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Sun, Dec 29

HER0 created T187768: Tutorial - Special Weapons progression bug.
Sun, Dec 29, 9:37 PM · Arma Reforger
david3331 created T187766: Invisible players. .
Sun, Dec 29, 7:51 PM · Arma Reforger
byNautiic added a comment to T187711: Restrict Arsenal to Corporal in Conflict.

I agree.
I think everything except maybe stuff like ammunition and bandages should be locked at first.

Sun, Dec 29, 5:05 PM · Arma Reforger
byNautiic added a comment to T187756: "1st Person Only" official servers and server browser filter.

Note
Relates to T171399

Sun, Dec 29, 4:59 PM · Arma Reforger
PH-Kian created T187760: Game stuck on Title screen .
Sun, Dec 29, 4:38 PM · Arma Reforger
TracerDuck created T187759: Incorrect building Interior footstep sounds.
Sun, Dec 29, 4:27 PM · Arma Reforger
Lumix updated the task description for T187718: Mi-8 pitch controls don't remain straight in flight.
Sun, Dec 29, 3:40 PM · Arma Reforger
TracerDuck added a comment to T187681: Mi-8 doesn't stay still on the ground when rotor turning and wheel brakes applied.

Mi-8 starts rotating by itself on the ground is a bug, and has costed me many tail rotors.

Sun, Dec 29, 3:23 PM · Arma Reforger
TracerDuck added a comment to T187717: [Feedback] Fuel consumption of ground vehicles not realistic at 1x multiplier.

Fuel consumption is too high. This is probably by design to make refueling matter, but its annoying. Helicopter fuel consumption depends on many factors like elevation, payload and manuevering. Helicopters should be consuming more fuel with the type of flying ppl do in the game.

Sun, Dec 29, 3:19 PM · Arma Reforger
sashabyson updated the task description for T187756: "1st Person Only" official servers and server browser filter.
Sun, Dec 29, 2:53 PM · Arma Reforger
sashabyson created T187756: "1st Person Only" official servers and server browser filter.
Sun, Dec 29, 2:46 PM · Arma Reforger
lwing added a comment to T177759: [Feature request: Conflict] Remove structures/roadblocks action..

You can destroy most all roadblocks using demolition charges. Keep in mind that it may require more than 1 charge. Being able to break them with your shovel would be too easy

Sun, Dec 29, 12:44 PM · Arma Reforger
Technicolourmatador added a comment to T177759: [Feature request: Conflict] Remove structures/roadblocks action..

Was going to suggest making disassembly take alot longer on enemy structures but I prefer rustycaddys suggestion, either way ability to remove map generated roadblocks and checkpoints would be very appreciated

Sun, Dec 29, 6:46 AM · Arma Reforger
rustycaddy added a comment to T177759: [Feature request: Conflict] Remove structures/roadblocks action..

Absolutely agree!

Sun, Dec 29, 12:13 AM · Arma Reforger

Sat, Dec 28

purechaos added a comment to T177759: [Feature request: Conflict] Remove structures/roadblocks action..

It will make the map more dynamic, nice.

Sat, Dec 28, 2:43 PM · Arma Reforger
purechaos added a comment to T187711: Restrict Arsenal to Corporal in Conflict.

With the next update, some gear and weapons will be restricted to higher ranks. We will see if that changes anything.

Sat, Dec 28, 2:24 PM · Arma Reforger
Anurai_Tawkamiya created T187734: UAZ seats.
Sat, Dec 28, 1:30 PM · Arma Reforger
bimbiker created T187732: Helicopter cockpit displays stop working after being healed in gamemaster.
Sat, Dec 28, 11:42 AM · Arma Reforger
Akibuua-FIN- added a comment to T187717: [Feedback] Fuel consumption of ground vehicles not realistic at 1x multiplier.

A realistic Huey UH1-H (source DCS flight manual, so if not totally accurate, it is pretty close) has an internal fuel tank of 770 liters, and it's calculated fuel consumption rate is 318 liters/hour. That means flight time of around 2 h 30 minutes, so 10 min flight should have used about 6 % of fuel.

