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May 10 2016

mepwaygame added a comment to T69403: "Throwing Smoke" when throwing Chem Light.

It's comic relief. Or just pretend you're playing as a dummy who thinks chem lights are filled with smoke...

May 10 2016, 4:34 AM · Arma 3
mepwaygame added a comment to T69357: Please implement flexible antennas on vehicles!.

Like I said, I didn't vote because I don't care. It won't harm you.

May 10 2016, 4:32 AM · Arma 3
mepwaygame added a comment to T69357: Please implement flexible antennas on vehicles!.

Whew kids these days sure lack imagination. I would never have noticed antennas. So besides this comment I'm staying out of it.

May 10 2016, 4:32 AM · Arma 3
mepwaygame added a comment to T69348: Would like more casual animations.

Okay tyl3r I updated the description a little as per Fireball's instruction, let me know if I screwed it up and I'll try to fix...

I took out the bit about different walking animations because there's a couple tickets already.

May 10 2016, 4:32 AM · Arma 3
mepwaygame added a comment to T69348: Would like more casual animations.

This is a combat sim, not Altis Life!

Smoking!? Bleghhh! Get outta here!

/downvoted

May 10 2016, 4:32 AM · Arma 3
mepwaygame added a comment to T69348: Would like more casual animations.

I guess this ticket isn't very specific and they've got plenty else to worry about....

Yeah the dismissed waypoint definitely could use an adjustable limit. What specific set of animations they actually do was never really important, but right now all they do is walk and sit.

I'm not against climbing a six foot wall, but that's hardly casual behavior.
Not for normal people anyway :)

May 10 2016, 4:32 AM · Arma 3
mepwaygame added a comment to T69348: Would like more casual animations.

Hmmm maybe I should change this ticket to 'The Dismissed Waypoint is useless'

May 10 2016, 4:32 AM · Arma 3
mepwaygame added a comment to T69348: Would like more casual animations.

Thanks frostshazzy that was really helpful. I'm gonna go try to put some 'CODES' in the 'INTI' section of the AI now. Silly me I was trying to press keys to make them work :/

I'm so stupid sometimes. But thanks to you again :)

May 10 2016, 4:32 AM · Arma 3
mepwaygame added a comment to T69348: Would like more casual animations.

Oh cool 2 comments I didn't see... My faith in humanity is returning. Thank you for being sensible :)

May 10 2016, 4:32 AM · Arma 3
mepwaygame added a comment to T69348: Would like more casual animations.

Yeah go ahead, downvote. Watching AI walk from one way-point to the next or just standing there will never get old. If it's anything like Arma 2 at least they'll have animations for pushups and weird-looking-jumping-jacks-things :)

Anyway I was throwing things out there hoping for a little variety is all, but what are you guys, mormons? A lot of soldiers smoke during deployment because I dunno, they might get shot in the freaking face that day. And a lot of people in developing countries smoke as well. And now that I think of it, what kind of terrorists don't smoke!? You might as well just be killing Bambi.

But I digress, the important one is the eating animation because that will definitely help in Day-Z so everyone knows when you're eating out of the dumpster...

May 10 2016, 4:32 AM · Arma 3
mepwaygame edited Steps To Reproduce on T69348: Would like more casual animations.
May 10 2016, 4:32 AM · Arma 3
mepwaygame added a comment to T69336: Explosives such as land mines will be considered detection of the player once they explode..

Damn bunny rabbits are setting of our landmines again... Upvoting

May 10 2016, 4:31 AM · Arma 3
mepwaygame added a comment to T69325: A.I can not be dealt with by stealth.

Subsonic ammo or not, they still need to fix the detection trigger.

See issue http://feedback.arma3.com/view.php?id=10946

May 10 2016, 4:31 AM · Arma 3
mepwaygame edited Steps To Reproduce on T69305: Duplicate of 0011552.
May 10 2016, 4:30 AM · Arma 3
mepwaygame added a comment to T69187: Air & ground vehicle sounds audible underwater.

