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Yamachinu (J)
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User Since
Sep 23 2022, 11:01 PM (96 w, 17 h)

Recent Activity

Yesterday

Yamachinu added a comment to T182409: Multiplayer Spawning Group Hop bug.

I believe this might be fixed finally. I had no issues staying in a squad at all today. I actually saw radios up and people using them.
Anybody else still getting it?

Fri, Jul 26, 4:04 AM · Arma Reforger

Wed, Jul 24

Yamachinu added a comment to T177072: [1.0.0.80]Existing supplies can be duplicated.

it's disappointing that this is still such an issue. Many have reported on it including myself. Issues like this break the overall gameplay arch and trivialize key systems and play styles that contribute to the overall game. Some of the longer standing completely broken bugs like this really do have a bigger impact on the game then it sometimes might seem.

Wed, Jul 24, 4:36 AM · Arma Reforger
Yamachinu added a comment to T179922: Bugged deployed radio spawn.

I have reported on this in the past as well. It's not just this building. You can do this in many different places, including getting inside of inaccessible attics. You can also have a radio set inside of a building that will spawn you outside of it. It's rarely used and abused right now, but the second radios starting getting more serious use and more competitive players start finding more interesting places it's going to become a much bigger issue.

Wed, Jul 24, 4:33 AM · Arma Reforger

Wed, Jul 17

Yamachinu added a comment to T182736: [Overhaul request] Make suppression and gun & character movement matter/better.

One of thing i tried to talk about in my overly long post above is the connection between the character in the game and the player as the controller. How i as a player act and how my character reacts are different. We as players are not military personal. Some of us are, and some of us were, but i will make a large assumption in saying that 'most' of us are not. We vary in age, abilities, skills, language, culture, and even control method or platform. How we as a player react and the choices we make dictate the experience of our character in the game.
Our character experiences all the consequences we as a player give them, both good and bad. How we value that character is largely up to us, much like how in DayZ we can choose how that character progresses by the actions we choose. We can choose to play as a Soldier or as close as we can, or we can jump in a chopper with an Australian who is blaring AC/DC and doesn't seem to value his life (or ours) in the slightest. We can watch in horror, or in hilarity as he loudly states "is that an enemy choppa? I'm going to ram him!".
Or we can join a mil sim server where everyone has a rank, they intend to play the game in that way, and they have built the server with mods tailored to exactly the experience they as a collective want.
There is no wrong answer. Arma gives you the freedom to experience it how you want.
The balance is between the freedom of the player and the limits set to the character.

Wed, Jul 17, 6:21 AM · Arma Reforger

Mon, Jul 15

Yamachinu added a comment to T182854: [1.2.0.92] Fill fuel container action not working anymore bug.

Experienced this as well and have reported on it. I was never able to fully reproduce it and experienced the same inconsistency. I suspected synchronization as a culprit as well, which is a difficult to pin down and something that is appearing at least for players to be affecting multiple systems.

Mon, Jul 15, 5:53 AM · Arma Reforger

Sat, Jul 13

Yamachinu added a comment to T182799: Make Razor blades have their intended purpose.

I did some further testing in GM mode instead of Conflict. Razor wire does function in GM, in that it will remain where you place it. Unfortunately it appears to be indestructible to using explosives, melee, ore small arms, though you can still drive into the wire to destroy it.

Sat, Jul 13, 11:46 PM · Arma Reforger

Fri, Jul 12

Yamachinu added a comment to T182799: Make Razor blades have their intended purpose.

This is one that has been reported on for awhile now and never changed or fixed. Razor wire should be one of the top things you build as a defender if it worked where you needed it. Doorways, gaps, bushes, common entry routes, and even just gaps in other compositions. Razor wire is cheap, quick to build, noisy, and has high utility against basic infantry intrusion. But the limits in where and how you can place it just lead to it never being built, that and the fact that it still breaks itself after 30+ seconds.
As Chaos points out it has no negative effect on players and is easily mounted.
Cuts would offer a risk reward scenario as well as a tactical one for the player. Do you choose to try and get through the wire, or do you avoid it? With the current attack/defense meta being a glorified cat and mouse game, razor wire would add a lot of depth to that as well since you could set it up in known positions and again common entry routes like doorways and fence gaps.
Razor wire still does not function in Conflict. I just tested this today as of 10 minutes ago.