Sat, Dec 28, 8:36 AM · Arma Reforger
Technicolourmatador created T187721: Single story red roofed barn buildings at montignac have a bug when destroyed.
Sat, Dec 28, 4:19 AM · Arma Reforger
lwing created T187719: In game voice comm bug keeps mic audio in buffer before transmitting.
Sat, Dec 28, 2:21 AM · Arma Reforger
Lumix updated the task description for T187718: Mi-8 pitch controls don't remain straight in flight.
Sat, Dec 28, 1:15 AM · Arma Reforger
Lumix created T187718: Mi-8 pitch controls don't remain straight in flight.
Sat, Dec 28, 1:14 AM · Arma Reforger
Lumix created T187717: [Feedback] Fuel consumption of ground vehicles not realistic at 1x multiplier.
Sat, Dec 28, 1:02 AM · Arma Reforger

Fri, Dec 27

Ondin created T187713: Server crash after some time with Combat Ops mission .
Fri, Dec 27, 11:27 PM · Arma Reforger
sashabyson created T187711: Restrict Arsenal to Corporal in Conflict.
Fri, Dec 27, 10:14 PM · Arma Reforger
kawalec added a comment to T185982: Problems with gunfire and explosions inside buildings.

@Laxemann
1.2 u[date changed the soundscape completely. Before that I don't remember having this issues. Now it's quite common bug when sound stays "behind" you. It happens 3 out of 10 times after using Transport request.

Fri, Dec 27, 5:00 PM · Arma Reforger
yavl added a comment to T183375: Arma Reforger crash: Exception GPU hangs!.

Looks like rolling back to older Nvidia driver - 555.85 fixes "GPU hangs" error.

@Geez
Looks like rolling back to older Nvidia driver - 555.85 fixes "GPU hangs" error.

No one listen to this person, they keep posting the same thing in peoples comments and this has no effect apart from making things worse! Don’t trust them!

Fri, Dec 27, 3:52 PM · Arma Reforger
Technicolourmatador added a comment to T187679: [Feedback] Trucks and APCs can't go up steep inclines.

Valid point and needed fix. For what its worth you can make these steep inclines by instead reversing up the hill. Not ideal but a work around that should be known until they fix it.

Fri, Dec 27, 12:22 PM · Arma Reforger
Lumix updated the task description for T187681: Mi-8 doesn't stay still on the ground when rotor turning and wheel brakes applied.
Fri, Dec 27, 1:26 AM · Arma Reforger
Lumix added a comment to T187681: Mi-8 doesn't stay still on the ground when rotor turning and wheel brakes applied.

Yes I agree with you for the effect of torque, but as you say it is upon takeoff, when the heli is on ground it shouldn't move an inch. I think this is a bug that was not adressed since the launch of helicopters. Even when you try to make the heli stick to the ground by applying downward force with the collective it continues to slide on the ground, very annoying.
It really feels like a jerky movement that was not intended.

Fri, Dec 27, 12:31 AM · Arma Reforger
HavocHound added a comment to T187681: Mi-8 doesn't stay still on the ground when rotor turning and wheel brakes applied.

I could be wrong, but I believe it is likely a feature rather than a bug. In real life, the Mi-8 rotates slightly left upon takeoff due to the torque effect of its motor, although I would agree that it rotates a bit more aggressively in the game then I think it would IRL. Furthermore, the rotation has been occurring since the Mi-8 was introduced into the game nearly a year ago and I have not heard anything from the devs about it in the Discord.

Fri, Dec 27, 12:13 AM · Arma Reforger

Thu, Dec 26

Lumix created T187681: Mi-8 doesn't stay still on the ground when rotor turning and wheel brakes applied.
Thu, Dec 26, 6:39 PM · Arma Reforger
Lumix created T187680: Vehicles slide off when placed in Game Master if terrain is not level.
Thu, Dec 26, 6:34 PM · Arma Reforger
Lumix created T187679: [Feedback] Trucks and APCs can't go up steep inclines.
Thu, Dec 26, 6:29 PM · Arma Reforger
Ponezun created T187674: Mouse sensitivity does not change with scope magnification..
Thu, Dec 26, 11:08 AM · Arma Reforger