DarkWanderer, can I interest you in another ticket?

http://feedback.arma3.com/view.php?id=11700

May 10 2016, 4:26 AM · Arma 3
mepwaygame added a comment to T69183: Teams cant be put in formations.

It'd be cool if teams would have their own formations. Even cooler if they would form up on the direction you told them to watch.

May 10 2016, 4:26 AM · Arma 3
mepwaygame added a comment to T69133: AI Will not face the enemy fast enough. Will spin endlessly..

This is a duplicate of http://feedback.arma3.com/view.php?id=3592

May 10 2016, 4:24 AM · Arma 3
mepwaygame edited Steps To Reproduce on T69046: AI in Static Weapons won't defend themselves.
May 10 2016, 4:18 AM · Arma 3
mepwaygame edited Steps To Reproduce on T69006: AI ignore stance commands when near objects..
May 10 2016, 4:16 AM · Arma 3
mepwaygame added a comment to T68890: Make AI use the advance stances also.

That would be sick!

May 10 2016, 4:12 AM · Arma 3
mepwaygame edited Steps To Reproduce on T68884: Retreat Option for AI Squad.
May 10 2016, 4:12 AM · Arma 3
mepwaygame added a comment to T68816: Waypoints (Get Out/Transport Unload) seem bugged.

Yikes! This sounds bad. You have my enthusiastic upvote.

May 10 2016, 4:09 AM · Arma 3
mepwaygame added a comment to T68718: AI Levine (male) speak woman voice..

Well at least it provided some comic relief.

May 10 2016, 4:05 AM · Arma 3
mepwaygame added a comment to T68685: AI Infantry won't engage from cover..

It would be nice if they could find cover on their own, but seems like an even more complex problem. I'm just hoping it is possible for the AI to recognize they can crouch and shoot over the object in front of them.

May 10 2016, 4:04 AM · Arma 3
mepwaygame added a comment to T68685: AI Infantry won't engage from cover..

Hi and thanks for looking into this :)

I uploaded the mission file I was using but it may not be of much use on its own. I made a video of how to reproduce the problem here: http://youtu.be/SZnGalqOpac

May 10 2016, 4:04 AM · Arma 3
mepwaygame edited Steps To Reproduce on T68685: AI Infantry won't engage from cover..
May 10 2016, 4:04 AM · Arma 3
mepwaygame added a comment to T68509: Issue with tactical view while using binoculars.

Hmmmm. Sorry if I'm not cool & hardcore enough to stay in 1st person because 'it's a sim'. It can also be a game or casual toy, depending on the size of stick lodged in your rectum. If you're so hardcore maybe you should go play paintball, so no software features hinder your experience.

If you're playing with AI only and want to position your squad, it helps to use tactical view so you don't have to walk to every spot you want to place your team members. I don't think the enemy AI will mind if it's not 'fair'. Plus it provides another way to view the awesomely detailed models.

If you're playing PVP then yeah, disable 3rd person via difficulty settings.

May 10 2016, 3:57 AM · Arma 3
mepwaygame edited Steps To Reproduce on T68509: Issue with tactical view while using binoculars.
May 10 2016, 3:57 AM · Arma 3
mepwaygame added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

The troll is back for one last post:

From my twisted point of view it looked like I was being patronized for trying to satisfy my curiosity and continue the discussion. Also it is clear (and has been admitted) that assumptions were made about how ignorant I was on the topic. But in spite of all this, I'm sorry I called anyone a troll. I'm the biggest troll here for commenting when I should know better.

That being said, I don't believe I missed any points or made any incorrect statements related to the game.

It's obvious I'm not adding anything so good luck with your ticket.

May 10 2016, 3:56 AM · Arma 3
mepwaygame added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

Okay let's try this again with no snappy remarks, hey maybe I'm being the troll...

What point have I missed?

