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May 10 2016

bdfriend added a comment to T77640: Recoil animation/effects only occur once every several shots.

At least you are "touching" the recoil (damn finally!!!)... and it is already almost great, just ensure every shot has it's recoil, then it is almost as good as it gets!

May 10 2016, 8:31 AM · Arma 3
bdfriend added a comment to T76417: Crouch run is too fast.

Have you ever tried to actually "run" while in this semi crouched shooting stance? Have you ever tried this shooting stance? No one "runs" that way at all.. in A3, they can!

May 10 2016, 7:59 AM · Arma 3
bdfriend added a comment to T71642: fog does not effect humidity.

nice, if it one day influences the total WEIGHT of all the clothes and gear of the soldier... bring it on, humidity!

...which, btw, should only be increased slightly and slowly by fog...

no vote so far...

May 10 2016, 5:51 AM · Arma 3
bdfriend added a comment to T71535: Make the ground textures darker by rain.

Especially the physical implications with rain are missed totally, still. (Although humidity is getting very interesting!)
Slippery ground, more heavy clothes, puddles and even an FSM for Civ-AI to find good cover from the rain...dreams...^^

May 10 2016, 5:48 AM · Arma 3
bdfriend added a comment to T70495: Stop "Balancing" and make it how it is in real life, its a SIMULATION!.

We do, "Killzone Kid"...we do...and we understand!
And a lot of people are not amused.

Example?

Changelog:
"Added some delay between throwing 'nades"

WOT?

My Dear Joris, seriously?
Did you just wrote "'nades"???
And did you just "add" a quarter of a second as a delay?

Please, please do not feel forced to satisfy the DayZ-Kiddies.
Those are the first to abandon your "military sandbox" later!... Think twice.
Give them their game, give them Levelling, Premium Content, endless DLCs, let them buy different scopes and ammunition online, do it do it! They want it that way!
Make that money, they are willing to pay!

But please also return to BIs core competence.

Another "old man"...

May 10 2016, 5:15 AM · Arma 3
bdfriend added a comment to T70495: Stop "Balancing" and make it how it is in real life, its a SIMULATION!.

Unfortunately, my friend, your posting seems to be a prediction already.

It feels like, the last stand of the true ArmA players...

But, without any doubt, this company has decided to skim the target market.

I agree with you in many aspects, that the goal to satisfay the new target group (in their user names you can often even see their background, like "Killzone Kid" ...) will cause any expectation of a focus on simulation to be disappointed.

:(
Mike, I feel with you, but I tumbled myself already by using steam.

upvoted, for the sake of nostalgia...when people think or write shit like "...i'm talking about DayZ style of playing..."

May 10 2016, 5:15 AM · Arma 3
bdfriend added a comment to T66700: have the ability to get knocked out, pass out, faint etc....

You already said it: "like in the ACE mod"...why making such effort when waiting for the comm to deliver solutions is the easiest way?

no vote

May 10 2016, 2:52 AM · Arma 3
bdfriend added a comment to T66202: Recoil pushes the weapon in the wrong direction.

Another recoil myth presented by someone who has never shot a rifle?

C'mon, stop it!
Please, go get a real rifle (huge differences of the recoils) and a shooting instructor and spend some hours on a shooting range. At least, you guys at BI.

Reading the rubbish about the "Weapon Sway" in the "Bootcamp Update" implies rather clearly, that you do not prioritize realism, but gameplay...

May 10 2016, 2:32 AM · Arma 3
bdfriend added a comment to T65577: Losing aim focus while moving and aiming on high angle (low/high).

It is probably referenced from another of these annoying ShackTac game facilitations that have already been introduced in A2 (ST_Movement), and yes, it is annoying and often quite useless.

May 10 2016, 2:04 AM · Arma 3
bdfriend added a comment to T63881: Gas Settings on Automatic Weapons..

very, very nice idea, BUT as long as the weapons still functioning like in a Free-to-play-no-one-cares-about-realism-shooter, this is way over the top of the Must-haves and Nice-to-haves - still an upvote

May 10 2016, 1:03 AM · Arma 3
bdfriend added a comment to T62773: [VIDEO IN DETAILS] The AI can't hit the player if you keep strafing in one direction and keep staring at the enemy..

since I cannot change difficulty settings, I assume this actually IS wanted to represent the lowest AI skills...still, vote up! Too hilarious!

May 10 2016, 12:15 AM · Arma 3
bdfriend added a comment to T62692: No bullets when shooting through certain windows.

Tried not deliberately, but it also occured with different distances... including shooting INTO house through windows, which I used various distances for.

May 10 2016, 12:11 AM · Arma 3
bdfriend edited Steps To Reproduce on T62692: No bullets when shooting through certain windows.
May 10 2016, 12:11 AM · Arma 3
bdfriend added a comment to T62624: Lock Gamma option for server.