Wed, Dec 25

Ricks created T187667: the server queue brings you back to back in line after connection error.
Wed, Dec 25, 10:43 PM · Arma Reforger
purechaos updated the task description for T182736: [Feature] Make suppression and gun & character movement matter/better.
Wed, Dec 25, 10:40 PM · Arma Reforger
Ricks created T187666: the server queue brings you back to back in line after connection error.
Wed, Dec 25, 10:40 PM · Arma Reforger
purechaos renamed T182736: [Feature] Make suppression and gun & character movement matter/better from [Overhaul request] Make suppression and gun & character movement matter/better to [Feature] Make suppression and gun & character movement matter/better.
Wed, Dec 25, 10:24 PM · Arma Reforger
purechaos added a comment to T177281: [Feature Request] FSR 3 and/or DLSS 3.

Still not here as of version 1.3.0.25. I'm pretty sure console players would appreciate something like this.

Wed, Dec 25, 10:10 PM · Arma Reforger
purechaos updated the task description for T183377: Pointing with finger continuously does not work.
Wed, Dec 25, 10:09 PM · Arma Reforger
purechaos added a comment to T184103: UI Blurry with Render Scale and FidelityFX.

Still blurry - version 1.3.0.25

Wed, Dec 25, 10:04 PM · Arma Reforger
purechaos updated the task description for T183253: [FEATURE] Repacking mechanic to ArmA.
Wed, Dec 25, 10:03 PM · Arma Reforger
purechaos updated the task description for T182912: (FEATURE) Moving through bushes should be nerfed.
Wed, Dec 25, 10:02 PM · Arma Reforger
purechaos updated the task description for T183513: [Feature] Airdrops.
Wed, Dec 25, 9:41 PM · Arma Reforger
purechaos added a comment to T182799: Make Razor blades have their intended purpose.

I guess this is "fixed" in the next update. Though I believe that the consequences of running towards a razor brade should be harsher and the movement while in one slower.

Wed, Dec 25, 9:37 PM · Arma Reforger
kawalec added a comment to T187663: "Talk over long-radio" keybind cycles radio instead.

Good idea and I wish we had old system on PC back - 2x Caps makes radio open.

Wed, Dec 25, 7:46 PM · Arma Reforger
veteran29 created T187663: "Talk over long-radio" keybind cycles radio instead.
Wed, Dec 25, 7:33 PM · Arma Reforger
Space2Man updated the task description for T187660: TrackIR .
Wed, Dec 25, 6:57 PM · Arma Reforger
byNautiic created T187661: Thread - Excess XP earned after "Major" rank is wasted.
Wed, Dec 25, 6:17 PM · Arma Reforger
kawalec added a comment to T177759: [Feature request: Conflict] Remove structures/roadblocks action..

Good idea.

Wed, Dec 25, 5:12 PM · Arma Reforger
Space2Man added a comment to T187660: TrackIR .

Wed, Dec 25, 5:01 PM · Arma Reforger
Space2Man created T187660: TrackIR .
Wed, Dec 25, 4:58 PM · Arma Reforger
end360 created T187659: BRDM-2 Can't be Refueled.
Wed, Dec 25, 2:40 PM · Arma Reforger
Socrates created T187657: [Modding API extension] Add the ability to fire weapons programmatically by creating .Fire() function in BaseWeaponComponent.
Wed, Dec 25, 11:16 AM · Arma Reforger Modding
invGrimm added a comment to T182534: Dead AI group are not deducted from max base AI unit.

This is still an issue or as of today it is for ps5 could you guys give an update if this issue can be resolved?

Wed, Dec 25, 6:28 AM · Arma Reforger
Kiggysoldier79 added a comment to T177759: [Feature request: Conflict] Remove structures/roadblocks action..

I totally agree with that

Wed, Dec 25, 4:21 AM · Arma Reforger

Tue, Dec 24

kawalec added a comment to T177072: [1.2.0.124] Existing supplies can be duplicated.

@byNautiic
Promising-ish:

Tue, Dec 24, 4:12 PM · Arma Reforger
klausman created T187646: Dedicated servers should have a "allowed client-side mods" config item.
Tue, Dec 24, 3:54 PM · Arma Reforger
byNautiic added a comment to T177072: [1.2.0.124] Existing supplies can be duplicated.