When i first built the razor wire.
Turning around after i heard it fall apart.

Fri, Jul 12, 3:51 AM · Arma Reforger

Wed, Jul 10

Yamachinu added a comment to T182736: [Overhaul request] Make suppression and gun & character movement matter/better.

To me the audio is what Arma uses as suppression. When i hear shots going over my head and landing right next to me or an RPG/40mm going over my head I'm not going to peek because i know they have me pinned. I know that one or two hits is all it takes. Getting off the x or popping smoke is going to give me a better chance then trying to be that guy who thinks he's the main character. My experiences and how i react or how quickly i react dictates my response, if i even have a chance to respond.

Wed, Jul 10, 6:44 AM · Arma Reforger

Tue, Jul 9

Yamachinu created T182738: Construction truck supply refund.
Tue, Jul 9, 5:52 AM · Arma Reforger
Yamachinu added a comment to T182655: Feature request : server info in-game + in the logs.

This is one of those small QoL things that would help the player base in the day to day. Not only would having this info help the player but it helps when inviting or joining a friend.
if i want to join a friend i can right click join, but if the server is full it will kick me out before i know what server. If my bud doesn't remember if he's in NY or LA or which WCS server than we are stuck trying to figure that out or play trial and error. Having the info solves that.

Tue, Jul 9, 5:42 AM · Arma Reforger
Yamachinu added a comment to T182731: "Enemies in the area" and base campers.

It's very annoying i agree, i posted in the above thread and have posted my own issues with the system. i would not go so far as to say they are not going to do something about it as i think they have some bigger and more pressing issues to work on.
Some things to help in these situations.
Work as a team to route out the enemy it's much harder to try and kill 2 or three guys than just one. Try and keep a general reference of the build circle in your head and start checking the perimeter. What are common spots you know? where would you hide if roles were reversed? Did you check the water? Did you look in the bush or just walk through it? Did you look up high? Often players will only look within their horizontal range and forget to look in towers and roofs. Do something unexpected, Drive a car around the point, try to bait him out by leaving the inner perimeter, grenade a random building or shed.
I don't think the current system is final and certainly hope destruction adds more depth to the current attack/defend meta. The cat and mouse spawn camping has been stale for awhile and i feel the devs can do much better.

Tue, Jul 9, 5:35 AM · Arma Reforger

Thu, Jul 4

Yamachinu added a comment to T182085: Bad servers?.

Even US servers were just pain last night. i was playing on NY servers and two crashed around the same time at just after midnight PST. We watched a whole group of players get kicked and sure enough 30 seconds later CTD. Joining the next server another NY within minutes kicked with a shut down error for the server. Low server frames all around and intermittent packet loss. LA everon yesterday felt like the whole match was running at 20 server frames.
Customs seem to run better on the performance side. We still had a big crash that killed the server but the performance was much smoother on WCS.

Thu, Jul 4, 8:10 PM · Arma Reforger

Sat, Jun 29

Yamachinu created T182483: Static pre placed MG nests obstructed.
Sat, Jun 29, 6:23 AM · Arma Reforger
Yamachinu created T182482: Supply duping exploit.
Sat, Jun 29, 5:34 AM · Arma Reforger
Yamachinu added a comment to T182302: [1.2.0.92] State inconsistency with vehicles / synchronization issues.

Consistent issues ever since the patch dropped to stable. Maybe it's just me but the desync and lag is unplayable at times. This seems to have followed from the last exp patch that was released. Everything from driving, to supply, to hit reg, just feels off.
Official LA conflict Everon, 8pm PST. Just a mess to play on. Server frames and packet loss were all over the place but what i see and what my squad mates see is not the same. including some pics from tonight and last night.


BTR missing both guns

Random sighting of a heli pilot flying without a chopper.

Sat, Jun 29, 5:20 AM · Arma Reforger

Jun 26 2024

Yamachinu added a comment to T182178: Ability to spawn additional AI at bases appears broken?.

