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Red Line - Fuel Consumption Testing on ArmA Reforger 2025
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Description

Game Version number:
1.2.1.173

Modded?: (Yes/No)
No

Issue Description:
Feedback on testing various parameters for Fuel Consumption

Details

Severity
Feature
Resolution
Open
Reproducibility
N/A
Operating System
Linux x64
Operating System Version
GNU+Linux
Category
General
Steps To Reproduce

We tested the various Fuel Consumption parameters from default up to the maximum

Additional Information

A full report is provided in the attached document.

Outline:

  1. Date:
  2. Server:
  3. Game Version:
    1. Test Methodology:
  • Testing Approach:
  • Sample Size:
  • Duration of Testing:
    1. Test Environment:
  • Hardware Specifications:
  • Operating System:
  • Network Conditions:
    1. Test Parameters:
  • Parameter Tested:
  • Range of Values Tested:
    1. Technical Observations:
      1. Performance:
  • Frame Rate Observations:
  • Load Times:
    1. Stability:
  • Crash Reports:
  • Lag Spikes:
    1. Gameplay Observations:
  • Balance:
  • Mechanics:
    1. Bugs Encountered:
  • Description of Bug:
    • Steps to Reproduce:
    • Expected Behavior:
    • Actual Behavior:
    • Severity Rating:
    1. Player Feedback:
  • Quotes or Summaries:
    • [Quote or Summary]
    • [Quote or Summary]
    1. Suggestions:
  • Improvement Ideas:
  • Potential Additions:
    1. Comparative Analysis:
  • Changes from Previous Tests or Versions:
    1. Media:
  • Screenshots:
    • [Link or Description]
  • Videos:
    • [Link or Description]
    1. Additional Notes:
  • Any Other Relevant Information:
# Date:
# Server:
# Game Version:

## Test Methodology:
- **Testing Approach:**
- **Sample Size:**
- **Duration of Testing:**

## Test Environment:
- **Hardware Specifications:**
- **Operating System:**
- **Network Conditions:**

## Test Parameters:
- **Parameter Tested:**
- **Range of Values Tested:**

## Technical Observations:
### Performance:
- **Frame Rate Observations:**
- **Load Times:**

### Stability:
- **Crash Reports:**
- **Lag Spikes:**

## Gameplay Observations:
- **Balance:**
- **Mechanics:**

## Bugs Encountered:
- **Description of Bug:**
  - Steps to Reproduce:
  - Expected Behavior:
  - Actual Behavior:
  - **Severity Rating:**

## Player Feedback:
- **Quotes or Summaries:**
  - [Quote or Summary]
  - [Quote or Summary]

## Suggestions:
- **Improvement Ideas:**
- **Potential Additions:**

## Comparative Analysis:
- **Changes from Previous Tests or Versions:**

## Media:
- **Screenshots:**
  - [Link or Description]
- **Videos:**
  - [Link or Description]

## Additional Notes:
- **Any Other Relevant Information:**

Event Timeline

tartan created this task.Sat, Jan 25, 2:46 PM
tartan edited Additional Information. (Show Details)Sat, Jan 25, 3:18 PM

A non-PDF version of the report was requested. Here it is, without the images:

  1. Red Line
    1. Fuel Consumption Testing on ArmA Reforger 2025

Author/Discord Contact: Tartan / Discord @sumo_79925

{ECC61978EDCC2B5A}Missions/23_Campaign.conf

  • Testing concluded on version 1.2.1.173
  • AR-Campaign_ScenarioName_Everon
  • Cross-Play enabled for PC, Xbox and PlayStation
  • Conflict Everon Map
    1. Test Methodology:
  • Testing Approach:

For three weeks, each day, players on both teams Russia and USA were repeatedly informed through the chat and by in-game radio that we were testing Fuel Consumption (FC). Throughout each day, notifications were made that Fuel Consumption was high, or higher than the previous day and that we were testing. Players did not know what the value of the settings were, just that they were high or higher than previously. Mid-way through testing, suggestions were made to each team on ways to adapt to the higher FC on the server, e.g. use jerrycans, fuel both tanks on Russian vehicles, etc.

