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- Mar 7 2013, 9:08 AM (611 w, 11 h)
May 10 2016
Technically, if it's a feature then auto-designating team killers as enemy does make sense as a simple solution for modifying the friend-or-foe stance to evoke a proper response from friendly AIs. However, in cooperative modes (PvE) you have to also account for possibility of unintentional TK, as well as a matter of any existing bugs (1), such as the one where drivers/pilots get unfairly punished for their gunners' mistakes (2).
1 - http://feedback.arma3.com/view.php?id=20339
2 - http://feedback.arma3.com/view.php?id=11593
I might be wrong though. Maybe it all plays out as intended and none of these issues are even related to each other.
If identical, as Lachesis580 points out, then mods should probably close this one.
I agree,
The best case scenario would be the abstraction of common functions like these to iconic representations. Beside being universal on first sight, this would also solve the issue of screen space budgeting. Full descriptions can be provided as comments (mouseover text), with proper (non-Gamer) English as original, thus giving localization teams enough sensible context to deliver a more accurate translation.
In line with Killzone_Kid's suggestions, here are some alternatives. In case of "Vote kick", although informal, it is actually a more commonly used term among the players themselves:
Vote kick - Кикнуть (calque of the English "kick")
Vote admin - Назначить админом
Mute/Unmute - Заглушить/Дать голос (literally "Gag"/"Ungag")
Killzone_Kid,
I was thinking the same for "Mute" at first, but stumbled in deciding on what would be a decent antonym in that pair.
What would you suggest for the opposite ("Unmute")?
Added the attachment with my suggestions.
In case of the translated DLC shortcut not fitting my only suggestion would be to do the same as in English version and abbreviate to first letter:
L SHIFT+P > Л.SHIFT+P
With punctuation mark for clarity, since it's all caps.
Iceman,
Was that enough information or is there any way I can be of more help to you in resolving this issue?
Well, if BIS does acknowledge that this behavior is by design then this is definitely a non-issue and our moderators can close the ticket.
Here is something else I noticed that might be related to this issue.
When mission parameters permit the use of vehicles/aircraft from other factions, dying inside as a driver/pilot results in rightfully deducted points for losing the unit. However, conversely, if you destroy that same captured vehicle/aircraft while it's not manned then the game awards you points.
Rather than a bug, this could be a mere logical hole in design of the scoring system. Just thought it might be related to the reported issue if, as TakeHomeTheCup suggested, the problem in question is actually a feature.
May 9 2016
That's exactly the issue in both cases.
See also #1739, #1483 and #3691.
Double-post; the original is here #3860.
Upvoting, because I can only imagine and can hardly remember what it felt like picking up a milsim for the first time (OFP for me).
pystub, high-five for keeping me company in poking fun of this post through tags. :)
I suspect you are going to get downvoted heavily.
All feedback is fine but this is just an expression of dissatisfaction in the supposedly drastically different approach to ARMA formula that BIS employed for this installment of series. A post like this would probably sit way better over at the official forums, as it offers no concrete suggestions for improvements to the current build, necessary to start a constructive discussion.
See also #913 and #3582.
See also #3489, #3719, #3307, #1682, #2166 and #3744.
See also #3585.
Double-post; the original is here #3773.
For more of the same troll, see also #3743.
Double-post; the original is here #3758.
Double-post; the original is here #3758.
Double-post (actually, quadro-); the original is here #3758.
See also #3489, #3719, #3307, #1682 and #2166.
See also #1656, #253, #2688 and #3211.
Couldn't figure out the problem you described, but that screenshot clarified it for me. Upvote.
See also #1739 and #1483.
Zombo, consider visiting/downvoting #2642 - it's an issue closer to your concerns of excessive player stamina.
See also #3164.
Your polite response and clarification reversed my vote. Keep up the good work.
I have to admit that your report is much better laid out, than those close to a dozen that have been posted on this issue before, and you do in fact provide the necessary steps for reproduction, but still it's a duplicate that could have been commented out within a prior report.
Your issue reporting is exemplary, I only point to the fact that the issue has already been brought up. Imagine how many reports the tracker administrator will have to go through, confirm and mark as resolved on the day that this one issue gets finally resolved.
(A sincere and non-passive aggressive) Thank you.
Please, to avoid redundant reporting, use the search function before reporting new issues.
Judging from your spelling, the problem definitely stems from you being "hardcore guy" and has nothing to do with your color blindness.
Sorry, I am down voting as well.
Aren't players within the same squad (in Coop, at least) already marked out on HUD by being outlined with hexagons?
What game mode do you play?
See also #1483, #1739 and #3691.
Are you suggesting it purely for the reasons of authenticity? Because, while to realism purists and organized players this feature might actually add to the fun element of gameplay, to everyone else it's just another step of complexity in determining your relative location.
In public non-clan games, it's difficult enough to get players to use azimuth in their communication instead of falling down to subjective positioning cues like "the enemy is to my left/right". Imagine, how much more confusion something like this would add.
Don't know, if only as an option... (You have my vote up)
Always wanted to have this feature while playing Domination in ARMA 2.
You know, when playing against the hardest difficulty AI and your teammates keep dying at the Radio Tower while trying to plant enough satchel charges. Naturally, you'd want to clear the site first and then bring the explosives afterwards, but when playing in low numbers it's more logical to disrupt enemy communication thus preventing further reinforcements, so you keep trying to Rambo it out. Except, without the hinted at Detonator device, it's next to impossible to accomplish.
