Have you confirmed that your character resides on the same hive as the servers you were unable to join with that character?
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May 10 2016
@AdrenalineRush26 You're absolutely right, I had things twisted up in my head. I'll be closing or deleting this issue shortly, whichever I can do.
Experienced this issue twice on this Experimental build. Didn't actively test the issue to see if all deaths cause this pose, but I observed two gunshot deaths that put the player in this pose.
Well one PvE server per locale sounds a lot more reasonable than the original issue report which makes it seem like they all should have PvP disabled. That's something I'd support. I wasn't suggesting 0009320 is game-breaking, that was an example of a PvP bug, and my latter remark about game-breaking PvP bugs wasn't related to that; simply the idea that a game-breaking bug could make it to stable and be a pain point for the players.
The idea with an experimental branch is to curb the amount of issues plaguing the general player-population before it even reaches a server they will play on. What happens when there is a game-breaking bug involving PvP that is missed due to PvP being disabled? I'm not going to argue, we're on the same side here, trying to help the development process and find bugs :-) I'm just trying to share some knowledge and explain why I don't think this should or will become a reality.
This isn't a good idea. You are suggesting that the devs should cut out a massive chunk of test scope. For example, Issue #0009320 refers to a glitch with player corpses not appearing correctly upon death. If the devs turned off PvP, a huge portion of the testing would be neglected.
The direction idea isn't bad though, it would also be nice to see buffed spawn rates for newly added items so more people can interface with them to find the issues. I can't tell you how many times I've played an experimental build and never found some of the items I'd like to try out.
This is a problem with the hitboxes/collision with the terrain, and surely already has several bug reports out for it.
This is no doubt an issue, but the work-around that has seemed to work for me is to make sure to holster any weapon or item in your hand before using a ladder. Going down a ladder with a weapon out almost always causes my character to vault first, and then if my character doesn't fall, he'll get on the ladder. Putting the weapon away seems to stop this.
This is not an issue exclusive to that location, falls can be broken by landing on fences (I have personally tested wooden picket fences, concrete fence-walls, and corrugated metal fences) and by landing on a player.
There are no door sound effects, you should know this if you have ever touched a door in-game. The sound effects that you hear are features, not bugs. Ambient noise, the sound of a metal gate blowing in the wind, creaky floors, etc.
This issue should be closed, in my opinion. Yes, there are a lot of sound glitches in-game, like universal reload sounds and cans opening, but the ambient effects you are describing are 100% intentional.