  • Sample Size:
  • 128 players maximum, approximately 100 players average over the course of 3 weeks
  • Duration of Testing:

Testing ran for approximately three weeks, starting one week before the 1.2.1.173 update to fuel consumption and vehicle damage, and continuing two weeks afterwards.

    1. Test Environment:
  • Hardware Specifications:

Dedicated ArmA Reforger server

  • Operating System:
  • GNU+Linux
  • Network Conditions:

Several players reported high quality ping and low levels of lag on the server

    1. Test Parameters:
  • Parameter Tested:

Fuel Consumption

  • Range of Values Tested:

From default incrementing up to 100 (the maximum)

    1. Technical Observations:
      1. Performance:
  • Frame Rate Observations:

Frames were not particularly effected, though in longer matches people wanted out-of-fuel, abandoned vehicles cleaned off the map to reduce lag

  • Load Times:

These were not effected

    1. Stability:
  • Crash Reports:

No Fuel Consumption related crashes

  • Lag Spikes:

It was not established whether vehicle lag increased as a result of increased vehicle spawning and subsequent abandoned vehicles on the map

    1. Gameplay Observations:
  • Balance:

These are reported in order of testing. We tried incrementing up by 10% intervals. Here are our notes:

  • 40% We tried this first. People noticed immediately and wanted it reduced as it effected their ability to play their usual style
  • 30% We reduced to this level, which players felt was low enough to not effect their play style but was noticeable
  • 50% Comments about Fuel Consumption became frequent, few players adjusted behaviour
  • 60% Complaints increased and were frequent and robust. People did start using jerry cans. A few started fueling vehicles before embarking. People began becoming familiar with petrol stations on the map, using them and preparing ambushes there.
  • 70% This was the sweet-spot, as far as this testing went. Players had started making a habit of fueling before embarking. Fuel-depots were becoming a priority construction. Complaints about FC were widespread and repeated. People new on the server were vociferous about "fixing" FC. Old sweats seemed to enjoy hearing the grief from server newbies. The first convoy with Fuel Tankers formed. (It was amazing, about 10 vehicles, two fuel tankers, several jeeps and Transport Trucks and an ambulance. It formed impromptu and was greatly enjoyed by participants.)
  • 80% At this level, players were thinking the FC was a sick joke. They couldn't believe that it had been made even higher than the 70% level. They wanted testing to end. Very few players helped by using Fuel Tankers.
  • 90% This seemed to be like torture-testing the FC mechanic. Most players did not adapt to this level and were abandoning vehicles as a way of coping. It was clear at this stage players were not going to adapt.
    1. Bugs Encountered:
  • Out of Fuel, Can't Fuel:
    • Run down the vehicle to zero fuel, attempt to refuel vehicle using jerrycan:
    • Expected Behavior: fuel tank fills
    • Actual Behavior: fuel tank remains at 0% despite glugging in fuel
    • Severity Rating:

low

  • Player becomes unable to fuel cans or vehicles:
    • Steps to Reproduce: go completely out of fuel, try to fuel vehicle using jerrycan
    • Expected Behavior: fueling is possible for all players
    • Actual Behavior: the player who ran out of fuel cannot fuel vehicle or jerrycan. Other players can fuel the same vehicle or jerrycan
    • Severity Rating:

low

  • Montignac Fuel Station pump rate low:
    • Steps to Reproduce: Fuel tanker is out of fuel, use Montignac on map fuel station to refil tanker
    • Expected Behavior: fast fueling rate, similar to fuel depots at bases
    • Actual Behavior: very slow, fraction of a percentile fuelling takes place
    • Severity Rating:

low

  • Description of Bug:
    • Steps to Reproduce:
    • Expected Behavior:
    • Actual Behavior:
    • Severity Rating:
    1. Player Feedback:
  • Quotes or Summaries:

There were many funny, acrid comments made regarding the high FC. Unfortunately, we had no adequate mechanism to record the wit of the testers.