...well, if you say so, well then there is no dark night... I must have missed my "Mark One Eyeball" when in our squad we even had to connect each other to the person in front, in order to stay together in a march during a pitchblack night. The only chance of >>>orientation<<< was looking upwards, seeing the merely recognisable brightness of the sky against some trees...
And I am not even talking about reconnaissance or actually seeing a potential threat within 50m...And, yes, it took way more than 30mins.

I play ArmA2CO as a mil-sim (which is btw, not even remotely a proper description for the Alpha, so far!!!)...and usually I do not have cheaters around, and so this issue won't be relevant for my gameplay. If we want to have a pitchblack night, it is possible in ArmA, like seasons, the tides and the changing hemisphere...and should be in this "new" game, too!
We will always get rid of people immediately that are using any of the 10-years-old exploits of the engine anyway.

What this feedback is actually about, is to raise awareness for Gamma-Cheaters.
It is not about the question if someone has ever left his gaming room to see a real night out there.
As Dwarden mentioned already it has even been tried to implement, so no worries, I am sure someone in the BI-Studio still checks back with reality (at night of course^^) and not simply believes feedback trackers...

May 10 2016, 12:09 AM · Arma 3
bdfriend added a comment to T62624: Lock Gamma option for server.

"...it is never that dark in real life..."

*facepalm*

...seriously? I mean this feedback tracker is full of wannabees in all respects, but, seriously?

May 10 2016, 12:09 AM · Arma 3

May 9 2016

bdfriend added a comment to T61439: Unable to change difficulty..

still to be confirmed in 0.53.103478 (dev)

May 9 2016, 11:06 PM · Arma 3
bdfriend added a comment to T61211: Client-Side HUD options.

*And another thing I forgot just now - IF the Server forces HARD Options, like NO crosshair and stuff, THAT should be overriding your Settings - so you cant cheat.*

Having said that, the whole issue is practically solved.

And it is that way right now: Server decides for EVERYONE to have the SAME experience.
This also applies to the ingame content at all, when servers are checking signatures it is out of the very same approach to ensure an equal experience for all.

For me, the question of HUD settings in ArmA is a clear question of difficulty settings.

Not knowing how much ammo you have, which stance you are in, which direction the target is etc., simply means there is not much situational awareness or not much emphasis on it.

May 9 2016, 10:54 PM · Arma 3
bdfriend added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

...yeah... you touched the recoil, finally... and, you almost nailed it. At least the fallback of the weapon feels good enough, but.... BUT now the recoil is no longer consistent...

Simple description:
recoil only sets in every 3-5 shots... must be a timer, instead of being an effect of the shot...

Keep it up... you're on the right way... (still I am afraid of the Realistic-Recoil-DLC ^^)

added: stable version 1.22

May 9 2016, 10:02 PM · Arma 3
bdfriend added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Some do not get it, don't they?

It's NOT about "ingame handling", it IS about immersion!

And whoever has shot a real rifle cannot feel immersed when shooting A3 rifles...
And of course a rifle will not reset to the very original position after shot. Nope, this is where the muscle memory sets in, which is prevented in A3 (yes, your mouse hand also creates muscle memory) by the erratic reaction of the gun.

The very basic things that should have been introduced into A3 in the first place:

  • Gravity (at all)
  • reproducibility of the recoil (every fucking time I shoot, the gun decides erratically how it reacts, way different in real life! This is why people practice shooting!)
  • Weapon control (while running around like mega pros, these avatars cannot even hold a 5.56 gun??? ridiculous!)
May 9 2016, 10:02 PM · Arma 3
bdfriend added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

@Anachoretes

Go away, go... ssshhh, go...ssshhh, go away, shush... stopp trolling, go hunting zombies...now!

It might even have escaped your attention, that this thread is a (almost desperate) try by experienced players to remember BIS what (among other things) made their series so longlasting! The shooting, the weapon handling, the ballistics (even without ACE it was not comparable)!

BTW, I think of it as absolutely funny, that you tried to prove your point by denying "gravity" in a "wannabe"-Simulation...LOL


Back to topic...
Introduce GRAVITY ...
Then weapons can return to their aproximate starting position after being fired.
The discussion here has already become totally ridiculous... BI, please finally start working over the recoil management!

We even didn't start talking about different springs in the weapon slides...whatever

May 9 2016, 10:01 PM · Arma 3
bdfriend added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

...this is soo depressing, to see all these wannabees discussing just for the sake of ownage...

Guys, whatever experience you might have or not, SHOOTING is no longer "fun" in A3 so far...and by saying "fun" I still remember the feeling of my first m16 round fired in OFP, where I actually got the impression of my bullet flying through the game world.

Nowadays, the recoil pattern is screwed up completely, the weapon is tripping like in a 5€-game of 2001, the accuracy is inconsistent to the stances and firing modes, the weapon sound changes shot by shot fired, the ballistics is almost completely missing (jadajada f**k "Grendel"), the body of the shooter is acting like an accordion, BUT I can spam 10 "nades" in a few seconds...yay!!!

