Basic
1.3K posts


If the Pentagon decides to follow through with its threat to revoke the press pass of any journalist and/or media organization which refuses to sign today’s “pledge” from Defense Secretary Hegseth, then One America News (OAN) appears like it will be the only remaining news outlet in the Pentagon Press Corps as of Wednesday.




I’ve thought about this nonstop and I really feel that BSG should disable transits from Tarkov… ASAP @nikgeneburn I’m sure there was a lot of resources poured into the development of transits, and on paper, it’s an interesting and cool idea; though, in practice, transits, in its current iteration, create a lot of issues negatively impacting player experience. I think transits should be enabled during transit events like Khorovod, or Marathon, but during regular periods, all transits should be removed. Here’s why: (1) loading times are too long to support transits; if I want to go to interchange, I have to sit in a 3-5 minute customs queue to sit in another 3-6 minute interchange queue. This is upwards of 10 minutes in queue when I may only be in both raids for 15-30 minutes (across both maps). The queue:gameplay ratio is unacceptably disproportional. (2) players are reportedly crashing during transits (legitimately crashing, not alt+f4’ing) creating a very unsatisfactory experience when players are just trying to complete tasks on maps requiring a transit (like woods). Further, each time you load into a new map, that map is cached into memory and sizable portions of that information is never released requiring you to use a RAM cleaner; however, in some cases, the memory leak is so bad, a crash may still occur and seems to do so more often on scav raids during the loading loot > awaiting players loading phases. The performance/optimization problems arising with transits should be enough of an argument to disable transits indefinitely; this is game breaking for many players. (3) players alt+f4 at transit locations to bypass having to take normal exfils; this disrupts map flow negatively and, though, I’m not a developer, it appears with how we offload and load onto a new map, that there’s no way to solve players disrupting this process (I’m sure there’s a way, but if Star Citizen can barely do it, I don’t see a solution popping up anytime soon in Tarkov; I might be wrong on this, though, maybe they’ve cooked up a solution already). (4) players lucky enough to spawn beside their desired transit exfil, e.g., trailer park corner spawn on customs beside the interchange transit, will assumedly sit at the transit exfil for 1 minute and immediately transit out; this creates an outflow of players that leave some matches feeling less populated (in addition to the alt+f4 enjoyers leaving at path to shoreline, or reserve, from dorms). This immediate outflow of players negatively impacts the overall feel of the raid, which should be (in the case of customs), east spawns migrating west, and west spawns migrating east, creating potential engagements as players navigate through the middle of the map to reach their exfils (on the other side of the map). Map flow is a core gameplay element in Tarkov, and I feel transits are negatively impacting the gameplay design. Now, I do think transits can add a positive and unique challenge to the game, and I do like transits for what they are, but I think this feature should be reserved for special transit events like Khorovod, etc. Transits, in its current iteration, is game breaking resulting in a dissatisfying player experience. If queue times were 30 seconds, and optimization and memory issues were solved, transits would probably feel decent. But that is far from where we are with transits today. If transits are not addressed soon, I feel that player retention will be negatively impacted much sooner than the typical player drop off for this wipe. Everything else about the wipe so far is solid, except for maybe the day 1 no task thing.