Are there plans to be able to refund or replenish A.I.?
it does feel that sometimes i will find random A.I. in out of the way places and it's like finding a lost camper, you don't know who's it is and they don't know who they belong to and they don't know where they are going.
The other point is on combat losses as having a squad of one guy isn't exactly combat effective, especially as having to wait for him to die really just encourages the player to execute their own men.

Jun 26 2024, 4:28 AM · Arma Reforger

Jun 25 2024

Yamachinu added a comment to T182364: [Feature Request] Add large supply depots to the islands.

Would be cool. I imagine setting up ambushes and AA positions on common routes, or even trying to transport a construction truck and build some AA on a island. It would make little sense but having like a bonus point out on the 'Isle d' Erquy' that would require chopper insertions to cap would be fun... unless you are the guy needing off of it. The islands themselves are pretty cool. Lots of hidden little detail and extra attention, especially the beaches.

Jun 25 2024, 6:43 AM · Arma Reforger

Jun 24 2024

Yamachinu added a comment to T182335: Montignac - urgent change needed!.

I agree the Monti - Entre battle is half the game for many players. I like the idea of making it a mil base or giving it some importance. I toyed with the idea of slapping the power plant where the barns are, as the power plant building would at least have more interesting cqb than the 3 story, plus it would hold value when (if?) power grid becomes a thing.
I do think it's part of a bigger issue of the south getting no action past Tower Ragina and mostly being a pve area and the same with the North to a lesser degree and both north and south have cool unique places that just don't see players ever. But i won't digress any further.

Jun 24 2024, 5:52 AM · Arma Reforger

Jun 23 2024

Yamachinu added a comment to T180169: Vote Kick + Ban Trolls.

Reviving this.
Experimental these days at least on NY conflict Everon is almost nothing but vote kicks constantly throughout the match. We even figured out certain players were doing it and would watch the kicks start again after they rejoined. I invite anyone to please come play around peak hours and watch the mess in person.

Jun 23 2024, 7:46 AM · Arma Reforger
Yamachinu added a comment to T182302: [1.2.0.92] State inconsistency with vehicles / synchronization issues.

A few pics from tonight on NY conflict Exp. Was lucky enough to find the matching gun from the BTR that was missing, as well as it's entire contents.

Jun 23 2024, 7:39 AM · Arma Reforger
Yamachinu added a comment to T182302: [1.2.0.92] State inconsistency with vehicles / synchronization issues.

Performance today on NY conflict exp was especially bad. Gear state was inconsistent between my whole squad. To the point where i had lost first and could only use reverse. The second my bud jumped in he could drive and shifting was fine, but when he then grabbed a command truck he would lose first and would be stuck until someone else jumped in the drivers seat. Getting back in i still did not have the ability to go forward. The laggy supply that had been fixed also appears to be back and often you will have to sit a good 10 seconds waiting for the supply in the vic, supply point, or the Command post to update to what it actually is. Getting in and out and opening doors is wildly inconsistent. lag spikes and low server frames were also creeping in and requires drivers to be extra careful. Trying to pull bodies out of vehicles is often impossible.

Jun 23 2024, 4:15 AM · Arma Reforger

Jun 22 2024

Yamachinu added a comment to T182302: [1.2.0.92] State inconsistency with vehicles / synchronization issues.

Desync is one of the biggest issues in the game for me. It's just frustrating as a player to have to constantly second guess if what I'm seeing is the same as what the server sees, or what my homie sees.
I know it's not a easy thing to track down, but it is something that players experience all the time.

Jun 22 2024, 7:20 AM · Arma Reforger

Jun 21 2024

Yamachinu added a comment to T182295: [Feedback/Exploit] Enemy players (or griefing friendlies) can falsely empty base supplies and block all defender respawns.

Glad this was brought up. It has grown in popularity. It actually works better with a truck as the loading and unloading is quicker and you can try to drive off with the haul. I know of players on both sides that use it but the "strat" is getting more popular.

Jun 21 2024, 10:13 PM · Arma Reforger

Jun 20 2024

Yamachinu created T182258: Supply in relation to vehicles/radio.
Jun 20 2024, 2:00 AM · Arma Reforger
Yamachinu created T182256: Missing content in Conflict - Feedback.
Jun 20 2024, 12:48 AM · Arma Reforger
Yamachinu added a comment to T182202: AI and Player breakdancing when dismounting static MGs.

