- User Since
- Mar 14 2013, 7:50 AM (340 w, 3 h)
May 10 2016
I agree that the moderators are often shorter than they perhaps absolutely need to be, have made what I consider to be mistakes. That said, you are a GUEST in those forums. You AGREED to the rules when you joined, no matter how draconian or unfair you feel they are:
I do not believe that being a paying customer *entitles* you to *anything* - other than: access to the product you purchased (probably the Alpha, Beta and Full versions of Arma3), and the protections as a customer spelled out in the Steam and BI Terms and Conditions you agreed to when you made your purchase.
I suggest you suck it up this time. Accept that the BIStudio forums work differently to the forums you're used to. Re-read the rules. Decide whether access to the forums is worth abiding by them. Then - if you still want to be involved in the forums - PM a moderator and: apologise for any misunderstandings, politely explain that you have re-considered and are willing to follow the rules, and ask if your account would be unbanned.
I can see an argument for getting this in a vehicle external view ("Realism" is a difficult card to play when the viewpoint's 20m away from the vehicle the player's in), but it should *never* be available for infantry.
My preference is to leave it as-is. The best time for a camera-facing-directly-backwards in external view is for machinima, not actual games, and there are other options for the video makers.
I'd like this separated because I like all the effects, but processing-overhead-wise I can't afford motion-blur. This would let me include those my machine's capable of.
Have you tried this with weapon lowered? I was only able to reproduce this by:
- Keeping weapon raised with 'C' / Tactical Walk
- Choosing a door narrower than the gun + player length.
I'm quite impressed by how A3 handles this - especially compared to A2. The player automatically steps back to try and fit through the door. Only if he can't make it through (without magically moving the gun through the wall) does he stop. It seems like it's working perfectly to me.
May 9 2016
Agreed - as designed.
The bulk of the adjustment *does* happen in seconds. That's what the iris is for.
On the whole, though - I do agree. Maximum adaptation to low light should take 10-15 minutes, but I'd hope ~50% would be achieved within 10 seconds, and ~75% within 1 minute. The numbers are obviously rough, but I hope it illustrates the response curve I'd expect.
Or someone could get a graph of how we really do it (the next trick is to make the screen the correct brightness to make the player's actual perception due to their meatspace eyes adapting along with the character's eyes. But that would require detailed knowledge of the ambient light in the room with the monitor and the size and brightness of the screen. An elaborate and ridiculous peripheral or webcam with OpenCV could do the job. But that's taking things too far).
To me, this post illustrates a need for a tutorial/intro for new players. All us old pros can say "hur, hur, hur, it's complex, suck it up kiddo" all we like, but it doesn't get anyone anywhere (I know *I'd* be stuffed if you took my custom keybinds away).
The Help/Field manual system implemented in the showcase is an excellent start. I expect the single-player campaign will include a 'basic training' section like the other ArmA titles.
I'd love to think of a way to make it very easy for the Multiplayer-only crowd to get some in-game tuition without having to need to select "Tutorial" from a menu.
Agreed: this *is* a problem on many MP servers. But it's not something that should be enforced by the game itself - the choice to allow or artificially punish teamkilling belongs to the mission maker and server host.
The very most, if anything, I'd like to see from BI is an easier setting for servers to auto-kick/ban players based on a couple of simple conditions. Experienced hosts won't need it, but it would make life simpler for hosts new to Arma.