@byNautiic
Official Arma discord channel, reforger_discussion

Tue, Dec 24, 3:44 PM · Arma Reforger
kawalec added a comment to T177072: [1.2.0.124] Existing supplies can be duplicated.

@byNautiic
Official Arma discord channel, reforger_discussion

Tue, Dec 24, 3:42 PM · Arma Reforger
byNautiic added a comment to T177072: [1.2.0.124] Existing supplies can be duplicated.

today, one of the developers made promise to fix this issue in 2025.
We have to wait and see. https://discord.com/channels/105462288051380224/976019137606352966/1321105984327782442

Tue, Dec 24, 3:35 PM · Arma Reforger
Lumix updated the task description for T187645: [Feedback] Add keybind to climb in the closest vehicle seat (remove the need to aim at the door).
Tue, Dec 24, 3:29 PM · Arma Reforger
Lumix created T187645: [Feedback] Add keybind to climb in the closest vehicle seat (remove the need to aim at the door).
Tue, Dec 24, 3:27 PM · Arma Reforger
denseacat added a comment to T177072: [1.2.0.124] Existing supplies can be duplicated.

today, one of the developers made promise to fix this issue in 2025.
We have to wait and see. https://discord.com/channels/105462288051380224/976019137606352966/1321105984327782442

Tue, Dec 24, 3:18 PM · Arma Reforger
kawalec added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

@sashabyson
"You seem to be confident in how casual players will act after just saying we cannot see how they would react to these changes." - I assume that you've played long enough to see how less experienced players react to new or changed mechanics.
"spawning on a point that is being captured is a gamey mechanic that feels bad for both teams (staring at command/radio relay tents waiting to blast players as they respawn and vice versa is not good gameplay" - so don't do it, because it is indeed shitty behaviour. Imagine that you've spent some time resupplying and building a nice base, and your team loses it, because nobody goes to defend it. And if this base is Andre's Beacon, it seems unimportant until you control Entre-Deux. I am certain that you know what I mean.
"It seems like you want to argue for the sake of argument" - projections FTW!
Anyway, we have different point of view, that's why I've made this ticket and I will be trying to convince people that it's not a good idea, because I have enough experience to predict its consequences.

Tue, Dec 24, 2:58 PM · Arma Reforger
sashabyson added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

1.3 is in Experimental only, so casual players (huge majority) cannot test it, so you cannot see how they behave.

Tue, Dec 24, 2:46 PM · Arma Reforger
kawalec added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

@sashabyson
Casual players will not travel to attacked base. Now you can always ask people to spawn on such base. After introduction of the new mechanics, you will have to transport them there EVERY time. Spawned AIs is not enough to defend the base, we all know that. Thus capturing bases will be much easier and rounds will be unbearably short.

Tue, Dec 24, 1:14 PM · Arma Reforger
sashabyson added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

I'm having a hard time seeing how stopping people from spawning on points that are actively being captured transforms the game into a mindless FPS shooter. If anything repeatedly spawning on a contested point seems like a mindless activity🤷

Tue, Dec 24, 12:45 PM · Arma Reforger
kawalec added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

@sashabyson
I don't know how you draw that conclusion: "trying to predict how you are going to win every game?" It's not first nor last time people here are using personal arguments.
People are not using basing mechanics at all. They are transforming the game into mindless FPS shooter. Introducing this new mechanics will make that problem even bigger. 1.3 is in Experimental only, so casual players (huge majority) cannot test it, so you cannot see how they behave. Join any Vanilla community crossplay server. You'll understand what I mean.
Why not wait? Because there were already couple of mechanics that were introduced and then removed. This one presents as such.

Tue, Dec 24, 12:01 PM · Arma Reforger
sashabyson added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

Most pepople in this game don't follow the overall strategy of Conflict and like @Technicolourmatador already said it's usually a handful of people in any given server that are moving the game one way or another, it sounds like your complaint has more to do with that then any specific game mechanic. Why not wait until these changes hit stable servers to see how they affect the game instead of trying to predict how you are going to win every game?

