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(INCOMPLETE - STILL EDITING) Cost of Living - Spawn Cost Testing on ArmA Reforger 2025
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Description

Game Version number:
1.2.1.189

Modded?:
No

Issue Description:
Feedback from 3 weeks testing higher and lower supply cost for spawning

Details

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

To try and replicate this experiment:

  • Create a multi-player, Conflict Everon game with 128 players
  • Enter credentials to become Game Master
  • In Scenario Options use the slider to set different factors for spawning
  • The multiples used were: x2, x3, x4, x0.5, x0.1
  • Set the cost of spawning to a higher multiplier for the game
  • Announce on team radio and through using the chat for the opposing team that the server is testing higher cost in supplies for spawning
  • Ask on radio and in the in-game chat for feedback

For the first week, we started at x2 and then rapidly moved to x3. For the second week we moved to x3.5. The final week was at x4. We concluded with a day of testing at x0.5 and one more day to conclude at x0.1

Additional Information
  1. Date: 2025-02-24
  2. Server: [UK/EU] 3 Commando Brigade Server https://discord.gg/3-commando-brigade
  3. Game Version: 1.2.1.189
    1. Test Methodology:
  • Testing Approach:

This experiment took place over 3 weeks and follows an earlier study on higher fuel consumption costs.(Link in end notes)

  • Sample Size:

Our server is usually full and handles 120-128 players.

  • Duration of Testing:

Three weeks in February, 2025

    1. Test Environment:
  • Hardware Specifications:
  • Operating System:

GNU+Linux x64

  • Network Conditions:

Good, except for the DDoS attack on Bohemia Interactive mid-way through the experiment which caused considerable disruption, making it difficult to connect or remain in a game. The interruptions affected the mood of the testing and participants did not wish to incur additional difficulty during gaming sessions on the occasions when they were able to play.

Test Parameters:

  • Parameter Tested:

Spawn Cost Multiplier - This is the factor which multiplies the number of supplies needed to spawn for a given loadout at a base.

  • Range of Values Tested:
  • x2
  • x3
  • x4
  • x0.5
  • x0.1

Technical Observations:

Performance:

  • Frame Rate Observations:

Larger crowds were noticed around Ammunition Supplies, however these close congregations of players didn't seem to effect Frames Per Second.

  • Load Times:

No changes in load time were noted, though it takes a few seconds for the Game Master to establish credentials and set the server to the Spawn Cost setting at the start of each game.

Stability:

  • Crash Reports:

No crashes were related to the changing of the parameters tested.

  • Lag Spikes:

"Supply Lag" was noticed, though this did not seem to be connected to changing the parameters. "Supply Lag" is found when for instance a transport truck arrives at a supply point and there is no option to pick up supplies, as it remains greyed out and unusable. After a half-minute or so, the supplies become highlighted in white and are available to either load or unload.

Gameplay Observations:

  • Balance:

Players felt higher cost in supplies favoured the Russians. This was attributed to the Russians having better default weapons with better sights. Because the Russians did not as badly feel the need to upgrade their weapons, it was argued they did not equally feel the impact of higher supply cost for spawning.

Another argument made that higher supply cost favoured the Russians was that Russian kit was generally less expensive, so the multiplier was less impactful on the Russian side.

  • Mechanics:

Higher Spawn Cost also favoured the Russians because generally the Russians had fewer new players, so the Russian team better knew the importance of running supplies to bases and more of them did so. Fewer players on the American side were as experienced and as knowledgeable. Russians prioritized construction of Radio Relays to build up the rate of passive supply spawning at captured bases. The Russians also better appreciated the value of dedicated logistics runs and would typically have several trucks running supplies from early in the game, whereas the Americans only had a few. Also, amongst the Russians, the appreciation of supplies extended beyond the logistics drivers. Infantry would use light vehicles to pickup and deliver supplies to bases they were capturing too, and would ensure that somebody stayed to build up a base before leaving.

In longer games, it is theoretically possible for a base to reach its upper limit on passively spawned supplies, at which point, only supplies brought in manually will be available. Though the server did have some longer games, even reaching 4 or 5 hours, this upper cap seemed not to have been reached. This is a pity, as then the need for logistics deliveries at hotly contended bases would have been critical.

    1. Bugs Encountered:
  • Supply Duplicating:

There seems to be an exploit where players could double the number of supplies at a point by glitching out of the game.

  • Steps to Reproduce:
  • Expected Behavior:

The number of supplies in a location remain the same.

  • Actual Behavior:

The number of supplies in a location double.

  • Severity Rating:

Minor

    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:

A previous experiment we ran instead tested higher costs in fuel consumption.

    1. Media:
  • Screenshots:
    • [Link or Description]
  • Videos:
    • [Link or Description]
    1. Additional Notes:
  • Any Other Relevant Information:

Red Line - Fuel Consumption Testing on ArmA Reforger 2025
https://feedback.bistudio.com/T188669

3 Commando Brigade Discord:
https://discord.gg/3-commando-brigade

Pasted below are the headings for this report in case others might like to use a similar format.

  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:

Event Timeline

tartan created this task.Mon, Feb 24, 5:34 PM
tartan edited Steps To Reproduce. (Show Details)Mon, Feb 24, 5:58 PM
tartan edited Additional Information. (Show Details)
tartan edited Additional Information. (Show Details)Mon, Feb 24, 6:08 PM
tartan edited Additional Information. (Show Details)Mon, Feb 24, 6:13 PM
tartan edited Additional Information. (Show Details)Mon, Feb 24, 6:15 PM
tartan edited Additional Information. (Show Details)Mon, Feb 24, 6:24 PM
tartan edited Additional Information. (Show Details)Mon, Feb 24, 6:26 PM
tartan edited Steps To Reproduce. (Show Details)Mon, Feb 24, 6:35 PM
tartan edited Additional Information. (Show Details)Mon, Feb 24, 6:39 PM
tartan renamed this task from Cost of Living - Spawn Cost Testing on ArmA Reforger 2025 to (INCOMPLETE - STILL EDITING) Cost of Living - Spawn Cost Testing on ArmA Reforger 2025.Mon, Feb 24, 8:50 PM