May 10 2016, 3:56 AM · Arma 3
mepwaygame added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

you spot AI that is moving through the forest in a line formation, and you silently pick off the rear guy

Silently pick off how? Did you see any of the tickets about how sound suppressors are not silencers?

How about the guy hitting the ground? Is this group deaf?

May 10 2016, 3:56 AM · Arma 3
mepwaygame added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

To get the 'perimeter guard' to stay put and not join his group you need use the 'doStop' command, or some other SCRIPT command. Read the posts.

I guess we should check if every group member has line-of-sight to every other group member, and maybe compute the distances between all of them too, so when you have a lot of large groups your performance suffers, even on missions where the mission designer doesn't have groups spread all over the damn map. We shouldn't even have a discussion on exactly what is needed to get the desired behavior.

Anyway, WTF? Exactly how many times do I have to say I agree with the ticket before you go away, you annoying little troll?

May 10 2016, 3:56 AM · Arma 3
mepwaygame added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

Here's a point for you: Groups stick together and share information by design. If somebody scripts them to behave differently, then they should have a good reason for asking Devs to change the way it works.

I do agree there's a valid reason to change it, for example the one that I mentioned. I just wanted to see if there were other reasons.

May 10 2016, 3:56 AM · Arma 3
mepwaygame added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

I suspected there was some scripting going on.

I'm wondering now why these AI need to be in the same group? If they need to share target info you could use the 'reveal' command (probably more tedious than using doStop, but just saying).

I still think it would be more versatile to have some kind of appropriate timeout on group members knowing about their fallen comrades.

May 10 2016, 3:56 AM · Arma 3
mepwaygame added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

Nothing wrong with the AI noticing it EVENTUALLY, but not instantaneously.

Agreed.

One thing I'm confused about is how everyone is getting these AI groups to stay spread out. Even if you place units far apart in the editor, they'll regroup once you launch the mission. When I made my first comment, I was under the assumption that most the time units will be too close together for this issue to matter.

May 10 2016, 3:56 AM · Arma 3
mepwaygame added a comment to T68504: Grouped AI is aware of kills even when they shouldn't notice.

I'm not saying the AI doesn't need an overhaul, but I think the idea is that groups are in communication with each other via radio.

May 10 2016, 3:56 AM · Arma 3
mepwaygame added a comment to T67949: add more spatially descriptive words to radio protocol.

Yeah.... :)

May 10 2016, 3:37 AM · Arma 3
mepwaygame added a comment to T67949: add more spatially descriptive words to radio protocol.

Man I never did custom radio messages. I want to try with this game though.

It seems to me like no matter what words get added there will always be something missing without a speech synthesizer.

May 10 2016, 3:37 AM · Arma 3
mepwaygame added a comment to T67784: Allow waypoints easily be managed when attached to objects (buildings, vehicles etc) and group looking direction..

Your idea with columns confuses me just as bad. But Up-voting because anything would be better than current system.

May 10 2016, 3:32 AM · Arma 3
mepwaygame added a comment to T67546: AI drivers can not drive in a decent convoy.

Duplicate of http://feedback.arma3.com/view.php?id=3233

Which is assigned.

May 10 2016, 3:24 AM · Arma 3
mepwaygame added a comment to T67449: AI often behaves like rambo and does not act as a team.

Rambo would be able to turn faster than that.

May 10 2016, 3:20 AM · Arma 3
mepwaygame added a comment to T67161: No consequence to being shot.

Well, undoubtedly there was no lack of consequence to being shot, for the man clearly jerked backwards, and afterwards, proceeded to make you aware of his disapproval for such actions.

May 10 2016, 3:08 AM · Arma 3
mepwaygame added a comment to T66600: Footprints are always from boots.

WHOOP-DE-DOO! YOU HEAR THAT BLTLEGISLATOR!? U NOT AWONE BECAUSE DIS GUY WAS ANNOYED DAT HE COULDN'T RUN AROUND IN HIS BOXER SHORTS WIDOUT HEAWING DA FUNNY NOISES!