Tue, Dec 24, 11:41 AM · Arma Reforger
Trip.Hazzard added a comment to T187552: Dedicated Server Save State.

Same here! Please implement this feature for all game modes 👍 We're using -loadsessionsave with modId: 61B514B96692C049, ConflictPVERemixedVanilla2.0, v2.2.8 and modId: 61FA0C31DE4B7D01, Mikes Fallujah PVE, v3.10.2 and we're losing all vehicles and friendly AI when we restart the server.

Tue, Dec 24, 11:15 AM · Arma Reforger
kawalec added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

@sashabyson
Achievements are quite interesting indicator of players' engagement in the game.
Trucker Joe - 5000 supplies delivered per round in Confilct (no matter if official or community) only 0,4%
Major promotion - 1,3%
So only 30% of people ranking to Major delivered 5000 supplies.
Another interesting one is percentage of people who destroyed 25 vehicle in total - 0,9.
Why all of sudden people would start using new, fairy demanding mechanics that requires a lot of additional actions only to risk being killed? Especially that they can just go to the NEAREST base where enemy is? Or put MHQ around Montignac.
Just answer that question as if you had 50 or 100 hours in the game. Not 1, 2 or 3 thousands.

Tue, Dec 24, 10:45 AM · Arma Reforger
sashabyson added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

We can take a heli with AIs and drop one AI in every enemy base, that may be captured and has no defenders. This way game becomes very static and mundane pseudo-strategy. Drôle de guerre in Reforger.

Tue, Dec 24, 10:05 AM · Arma Reforger
sconerate added a comment to T172149: bad noise localization.
Tue, Dec 24, 7:54 AM · Arma Reforger
Ponezun created T187632: Grenades and smoke grenades stick to your hand and you can't throw them..
Tue, Dec 24, 4:41 AM · Arma Reforger
byNautiic added a comment to T187617: kick cause code: group=1 'REPLICATION', reason=3 'CONNECTION_FAILURE'.

I tried two different VPNs, deleted all the mods from my folder, as well as C\...\My Games\ArmaReforger\addons. This did not help. Deleted everything related to Arma & BattleEye and reinstalled it. I also tried to let the game download the mods again from the server I wanted to join. There are many people with this problem, who could not find a solution either in the discord channels or in the Steam community. Support is silent. I spent 3 days on this... game.

Tue, Dec 24, 2:27 AM · Arma Reforger

Mon, Dec 23

BellaBahdGyal added a comment to T187617: kick cause code: group=1 'REPLICATION', reason=3 'CONNECTION_FAILURE'.

I tried two different VPNs, deleted all the mods from in folder, as well as C\...\My Games\ArmaReforger\addons. This did not help. Deleted everything related to Arma & BattleEye and reinstalled it. I also tried to let the game download the mods again from the server I wanted to join. There are many people with this problem, who could not find a solution either in the discord channels or in the Steam community. Support is silent. I spent 3 days on this... game.

Mon, Dec 23, 9:33 PM · Arma Reforger
ErikFehrenic created T187628: TrackIR axis support in Vehicles.
Mon, Dec 23, 9:19 PM · Arma Reforger
byNautiic added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

Well, we won't be dealing with this:

Mon, Dec 23, 5:17 PM · Arma Reforger
ceo_of_bacon added a comment to T187259: [1.3.0.18 Experimental] Unable to start dedicated server with mods.

Note: This works correctly if the mods are already there and do not need to be downloaded/updated

Mon, Dec 23, 2:38 PM · Arma Reforger
bimbiker added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

Mon, Dec 23, 1:40 PM · Arma Reforger
ceo_of_bacon added a comment to T187259: [1.3.0.18 Experimental] Unable to start dedicated server with mods.
mkdir("/tmp/addons/", 040755)           = -1 EEXIST (File exists)
write(2, "DEFAULT   (E): WorkshopApi: Could not create directory /tmp/addons/\n", 68DEFAULT   (E): WorkshopApi: Could not create directory /tmp/addons/
write(9, "12:27:27.572 DEFAULT   (E): WorkshopApi: Could not create directory /tmp/addons/\n", 81) = 81
write(3, "12:27:27.572 DEFAULT   (E): WorkshopApi: Could not create directory /tmp/addons/\n", 81) = 81
Mon, Dec 23, 1:30 PM · Arma Reforger
Technicolourmatador added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

