less "hard-core" experience like DMZ, it doesn't feel as high stakes and that tension is less. But that's partially just because of the COD gameplay mechanics.

That feeling is more important than the "formula" posted above.

[-] ShadowRam@fedia.io 1 points 4 months ago* (last edited 4 months ago)

Yes.

There's no looting.

There's no upgrades outside of the instance.

There's no upgrading of players skills.

It just about fails all of them.

Taking weapons out and back in, doesn't count. There's no looting (of non-combat items)

this post was submitted on 25 Apr 2024
222 points (97.8% liked)

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