BUT BIS FIXIE IT JUST FOR HIM SO HE NO CRY NO MORE!

May 10 2016, 2:49 AM · Arma 3
mepwaygame added a comment to T66600: Footprints are always from boots.

Ewww nobody wants to hear about your mutant feet.

But anyway, GUYS THIS IS F-ING SERIAL! THE FOOTPRINT DON'T MATCH THE FOOT!!! IT'S LIKE EATING AWAY AT MY MIND AND WILL DRIVE ME F-ING INSANE IF THEY DON'T FIX IT SOON! I KEEP RUNNING AND RUNNING BUT LOOK BEHIND ME AND THERE THEY ARE! THE WRONG FOOTPRINTS KEEP FOLLOWING ME! I JUST WANT TO CRY! I CAN'T EVEN LAUNCH THIS GAME ANYMORE UNTIL THEY FIX THIS!

May 10 2016, 2:49 AM · Arma 3
mepwaygame added a comment to T66566: AI knows the enemy position at all times, no matter what.

I have no idea if they have a preference in rank - I would think it would be waste of time to implement so my UNEDUCATED GUESS would be no. But I'm so tired of watching that 'cool floating turn' that I'm not motivated to test anything at the moment :/

From what you describe it sounds like you're well on your way to another ticket!

May 10 2016, 2:47 AM · Arma 3
mepwaygame added a comment to T66566: AI knows the enemy position at all times, no matter what.

Yeah I've been having the suspicion that the AI prefers to target me over AI whenever I'm an available target. Not sure if had anything to do with the fact I was a squad leader though. Hasn't been enough of an issue that I looked into it, yet...

"Of course they won't shoot at you from 900m with their 300-400m effective distance Katibas" - Good Point!

Anyway, regardless of any dumb comments I may have made, I missed the point at first about enemy knowing your position after 1 shot JUST BECAUSE it killed an AI. So hopefully it gets fixed if it's still there.

I'd test it myself but the AI is so bad it's painful to watch anymore, which is why a ticket saying they were cheating piqued my interest in the first place.

May 10 2016, 2:47 AM · Arma 3
mepwaygame added a comment to T66566: AI knows the enemy position at all times, no matter what.

If the AI is guilty of anything, it sure as hell is not super brain powers...

I played the repro only once since it takes a while (though I added a second BLUFOR unit hiding in the house with me so I could use tactical view). The AI came up near the houses after they flanked around the other side of the hill, but just looked around, gave up, and went home.

I tried my own repro mission a few times before the posted one, and did not get the impression that the AI 'knew' where I was. In those missions I simply hid behind some H-barriers.

I also sniped a few guys to test the claim that one you kill somebody they all shoot you at once... I shot 5 max-skilled guys who seemed oblivious to my position. This was at 900m, no cover.

I'm not saying there aren't any bugs in this area of the AI, I only did a few quick tests. I'm just reporting SOME evidence that it is working OK at the very least.

@ceeeb

That sounds like a good find with the AI glitch. I hope a ticket comes out of it, if necessary.

May 10 2016, 2:47 AM · Arma 3
mepwaygame added a comment to T66566: AI knows the enemy position at all times, no matter what.

I would think if the behavior changes when you run a script you can blame the script. Especially when the script claims "improved AI behaviour". Unless I'm missing something?

May 10 2016, 2:47 AM · Arma 3
mepwaygame added a comment to T66341: Fatigue Blurring causes physical sickness.

You Babies! I felt nauseous yesterday and my real life vision has seems blurrier lately. This game has paid for itself already.

May 10 2016, 2:37 AM · Arma 3
mepwaygame added a comment to T66339: Room Clearing with the AI.

Here that everyone!? BIS? This is a 'very easy thing to implement'. Case is now closed, the authority has spoken.

May 10 2016, 2:37 AM · Arma 3
mepwaygame added a comment to T66339: Room Clearing with the AI.