Jun 20 2024, 12:14 AM · Arma Reforger

Jun 18 2024

Yamachinu added a comment to T182202: AI and Player breakdancing when dismounting static MGs.

I have not had it happen since last exp patch even tonight i built a couple in odd spots and had no issues. That said i have seen A.I. get stuck in that position this patch mostly FIA. Not sure what triggers it. Is that a pre-placed MG emplacement? or player built?
The NSV also still does not have functioning tracers neither the 4:1 or full tracer boxes work. These are getting built more with the armed choppers flying around, it would be nice for players to have a little more help knowing the lead.

Jun 18 2024, 9:54 AM · Arma Reforger

Jun 17 2024

Yamachinu added a comment to T169724: After throwing multiple grenades they get stuck in your hand.

Had it happen in the exp as well just last night. The only consistent thing that i can find is when big fights are happening or about to, and you try to spam grenades as fast as possible.
Just spawned at Entre knowing the other team was at 90% capped. Started trying to chuck both my RDG's as fast as possible at the command tent. first one goes out and the second one stuck. I ended up just trying to surrender before getting wasted by a guy... who was empathizing with me and complaining about the bug... Before sending hot 5.56 right into my brain.

Jun 17 2024, 6:56 AM · Arma Reforger

Jun 13 2024

Yamachinu added a comment to T182098: [Suggestion] Persist load out between games in Conflict.

"But if the game crashes (which it does a lot atm) you lose your loadout and have to manually setup your kit all over again."

Jun 13 2024, 11:31 PM · Arma Reforger

Jun 8 2024

Yamachinu added a comment to T181963: Manpack radio bug.

Can confirm i was on this server as well, it was the Everon NY server late last night PST. Unsure how or what they were doing to make it happen but if it goes into the wild like that it's fairly game breaking. Including a pic of the first radio set up on Entre. We attempted to destroy it and shoot it. Wish i had more to post about how to replicate it or details. Supply did not seem to matter, no matter how many times we killed off the squad and took over the house the second we left they would come back.

Jun 8 2024, 8:57 PM · Arma Reforger

Jun 5 2024

Yamachinu created T181877: General feedback - Supply/Fuel.
Jun 5 2024, 9:42 AM · Arma Reforger

Jun 3 2024

Yamachinu added a comment to T181765: Gas cans cannot be filled.

Not modded, current exp version 1.2.0.38
Well i attempted to test this further but i can't reliably replicate it. Testing in GM and i had no issues filling. Testing in Conflict at first i did have the issue and the can would not fill from a built fuel supply point. But after using a world gas station to fill i had no issues. Going back to the built fuel supply to see if it only applied to built compositions seemed to make the issue disappear entirely. If i find anything consistent I'll update.

Jun 3 2024, 7:05 PM · Arma Reforger

Jun 2 2024

Yamachinu created T181765: Gas cans cannot be filled.
Jun 2 2024, 6:02 AM · Arma Reforger

Jun 1 2024

Yamachinu created T181728: Couple NSV issues.
Jun 1 2024, 4:13 AM · Arma Reforger
Yamachinu created T181721: Dismounting close to "hollow" objects can transport you inside.
Jun 1 2024, 12:01 AM · Arma Reforger

May 31 2024

Yamachinu created T181718: BTR main gun disapears randomly.
May 31 2024, 11:33 PM · Arma Reforger

May 28 2024

Yamachinu added a comment to T181518: [Feature Request] Add GAZ-66 Shishiga.

i would love to see more variety in vehicles especially tied into rank. US has a pretty good advantage in lower end vehicles right now. Humvee's are easy to drive and hold max of 300 supply in the covered version, while they do chug gas that is hardly a concern to most use cases or to those who can source it. Soviets don't really have an equivalent and are stuck with using the UAZ/UAZ-452 Ambulance for everything short of truck sized actions. Even getting a simple Reskin of the UAZ-452 or as it's affectionately known as "Bukhanka" into a general transport variation would be great. They are used for just about everything.
Not to undercut PR9INICHEK's request as i would love to see A Shishiga as well.