I may sound jaded here but hasnt that always been the case? In my experience of the 24 people in a faction its usually 2-6 who actually make the moves to allow the faction to win. Im not saying they carry or they do all the work but from what ive seen its generally a small group of experienced players who each individually make space for the rest of the team to win. The best way to get players to go where they are most needed is to drive or fly into a base, tell people to get in and then take them straight to where you know they need to be. If you are about to lose connection to a side of the map because you can see the enemy is pushing the last base that connects radio coverage from east to west you can call it out on radio all you want, the people who stop that from happening are the people who can go to a random group and say ive got a car get in. The 2 chopper pilots who ferry troops from MOB to the enemy backline bases that are in range, the guys who setup machinegun nests and roadblocks, the people who drive the mobile command trucks into position, its always a small handful who control the way the game is played and it allows space for the more casual minded to play as they wish. The only difference I see between this new system and the old is that the experienced players will have more opportunities to effect the battlefield. I was a new player not too long ago, ive put alot of time and practice into understanding and improving my tactics and strategies and the reason I did is beacause there are facets of this game that make your choices actually impactful to the overall success of your team. There are 50,000 new players, many will not stick around, thats just the reality of gamers. Of the portion of players that do stick with reforger most will be casual, but not all. This game attracts a certain type of player at much higher rates than other games, the type of player who is happy to run logistics, build FOBs, drive MCTs, setup ambushes and land nav across the map in the dead of night. Ive only been playing reforger for 4 months, not so long ago I was that casual player that drained supply and ran headfirst into the same base over and over. I have faith that there are players out there that will make this new respawn system work because ive seen players make every other system work. It will force the meta to change and players will adapt, just as they did when helicopters or AI or radio backpacks were introduced. I dont want to come across as dismissive of your concerns, I see how often you are posting in the bug reports and more importantly how often you help out other players with their issues, you clearly want the game to succeed. However in this specific case I dont think that what were looking at is the first steps towards the death of conflict, I think we are about to experience the same thing weve always experienced, a handful of players adapting to the new meta, integrating it into their play style and using it to influence the battlefield in a strategic manner while everyone else sends themselves in waves towards monty, coastal morton, coastal chotain and milbase levie. The only difference is now the defenders wont be spawning in, theyll be driving and flying in.

Mon, Dec 23, 1:22 PM · Arma Reforger
majso updated the task description for T187619: Handbrake Cancellation Automatically Shifts Vehicle to Neutral.
Mon, Dec 23, 1:13 PM · Arma Reforger
majso updated the task description for T187619: Handbrake Cancellation Automatically Shifts Vehicle to Neutral.
Mon, Dec 23, 1:12 PM · Arma Reforger
majso created T187619: Handbrake Cancellation Automatically Shifts Vehicle to Neutral.
Mon, Dec 23, 1:07 PM · Arma Reforger
BellaBahdGyal created T187617: kick cause code: group=1 'REPLICATION', reason=3 'CONNECTION_FAILURE'.
Mon, Dec 23, 12:47 PM · Arma Reforger
purechaos added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

@kawalec You could be right, though I don't believe rounds will last 30-40 minutes as the changes are for both teams.
Trucks now carry more supplies, and it also decreases the frequency of the people that die and spawn 5 seconds later knowing exactly where the enemy that killed them is.
I guess we will see when the update drops.

Mon, Dec 23, 12:27 PM · Arma Reforger
kawalec added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

I am afraid that you will be dearly disappointed by this. We look at the game through eyes of experienced players. People will still count on someone to go and defend the base. It's the same as with supplies. Everybody needs them, but only few bring them, yet on platoon channel there's constant "We need supplies at..." "Let somebody resupply ..."
I will repeat, for the last 10 days Reforger had influx of 50000 new players. If vanilla conflict will be too hard for them, they will force-casualise the game. In 128-player server, there will be very small group of players actually defending bases. Rest will fight at Montignac and rounds will last 30-40 minutes.
I wish I was wrong, but reality speaks for itself.