  • Is there a way you can make filling jerry cans quicker?
  • I didn't know that there was a second fuel tank.
  • This is stupid.
  • I don't want to drive a truck. I want to drive a 50 Cal.
  • Can we turn down fuel consumption to normal levels?
    1. Suggestions:
      1. Observations
  • Good Examples:

This was exploratory testing. Before starting, we had hoped that an increased amount of logistics play would emerge as a result of the change in Fuel Consumption. We think that a lot more logistics would have happened if there had been some exemplary play which the teams could have seen and emulated. If Bohemia Interactive introduce new features in future, we think it would considerably catapult the feature into play if there were a video or demo of a team of people showing how to use the mechanic with efficiency and to advantage.

  • Disposable Vehicles:

Players were using vehicles like they would use a can of soda. They would spawn a (three-man) jeep, drive it 500 meters up the road till the tank was empty and then abandon it there and proceed on foot.

  • Non-Adaptive Behaviour:

A lot of players stuck to the same game play style throughout the testing. Instead of adapting to the new Fuel Consumption levels, they complained, which is their right. Perhaps this shows something of human nature. Bohemia Interactive developers might like to take this steadfastness into account when a new feature or game is introduced. People don't enjoy changing their ways and are often reluctant to do so. Closed beta testing would recommend itself here, particularly if there was also a phase which included changing the parameters and monitoring the resulting feedback.

  • Absence of Squad Play for Vehicles:

It became clear that infantry units would regularly team together into squads and co-operate, however that almost never happened with vehicles. Occasionally there would be some 2 truck supply convoys but this was usually due to camararderie or one player attempting to train another in logistics. It seemed as though there was not much one vehicle could do to assist another. Armoured vehicles almost never bothered to escort Transport Trucks, for example.

    1. Potential Additions
  • Convoys:

To increase participation in the logistical side of the game, a Convoy feature could be introduced.

  • The existing code for forming a Squad could be adapted for players to instead form a Convoy.
  • The existing code for radio range could be adapted to have vehicles keep close enough to remain part of the Convoy
  • Existing Map Marker code could be adapted to enable the IC (In Command) of the Convoy to set waypoints that ought to be achieved to earn perks (e.g. experience, supplies, enhance rate of supply at waypoints, or team-wide buff, etc.)
  • Shared Attributes - Vehicles that have been able to sustain a presence in the convoy could lend their perks to each other. For example, if a Fuel Tanker is in the convoy, the other vehicles wouldn't run low on fuel. A repair truck presence would passively heal other vehicles, and armoured vehicle could enhance the defensive value of all soft targets in the convoy, etc.
  • Leadership Roles - e.g. Mechanic who would be designated convoy leader could be entitled to set waypoints and their vehicle could gain buffs, e.g. increased scanning for threats or enhanced communication range to enable more remote base capture.
  • Rewards - If there were a Mechanic, they could gain access to unique caches or extra vehicle supply capacity.
  • Requirements - Fuel Depots might need a convoy to arrive in order to function at 100% rate. Similarly, ammunition at Ammunition Supply structures might be available at only a low level if a Convoy has not recently arrived.
  • Time - The old adversary. Having to complete a Convoy in within a time-limit would add to the drama and encourage efficiency and skill.
  • Leaderboard - A Convoy Leaderboard which tracked stats like total distance travelled, supplies delivered could lend kudos to the logisticians.
  • Spawn into Convoys - this could make them more worthwhile and more central to the game, if wanted.
  • Sea Convoys - If Reforger introduces boats, these would very much lend themselves to a Convoy mechanic. The Arctic Convoys from Orkney to Russia during WWII are one example from history. The Berlin airlift is a Cold War example illustrating how a convoy mechanic could take place with air units.
  • Statistics: It might be interesting to see some stats on who is the biggest "litter bug" or "soda guzzler". A somewhat subtle indication of how many supplies a player in a game has consumed (or delivered) could be a slight colour change on some of their equipment. For example, the luminous bar on the back of the US helmet could glow ever brighter according to the amount of supplies they have consumed. The colour could change too, for example, green, yellow, amber, red.
    1. Supply Requests:

Currently, Supplies are generic what arrives is "whatever you want it to be". We could increase the value of logistics by having people put in specific supply requests at specific supply locations with requests made at a specific priority/rank. This could enormously enhance the logistical component of the game.