Just because other games do it doesn't mean it's 'very easy' to do. I'm not saying it's the hardest AI problem ever, but it'd be nice to show a little respect for the people working on this thing. I want it in the game much as anybody, and I would agree it's worth the EFFORT to implement. You HERE what I am saying HEAR today? You're the one who started these smartass remarks anyway :P

May 10 2016, 2:37 AM · Arma 3
mepwaygame added a comment to T66092: For Final: Put Stratis and Altis on one map (like Sahrani and Rahmadi).

Does watching paint dry beat playing EVE with 60,000 players?

May 10 2016, 2:27 AM · Arma 3
mepwaygame added a comment to T66092: For Final: Put Stratis and Altis on one map (like Sahrani and Rahmadi).

Would be awesome! Might make you check your fuel before taking off for the other island. And if/when you run out, players can appreciate the underwater environments in a whole new light as they drown 10km off the coast! Got my vote.

May 10 2016, 2:27 AM · Arma 3
mepwaygame added a comment to T65558: No or little reaction from enemies when hit/killed.

Are you talking to me fragmachine? I was talking about dead bodies twitching or otherwise moving creepily after half their brain goes bye-bye.

Anyway I'm sure non-lethal shots will have some effect eventually, as this was the case in ARMA 2. And for all intents and purposes I would think .50 cal should be 1 hit kills pretty much. I'm sure it is all yet to be tweaked.

May 10 2016, 2:04 AM · Arma 3
mepwaygame added a comment to T65558: No or little reaction from enemies when hit/killed.

IMHO, part of the immersion of this game is how anti-cinematic it is when people get shot. No cartwheels please! However I did have an idea for a mod later on down the road, where people shot in the head would twitch for a minute or two on occasion... would that satisfy your bloodlust?

May 10 2016, 2:04 AM · Arma 3
mepwaygame added a comment to T64423: AI driving needs improvement.

I uploaded 2 repro missions: DriveBug01 & DriveBug02. They don't include any place-able objects , but demonstrate some problems with the map in general.

May 10 2016, 1:24 AM · Arma 3
mepwaygame added a comment to T63945: Caves.

I want to live in a cave.

May 10 2016, 1:05 AM · Arma 3
mepwaygame added a comment to T63801: In-Game Item/feature Request - Military Issue Camouflage Face Paint.

You guys are talking about carrying virtual make-up around?

May 10 2016, 12:59 AM · Arma 3
mepwaygame added a comment to T63771: [Feature request] "Safety" fire mode.

Unplug your mouse or take some muscle relaxants.

May 10 2016, 12:56 AM · Arma 3
mepwaygame added a comment to T63034: AI walk into line of fire all the time.

Well luckily for you it's assigned. Sorry that bit about cover was just me mentioning a different AI problem that I notice way more than this. I thought maybe we were talking about the same game, and you'd understand :) But apparently not because you only noticed about 10 AI bugs.

Damn mwnciboo got me talking about bugs :/

May 10 2016, 12:27 AM · Arma 3
mepwaygame added a comment to T63034: AI walk into line of fire all the time.

"Would you like to see 1000 Bugs fixed or a complete re-writing of the AI? Because these are the kind of decisions on a limited budget you have to take as developers."

I wanna see 1000 AI Bugs fixed. I haven't noticed the other bugs.

May 10 2016, 12:27 AM · Arma 3
mepwaygame added a comment to T63034: AI walk into line of fire all the time.

I haven't even noticed this 'bug' as I'm really anal about moving my AI about carefully (probably because of stuff like this). I'm not sure how much of an easy fix it is though, because now if an AI moves under fire it's gotta check the positions & orientation of every other squad member. Unless it's just checking against the player? I hope so - I mean why waste the processor cycles when the AI will get shot by SOMEBODY whether they're friendly or not (you gotta stop caring if you play this long enough). I'd rather see them not sit there and take bullets in the foot until dead while they're behind cover.