TLDR; Like the idea, can't think of any downsides (exploits) that it might bring along.
Up vote for the discussion.
See also #285 and #1486.
How would you determine which of the instances is the original to distinguish it from possible illegal copies - seems like the inability to do so was the real reasoning behind auto-labeling players as pirates. Lifting this restriction would lend the game to more hacks, exploits and actual pirates. No, thank you.
epoch71, what do you mean? Buy your own ARMA 3 copy, if you haven't already.
See also #462, #797, #1749, #1480, #2881 and #2990.
In comparison with ARMA 2, I like the actual speed of movement while sprinting, but the Benny Hill animation has to be replaced.
A not so quick but more eloquent solution would be to create a separate sprint animation, instead of simply speeding up the running animation to match the player movement - the way it's done now.
So I am upvoting this issue for the reasons of its aesthetics and not the underlying physics.
Welcome to the search function, greglo.
Any takers to do a search on how many times this same issue has been reported so far?
Again, please search the tracker before reporting. Read the "HOW TO GUIDE"!
Agreed, the contextual menu should always be prioritized based on face value - what's in front of you (door, ladder, ammo box etc).
An easy fix for this would be to put "Touch off bombs" last on the contextual menu, so that a player wouldn't detonate anything by an accidental key press, but would still have a fairly quick access to this option via mouse Scroll Up, which rotates the selection back to the last item.
Some ARMA 2 mods had simple implementations of a ranking system for inventory/vehicle unlock (e.g. Domination and Evolution). And if that is any indication, one can expect at least some type of ranking within ported-over or new community-developed mods.
Actually, the current fatigue system in relation to sprint action seems to be less punishing than the one we have in ARMA 2. So, it's a down vote from me as well.
See also #3594 (and countless others).
Up for the issue and discussion.
My bad, misunderstood that as an in-game loading screen. Anyhow, hope this gets fixed soon.
Try starting the game with "-nosplash" parameter.
RMB-click on the game in Steam and go to Properties>Set Launch Options...
You'd probably need a set of dedicated terrain shaders to make ground look better saturated in low-light setting. And those would of course have to dynamically cycle with daytime change, to boot. So it's safe to assume, this isn't happening.
A combination of effects like fogging, mist, rain, dust, wind distortions, rays/patches of sunlight could make an overcast scene look more vibrant, but I guess, overall, it's hard to make a naturally gloomy setting appear as "good" as it's opposite.
To begin with, I understand that mouse look is more convenient for controlling the depth of dive, but figured that in some cases a pure key-based approach could still be useful. When the former is, for example, reserved for looking around or, say, giving out movement commands to other players, etc.
What do you guys and gals think about this feature; even if not necessary, would it at least be helpful to have as an alternative to mouse look in this scenario?
A bump for relevance - http://imgur.com/t3CF25z
Just kidding, y'all. :D
Malarki, officially, this is actually an all-encompassing feedback tracker, rather than a system restricted to mere bug reports.
Around 10th of all raised issues here fall into category of suggestions for new features. We should only encourage all those concerned to propose improvements and express new ideas on how to make ARMA a better game.
Either way, the tracker administrator will close and lock this issue on behalf of BIS when and if they decide that the topic a) has ran its course, or b) gone off the rails far enough. For the time being, all we can do is let it be as it is now - open to comments and voting.
Unzipped, thank you for that! Light humor was a welcome break after reading through this mostly violent back and forth argument of a discussion.
True that, Major Mole.
Generally, the mislabeling of priority to above-normal level for any feature request is almost always a bad idea, as it nears the level of urgency of possible critical technical problems and gameplay-breaking bugs. More than anything, it acts as an irritant to those opposing a proposal in question.
Also, you shouldn't ignore good manners and politeness in your approach, of which issue rating is one. Consider that you'd simply be more diplomatically effective in "selling" your view by not grading your idea as having anything but the most common level of importance, if not a notch lower (humility FTW).
I wish the tracker could break the 100-vote limit on either side, to see the actual figures.
Praise to the admin who raised the upper cap for vote counter (to 999?).
This wouldn't be an issue if only BI could integrate with Steamworks more fully, instead of relying on Gamespy API - which was always a major annoyance in ARMA games. I suppose, the current state of affair was simply a cheaper/quicker solution since they had it implemented in the underlying engine for a while now. (Vote Up)
See also #3760, for a more recent repost of the same issue.
Again, please use the search function before reporting a new issue. This exact bug has already been reported several times.
- The AppData folder is hidden by default. To make it visible, go to
Organize>Folder options>View, and check the "Show hidden files, folders, or drives" option.
- To create a DirectX log, type "dxdiag" inside a folder address bar, then press Enter. This will load DirectX Diagnostic Tool, which has "Save All Information..." button at the bottom - this creates your log.
See also #2374 and #3547.
Reproduced.
It's staggering how many complaints of weapon recoil, player fatigue, slow pace etc. we get from new players unfamiliar with previous ARMA games and those migrating straight from DayZ.
If you are new to the series, I'd suggest to at least try the demo for ARMA 2. It would give you a base for comparison and an idea on how much ARMA 3 is likely to stretch in its gameplay settings.
I get that many of you are used to feel and certain mechanics of your favorite non-sim shooters, but trying to imagine ARMA 3 as some kind of extension of their principles realized on large scale is just wishful thinking.