For example, a Fuel request might be made by Seargant X. (You would need to be Seargant to unlock Fuel requests, for example.) Seargant X would set a request at one of Low, Medium or High priority, which would consume some of his experience, perhaps. The priority level would set the time-frame within which that supply mission would need to be accomplished in order for the delivery to result in enhanced experience for the logistics driver. Since the Supply Request was for Fuel (rather than e.g. 50 Cal Ammunition boxes or equipment like sniper scopes) those who wished to fulfil that request would need to source that particular supply, Fuel, on the map. It might be available at a designated Fuel Dump, for example. The logistician would then need to arrange for the appropriate vehicle to be brought to that Fuel Dump and then load and transport the Fuel to the destination within the time-frame.

    1. Comparative Analysis:
  • Changes from Previous Tests or Versions:

No earlier testing was made on Fuel Consumption

    1. Media:
  • Screenshots:
    • [Link or Description]
  • Videos:
    • [Link or Description]
    1. Additional Notes:
  • The author would be happy to assist Bohemia Interactive with their Beta Testing of ArmA Reforger. The Discord username is @sumo_79925
  • Thank you to everybody who participated in the testing, particularly those who offered comments. Thanks to the players also for their patience and tolerance and their continual support for the server and love of ArmA Reforger throughout the trials.
  • A blank template of this report is provided below in case other people might like to try using or modifying it:
  1. Date:
  2. Server:
  3. Game Version:
    1. Test Methodology:
  • Testing Approach:
  • Sample Size:
  • Duration of Testing:
    1. Test Environment:
  • Hardware Specifications:
  • Operating System:
  • Network Conditions:
    1. Test Parameters:
  • Parameter Tested:
  • Range of Values Tested:
    1. Technical Observations:
      1. Performance:
  • Frame Rate Observations:
  • Load Times:
    1. Stability:
  • Crash Reports:
  • Lag Spikes:
    1. Gameplay Observations:
  • Balance:
  • Mechanics:
    1. Bugs Encountered:
  • Description of Bug:
    • Steps to Reproduce:
    • Expected Behavior:
    • Actual Behavior:
    • Severity Rating:
    1. Player Feedback:
  • Quotes or Summaries:
    • [Quote or Summary]
    • [Quote or Summary]
    1. Suggestions:
  • Improvement Ideas:
  • Potential Additions:
    1. Comparative Analysis:
  • Changes from Previous Tests or Versions:
    1. Media:
  • Screenshots:
    • [Link or Description]
  • Videos:
    • [Link or Description]
    1. Additional Notes:
  • Any Other Relevant Information:
# Date:
# Server:
# Game Version:

## Test Methodology:
- **Testing Approach:**
- **Sample Size:**
- **Duration of Testing:**

## Test Environment:
- **Hardware Specifications:**
- **Operating System:**
- **Network Conditions:**

## Test Parameters:
- **Parameter Tested:**
- **Range of Values Tested:**

## Technical Observations:
### Performance:
- **Frame Rate Observations:**
- **Load Times:**

### Stability:
- **Crash Reports:**
- **Lag Spikes:**

## Gameplay Observations:
- **Balance:**
- **Mechanics:**

## Bugs Encountered:
- **Description of Bug:**
  - Steps to Reproduce:
  - Expected Behavior:
  - Actual Behavior:
  - **Severity Rating:**

## Player Feedback:
- **Quotes or Summaries:**
  - [Quote or Summary]
  - [Quote or Summary]

## Suggestions:
- **Improvement Ideas:**
- **Potential Additions:**

## Comparative Analysis:
- **Changes from Previous Tests or Versions:**

## Media:
- **Screenshots:**
  - [Link or Description]
- **Videos:**
  - [Link or Description]

## Additional Notes:
- **Any Other Relevant Information:**

Bugs noticed during this experiment have also been reported individually:

  • Out of fuel, can't fuel

https://feedback.bistudio.com/T188703

  • Player loses ability to fuel vehicles or jerry cans

https://feedback.bistudio.com/T188704

  • Montignac fuel station pump rate low

https://feedback.bistudio.com/T188705

This comment was removed by tartan.