May 10 2016, 12:27 AM · Arma 3
mepwaygame added a comment to T62962: More Logic Triggers/ Multiple Waypoints in a UI ***PLEASE READ***.

I watched some of the first video. That game has some crazy options. It would be great if they could add some of these features. If it's too much to change the editor interface, I think this could still be partially accomplished by a Conditional waypoint that is ignored/skipped depending on conditions you set.

May 10 2016, 12:21 AM · Arma 3
mepwaygame added a comment to T62847: AI can't copy my stance.

I think the issue is just the name of the command... it really tells the AI to use whatever stance is appropriate for the situation.

May 10 2016, 12:17 AM · Arma 3
mepwaygame added a comment to T62491: 'Tap' a friend on the back.

I'm indifferent, but it just gave me the idea that maybe you can slap him on the ass after a job well done, too!

May 10 2016, 12:02 AM · Arma 3

May 9 2016

mepwaygame added a comment to T62287: AI don't keep up, and do not respond well to "move" or "get in" commands when in "danger" mode. (New movement command suggested).

If they're refusing to follow a stance order in any mode it sounds like new bug. Your other ticket should sort that out if that's the case.

As far as movement speed. The AI shouldn't cheat, but only 'know' an enemy is near if they 'see' them. Given that's the case I would hope they would move more carefully, and slowly, in stealth mode. There's nothing stopping you from setting them to "aware" if you want them to move normally, or set more waypoints in the editor.

With combat mode I don't care what they do, as everything is so random that it usually doesn't matter how hard the AI tries to be careful in a firefight. In fact it seems to me like combat mode does more harm than good a lot (if not most) of the time. Which is what this ticket is trying to solve.

May 9 2016, 11:54 PM · Arma 3
mepwaygame added a comment to T62287: AI don't keep up, and do not respond well to "move" or "get in" commands when in "danger" mode. (New movement command suggested).

I agree they need 2 separate Move commands.

Edit: Another reason you don't want AI running wildly all the time, is if you've got squad members doing things halfway across the map. If you give them a move command, it's better they move slower so you have time to react and issue orders when they spot enemies.

May 9 2016, 11:54 PM · Arma 3
mepwaygame added a comment to T62098: AI Teammember freezes and doesn't react to commands.

I noticed this too. I removed all my squads pistols and it definitely reduced the problem - forgot the binoculars and one of them mysteriously got stuck on another playthrough. Upvoting, naturally.

May 9 2016, 11:45 PM · Arma 3
mepwaygame added a comment to T62034: Engine damage no smoke.

Awesome idea... glad it's assigned :)

May 9 2016, 11:43 PM · Arma 3
mepwaygame added a comment to T61699: Scopes not working with NVG.

I vote we change the setting from 2030 to 1970... on another planet. Problem Solved.

May 9 2016, 11:18 PM · Arma 3
mepwaygame added a comment to T61391: The fire effect.

Smokey the Bear should make appearances throughout the map!

We should be able to pour trails of gasoline and write our names in FIRE!

How about some Molotov cocktails?

C'mon Devs, recreate reality already! I want the Matrix!

May 9 2016, 11:04 PM · Arma 3
mepwaygame added a comment to T61369: Realistic Wounding System.

"If you want this level of realism, you're probably better off enlisting."

Well said. Voted down.

Maybe after you get shot you should have to log 3 real months of time in-game recovering at the virtual hospital. As far as dismemberment the only thing I'd like to see is MAYBE a POW being beheaded because his dumbass was staring at the persons head in front of him (hoping it will explode any minute), instead of his sector.

May 9 2016, 11:02 PM · Arma 3
mepwaygame added a comment to T61081: Some sort of melee?.

Ha! Still no knifies. Thank godz!

May 9 2016, 10:48 PM · Arma 3
mepwaygame added a comment to T61081: Some sort of melee?.