Since this discussion is completely out of direction, I stop hoping for a BIS-fix on this, and hope for the ACE guys instead...who (unfortunately) also seem to have some strange surprises in petto...^^
This is so exhausting, by now I know why buying the BIS releases around 10-12 months later was always a good idea...

F.Y.I.:
present "workaround" of the insane stupid and inconsistent recoil behaviour:

  • activate the deadzone (which is by the way completely messed up, too)
  • narrow it as much as you can and
  • use the "edge" of this deadzone to fix your muzzle at this position - recoil and inaccuracy gone...

Now it really feels like a "Military Game" (Quote: van 't Land) *sarcasm off*

May 9 2016, 10:00 PM · Arma 3
bdfriend added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

+1 @this mod, but it doesnt actually solve the issue.

Again, the issue is NOT the intensity of the recoil, it is the physical behaviour of the weapon...which is simply unrealistic and thus a huge immersion killer!

And again, it is NOT about the INTENSITY of the recoil!!!

May 9 2016, 10:00 PM · Arma 3
bdfriend added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

+1 @kidmosey

Especially with training (talking with own exp), a weapon stand is very stable, allowing proper and a real good compensation of the recoil in the first place and ensuring the weapon "fall" back to that stable position. Which is, btw, totally different with rested weapons, where gravity does not help regaining the original position!

So the intensity may differ, exact position after the shot might also not be exactly the same, but "staying" in mid-air... is like...a no-go

May 9 2016, 9:59 PM · Arma 3
bdfriend added a comment to T60661: "Aiming Deadzone" : Spawns Negative Acceleration + Inusability..

Deadzone itself is totally messed up. Waaaay too quick movement for any reasonable use of the Deadzone. Furthermore you get the impressen the weapons tends to "stick" to the edges of the deadzone. Pity, I always used the deadzone to make the sway a little harder.

BUT, by setting the deadzone very small you can almost "lock" your weapon in this box while shooting: the muzzle is no longer moving up magically when shooting...

But this is probably not the solution, but a FEATURE ^^

May 9 2016, 9:53 PM · Arma 3
bdfriend added a comment to T60492: Bullet-penetration not realistic.

@johncage

welcome to patch 1.63 ^^

May 9 2016, 9:46 PM · Arma 3
bdfriend added a comment to T60025: No female soldiers models available.

seriously, guys.....

Are you really discussing this matter in connection with a military simulation?
No female models - immersion breaker

This *fill in you own adjective* suggestion of modelling the female characters by ourselves must have missed the point, that there is a whole motion system (probably completely missing for female models).

Ps: by scrolling through this discussion I must have already seen a glimpse of the newly introduced "maturity" in this "target audience"... *grow up!*

May 9 2016, 8:04 PM · Arma 3
bdfriend added a comment to T59657: Please use the crosshair from Arma1/2.

Quote dunadan: "The new crosshair is actually much more realistic than the old one..."

I play ArmA as a simulation... in MY RealLife, no cross hair is guiding me the way...so, how "realistic" do you want it???

May 9 2016, 7:07 PM · Arma 3
bdfriend added a comment to T59277: Grenade throwing is unrealistic (too fast).

Animation or "Military Game" ... ^^! No choice!

May 9 2016, 6:48 PM · Arma 3
bdfriend added a comment to T59166: Most vehicles automatically flip upright, almost impossible to roll.

well...autoflip feels as a clear immersion breaker, so is the (as always) missing damage model...;)

May 9 2016, 6:42 PM · Arma 3
bdfriend added a comment to T58799: Deploying a weapon / proper use of bipods.

I am still convinced, that introducing DayZ in March 2012 was a major blow for the established tactical communities, in terms of new player scope and changes to ArmA itself.

But, regarding all the flaws in A3, we are discussing this one:
What about using the new software of the REAL ARMA DEV-Team - DayZ-Standalone, where they actually have own ArmA-Experience and have integrated basics that have been asked for years by the community.

NetCode
Animations
Bipod (^^)
Interactions
Objects/Items
Textures
and not to forget, the ingenious medical system...

so... hurry up, Maruk, we need infos to 'downmod' DayZ back to a military simulation!

May 9 2016, 3:53 PM · Arma 3
bdfriend added a comment to T58799: Deploying a weapon / proper use of bipods.

After all, among others, the missing weapon rest in A2 made it hard for ACE fans to even return temporarily to the vanilla game...should be a plus to have it. Maybe you should even look into the solution of HiP (Hell in the Pacific-Mod for A2), where weapons rest automatically wherever possible.

May 9 2016, 3:37 PM · Arma 3
bdfriend added a comment to T58597: Characters move way too fast compared to real life.

especially when fighting against AI, their movement is clearly looking like an Operation 7 player dodging bullets...

May 9 2016, 3:21 PM · Arma 3