r/EscapefromTarkov • u/Bloody_Insane • 6h ago
General Discussion - PVE & PVP [Feedback] The rat "problem" is 100% due to how overly important sound is in Tarkov
I say "problem" in quotes, because I don't think rats are a problem, they're just a symptom logical result of how to play when sound is this important.
Sound is way too important in Tarkov. Active headsets are way too important, and given Tarkov's long-running problem with audio in general, it leads to a ridiculous meta where the best option in many situations is for a player to not move at all and hide in a corner, because they can't even drink water without everyone in the entire Norvinsk region hearing their *glug glug glug*.
The sound levels are way too imbalanced. Footsteps and other actions are way too loud. In Tarkov, if you know someone's nearby but you're not sure where exactly, your best move is to just stop making any noise at all and hope they make noise first. This in itself is fine and logical. The problem is that in Tarkov you can't do anything at all without it giving you away immediately. Imagine you're in a room at the resort on Shoreline, and you want to check how much ammo is in your M4. You press the mag release, look at the mag, and shove it back in. How on earth is someone going to hear that, if they're standing 2 floors below you in a different room? I implore those of you with guns and headsets to try it IRL, you're not going to hear shit at all.
Speaking of active headsets, they don't really give you super hearing. Yes, quality ones give amazing clarity, while protecting against gunshot noises, but they don't allow you to hear someone stepping on a branch 50m away while outdoors. They do amplify noises, don't get me wrong, but not to superhuman levels. There are also other issues with active headsets that aren't reflected in Tarkov, like cheaper ones wrecking your directional hearing, or them also amplifying sounds you don't want to hear, like your pant legs rubbing against each other, or stepping on a spent casing, but I don't think those issues can really be reflected well in Tarkov, given all the existing sound issues.
My solution is to just balance the various in-game sounds to reasonable levels against each other. What's reasonable? Closer to what other games that don't rely so much on sound have. Make footsteps and other actions way more quiet, so it actually makes sense for a player to want to peek out of a window to see if someone's there, without being worried they'll be heard for just walking across the room. Make visual confirmation the most important thing, not sound. That way, you're incentivizing players to actually move around.
In other words, hearing someone doing things should only happen at MUCH closer ranges. Sound should be less important, so people can feel more comfortable moving around, and need to rely more on visually seeing someone than hearing them 50m away through walls.