They gave us guns, tanks, choppers, etc. But it's not enough without being able to give somebody the shiv, dammit. I think we should be able to pick up rocks and smash people in the face with them. Maybe smash rocks together too, to make arrowheads for the crossbows and spears and stuff.

May 9 2016, 10:46 PM · Arma 3
mepwaygame added a comment to T61081: Some sort of melee?.

Sorry maybe I'm generalizing. I only ever played CS:Source for a little while, but in that one people were getting knifed left and right!

May 9 2016, 10:45 PM · Arma 3
mepwaygame added a comment to T61081: Some sort of melee?.

I hear you... I mean it would be awesome if it were implemented realistically. A skilled group of players could simultaneously thin out some guards silently, giving anyone on over-watch a hard-on for sure. And certainly very patient psychotics could lie and wait for an unfortunate passer-by.

I'm just worried it would end up like Counterstrike where you can run up and knife somebody who's shooting at you. Anyway just my humble opinion. I gotta find a new thread to troll now...

May 9 2016, 10:45 PM · Arma 3
mepwaygame added a comment to T61081: Some sort of melee?.

No knives! Running around with a knife would be silly and make this game one step closer to a run-of-the-mill FPS-Doug POS. Then again if we had knives built in the modding community would have no problem adding some MEDIEVAL SWORDS re-textures and then I could be like King Arthur!

May 9 2016, 10:45 PM · Arma 3
mepwaygame added a comment to T61081: Some sort of melee?.

Whew... I was hoping somebody with a sense of humor would respond to my post.

Anyway wouldn't it be great if everything you could do in RL was possible in the game? I guess. But the Devs should spend resources making the AI responsive enough so that you almost never get close enough for melee to come into play (unless you're beating a POW). If you're getting that close to other players in this game very often then something else needs to be fixed.

May 9 2016, 10:45 PM · Arma 3
mepwaygame added a comment to T60025: No female soldiers models available.

Sandbox or not, you guys are right - it's just a game. Regardless of whatever goes on in real life, if females have an interest in the game I would say there's a pretty good case for implementing this right there. I'm not convinced there's a significant number of them, but whatever, at least the ones that play can shut up about it :P

Should these females look anything like the fake and sexist pictures posted? I think that would detract from the feel of the game. They should look, walk, and talk like soldiers. The differences in males and females should be subtle. I'd go so far as to say they all have shaved heads only (future, equal rights, bla bla bla).

I do stand by my meaningless, minority vote, though, because it's not my plight, and I'd rather see other features more pertinent to my interests.

May 9 2016, 9:03 PM · Arma 3
mepwaygame added a comment to T60025: No female soldiers models available.

Okay now I'm curious...

Are a lot of women adopting ARMA as a long-term hobby?

May 9 2016, 9:00 PM · Arma 3
mepwaygame added a comment to T60025: No female soldiers models available.

MikeLawObrien said

"This is a combat simulation and there are no female soldiers in combat roles in the nato armed forces"

Where's the controversy? Why do people vote against their own common sense just for the sake of being politically correct?

May 9 2016, 8:59 PM · Arma 3
mepwaygame added a comment to T60025: No female soldiers models available.

This thread has way too many comments. The Devs need to focus on Gameplay rather than avatars. Tomb Raider was fun even though I'm lacking mammary glands. San Andreas was fun even though my skin is pigment-ally challenged.

That being said the game might feel more modern/authentic/interesting if it wasn't a complete sausage-fest, but is it really worth all this attention?

Thankfully, I'm sure the Devs are smart enough to work on getting the 'game' part of the game working before even looking at this. It sure would be nice if my tickets got this many votes though...

May 9 2016, 8:48 PM · Arma 3
mepwaygame added a comment to T59955: Unable to put on enemy uniform.

Voting up in honor of the abandoned Hitman series!

Even though I think this ticket is a waste of time / bad idea probably.

May 9 2016, 7:21 PM · Arma 3