Mon, Dec 23, 12:08 PM · Arma Reforger
purechaos added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

People do not move to defend a base. And they never do because they put their hopes on the people that spawn there to defend, simply because that is easier to do that than actually moving there to defend. Attackers always have to shoot at enemies that pop out of nowhere.
The days of shooting an enemy that spawns in front of you while him being invincible and getting spawn-camped/killed are over. The battlefield will be on a bigger area, not focused in that particular circle on a base, reconnaissance will be even more important.
Soldiers not spawning on under-attack bases is a good change, it promotes defending squads. This mechanic is a good foundation for future improvements.

Mon, Dec 23, 11:44 AM · Arma Reforger
byNautiic added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

https://www.reddit.com/r/ArmaReforger/s/DB6llWCmLu

Mon, Dec 23, 11:20 AM · Arma Reforger
Jakerod added a comment to T187338: Friend can't join game in Experimental branch.

That was it! Thank you kawalec! Closing this.

Mon, Dec 23, 5:28 AM · Arma Reforger
kawalec added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

@Technicolourmatador
Even know, when defending base is so easy, very few people spawn on attacked bases.
90% of players don't like driving, don't care about driving, don't know how to do it. So they don't drive to attacked bases.
99,99% of players love flying and can't do it.
So if you sum this up, for most player it will change the game into 30-minute long fight with AI and then loosing/wining without even experiencing any highlight of Conflict.
Why? Because a team of 2-4 people with Willys can drive around every enemy base and capture one by one. Not to mention heli.
In the first week over 50000 copies of PS version were sold. It marks a huge change for Reforger and Arma franchise. We're just stepping out of dark burrow of very niche game into the wast world of casual players.
Such mechanics as this new one may be too hardcore for them. They will still be playing the game, but they will be purposefully omitting it's core features. Exactly as it happens now with supplies, spawning AIs, making self-defensive layouts of bases, using radio spawns, proper communication etc.
I can manage with any new mechanics, you can also and many other more experienced players. But I'm worried that such changes may slowly kill the idea of Conflict.

Mon, Dec 23, 3:18 AM · Arma Reforger
Technicolourmatador added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

Strong disagree. The new mechanic forces teamwork and coordination to quckly react to enemy presence rather than the minigame that was respawn on command tent and fight. It needs tweaking and possibly AI need a rank and supply reduction to make it easier to defend bases to counter the strat of flying in with a chopper full of AI and dropping one at each base but the new system is 100% the right direction to be going. Most players ive talked to are in favour of the new system, its more realistic, it promotes teamwork, its more fun and it doesnt punish attackers for successfully killing enemies at the base. Its not a perfect system but to regress into the previous system would be an incredible mistake.

Mon, Dec 23, 1:55 AM · Arma Reforger

Sun, Dec 22

Spiderwolfer added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

I think they should expand on the original capture mechanic. Previously you had to manually reconfigure a relay to capture a base. If you combine that with the majority presence at the base and then perhaps include more points to configure after a base is captured to make it usable otherwise you cannot use any structures in the base you could fix the issue. For example: living quarters (replace paperwork), vehicle maintenance point (restock spare parts), field hospital (sanitize equipment), ammunition supply point (resupply weaponry), fuel supply point (change nozzles). Each part of the base should be unusable until it is reconfigured. This way bigger bases would take a concerted effort to take and you couldn’t just have an AI capture bases while still not allowing spawning on bases under attack.

Sun, Dec 22, 11:12 PM · Arma Reforger
end360 added a comment to T187294: Experimental. Base under attack=no spawn for defenders.

I agree that it should be back to the old timer mechanic. Adding back the ability to dig down radios to cut off spawns already does a good enough job of allowing for a siege on a base. One person capping shouldn't completely prevent us from spawning on a base.

Sun, Dec 22, 8:59 PM · Arma Reforger
kawalec added a comment to T187566: Feature: Enemy voice name tag visibility should be able to be turned off as an optional player setting..

Yes, it should be.

Sun, Dec 22, 7:21 PM · Arma Reforger
Schweinthaler created T187586: Map marker data gets copied to upper left corner of the map - causing performance issues.
Sun, Dec 22, 6:08 PM · Arma Reforger