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Conflict - building and dismantling
Reviewed, NormalPublic

Description

I'm not sure which parts are intended behavior or not so i wanted to make a ticket for clarification. This is a multi part issue, i can make separate reports if need be.

Currently as of the latest patch you can no longer build while enemies are in a base, this sounds fine in theory. The issue now is that a single enemy soldier blocks any ability to build at all. We had a game earlier where exactly that happened and we were left searching room by room through all of Military base Levie for one guy hiding in a shack. Took over 10+ minutes to finally track him down. Are we intended to play hide and seek like this?
A.I isn't able to be purchased either while under attack. I realize the issue of spawning A.I directly on enemy forces from a birds eye view, but we need a better solution as currently A.I. is useful as an alarm and indicator of enemy presence and that's about it. As long as one attacker remains up it will block any building and any ability to deploy A.I.
Having a defender place himself in harms way to call in more troops is a choice, and one that could quickly end from a well prepared assault. It also would eat more supply resources, which are plentiful at military bases.

The second part of the issue is that you don't appear able to disassemble while enemy forces are on a point defending. Which seems to make some of the patch notes on the capture timer rather pointless. Is this intended behavior? In my opinion this subtracts some of the "risk/reward" gameplay of trying to take down strategic buildings like radios and barracks.

As it is now the assault/defense gameplay has actually degraded to assault teams having little to do besides "camp" spawns and outnumber the defense while keeping a single guy alive inside the radius at minimum. While defenders have little to do besides finding attackers by triangulating positions and then pushing out assaults on their next spawn. it's not exactly much "deeper" than what we had before and in many ways it's less so.
Loving the patch overall, but wanted to get some feedback and ask questions while things are fresh.

Details

Severity
Major
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
General

Event Timeline

Geez changed the task status from New to Awaiting internal Testing.Mar 15 2024, 10:46 AM

It was worse the other way around in my opinion. I think a good middle ground would be to allow building from the command post but with the blurred Arma vision, that way it can't be exploited to locate enemies. Leave requesting AI defenses as is. It was insanely annoying to have enemy AI placed right on top of me when I was trying to take over a base.
Having to spend 10 minutes to find an enemy is probably fine, there is some aspect of realism to having to physically clear out building and bushes.

As for deconstruction, I think it should be allowed at anytime but with a long timer maybe double the build time? Or possibly relate it to physical damage.
For example in order to take down a radio antenna the enemy has to shoot or blow up the generator powering that antenna, once the antenna is down no AI can be placed?

As for deconstruction, I think it should be allowed at anytime but with a long timer maybe double the build time? Or possibly relate it to physical damage.
For example in order to take down a radio antenna the enemy has to shoot or blow up the generator powering that antenna, once the antenna is down no AI can be placed?

This is where i assume or hope things will be going eventually. Much like an RTS or even old school BF2 gameplay. As it is now we need some means of lowering defenders resources. You also cannot even disassemble if you are the only player on the whole objective capping unopposed. I still feel like this is unintended game play as sapping and disrupting radio networks is a null tactic now.

Having to spend 10 minutes to find an enemy is probably fine, there is some aspect of realism to having to physically clear out building and bushes.

The problem is it gives a lot of power to a single player. We have superiority to cap the point, but not build? doesn't make much sense. It also encourages players to hide as they no longer have urgency to stop the defenders from building. If i as a single player can sit in a hiding spot and stop the whole defender squad from reinforcing i will absolutely do that, if i instead am forced out to try and stop them building by actually engaging them then i share risk as they do by trying to build in a hot zone.

I think a good middle ground would be to allow building from the command post but with the blurred Arma vision, that way it can't be exploited to locate enemies.

This was an issue in the previous patch and easily exploited, having a UAV birds eye view was very powerful. Not being able to build while enemy players are on the point was changed to counter this tactic, but it has other consequences. I like blurring things out as a solution or just not showing enemies somehow at all.

It was insanely annoying to have enemy AI placed right on top of me when I was trying to take over a base.

This was exactly why it changed and i agree, but feel the current system is also lacking. I would advocate for a hybrid solution. A.I. can be spawned while under attack, but they can't be placed. Instead they spawn on the tent and you can then order them to a location to defend or investigate. This leaves a defender open to getting killed and encourages building defenses to not be so open. Again defenders should have to order A.I. to where they think an assault is happening or using their senses rather then just UAV vision or the game literally telling you bad guys are here. A.I. would then have to go to the location rather then just appearing out of thin air. As an attacker if you know A.I. is actively being called you have an idea of where from and you have the ability to break contact or flank to take out the player.

Both sides should be getting more info from their senses and information they get from the world, and less from the meta data in the game. But they should also share risks and be encouraged to do more than sitting in bushes or waiting for the other side to reveal themselves. Attack/defense is missing a little of the chaos of the last patch, and while i am in no way advocating to get back A.I. and barracks spam, i do think we need some balance between 'cat and mouse' and chaos.

Great comment/feedback @Yamachinu, I think we pretty much agree on most of this. It's critical that this is figured out properly sooner than later as I have already encountered players in game that dislike the way things work and just quit, possibly to never return again which in some cases is probably for the best.

I think some of these changes we talked about are relatively quick and simple, while others may infringe on future plans.

I'd really like to see some first person interaction control with the AI defending your base, imagine if you could walk up to the AI team leader as a Sargent and tell him to follow you, patrol the perimeter of the base or defend in a certain direction ect. I honestly think this is coming in future updates though.

Maybe the in-person interaction should be the only way to interact with AI instead of the current game master style set up, especially in the conflict game mode.

Geez changed the task status from Awaiting internal Testing to Reviewed.Wed, Apr 3, 3:31 PM