May 28 2024, 3:24 AM · Arma Reforger

May 18 2024

Yamachinu created T181261: Changed: Conflict - Deployment with a saved loadout is now allowed only on bases with an armory.
May 18 2024, 3:48 AM · Arma Reforger
Yamachinu added a comment to T181177: Projectiles desync on server.

Well the issue is bigger than i thought. I was able to get into a drivers seat with another player at the same time and we were driving the same truck. It appeared to be joint control at least from my POV. Should i open a second ticket?

May 18 2024, 3:07 AM · Arma Reforger

May 17 2024

Yamachinu added a comment to T181177: Projectiles desync on server.

{F3995936}Desync has been a big issue on exp and stable. Not only RPG's but various different actions seem to be getting "stuck". on exp I'll include a pic of a PKM appearing stuck in my hands from a mounted UAZ after i dismounted, though on my character i have a 74. I have also had the grenade bug a few times where trying to throw grenades either smoke or frag near other players cause the grenade to get "stuck". The only way out of the bug is to be to fall from a small height which resets the character state. i have also been trapped in a truck with no way to exit nor will the Truck move.
i believe all of these issues are related and what players are seeing on their client sides are different from the server. The issue is also present on Stable, but i feel that Exp has been worse in my recent experience.

May 17 2024, 10:47 PM · Arma Reforger

May 11 2024

Yamachinu added a comment to T181019: Ammo depot building should be rank dependent..

Well i think it goes back to rank dependence right? Right now Light vic is far less useful than it used to be. Heavy vic offers more utility in almost every way for very little extra cost, including being far easier to place defensively and build around. Heavy vic can get any vehicle and make full repairs, so really the light vic yard only serves to increase cap time or be used if you don't have the supply for a big one, which you are almost always better off waiting till you do have it for the above reasons.
The rank progression is a key component to the overall progression and it encourages players no matter what stage they join the round to gain rank. It would be nice to see changing up rank requirements and structure progression within experimental

May 11 2024, 12:19 AM · Arma Reforger

May 10 2024

Yamachinu added a comment to T181019: Ammo depot building should be rank dependent..

I have thought about this issue as well and have reported on it. I think it's just basic human nature to want to get geared and get out. The Problem currently is that only one of those plans can happen on the start of the round. I always try to get a light vehicle up first with a radio, and often the difference is huge. People quickly catch a ride and we get a quick start especially since we you'll have enough to get a UAZ/Jeep right off of the start. This can often make or break a game depending on your MOB spawn. If your team has a far north or far south spawn, speed and mobility are key to not getting trapped. Unfortunately i have also been kicked or yelled at for "putting up the wrong thing first", even when communicating my intention.

May 10 2024, 9:16 PM · Arma Reforger

May 4 2024

Yamachinu created T180918: Conflict Official server performance and instability.
May 4 2024, 5:40 AM · Arma Reforger
Yamachinu added a comment to T177525: Deployed radio/“Rally point” needs to be tweaked.

Another thing that might help is adjusting spawning to not use your Rambo (saved) kit. It's kinda ridiculous that you can just keep sending in wave after wave of geared guys (with tons of rifle grenades and RPG's), while if the defenders are being smart they will save supply by using default kits and recovering gear from the battle.
I am also uploading a pic of a "radio group" somebody made to increase their spawns. While the positioning is terrible if I'm honest, the idea is solid.

May 4 2024, 5:14 AM · Arma Reforger

Apr 30 2024

Yamachinu added a comment to T180825: Unable to build - enemies around.

I have posted my concerns about this as well and feel it still needs refinement. One issue is that FIA counts as enemies, this in theory is fine, the issue is that FIA can often get stuck in odd positions. A good example is the St. Pierre Coastal point. FIA can get stuck in the water or under the map and this prevents the point from being able to be built on.
"Enemy in the area" does work both ways, one tactic that the defenders use now is to often check build privilege as a sort of radar to know if someone is hiding or nearby. I really don't think this mechanic is all that much better than the previous solutions and both present their own issues.

Apr 30 2024, 5:37 AM · Arma Reforger

Apr 29 2024

Yamachinu added a comment to T180804: A question about FOV.

Someone can correct me if I'm wrong but i believe 3rd/1st person perspectives are camera views for the most part. They don't have individual arm and weapon models for first person like in many other engines. Maybe this has changed in Reforger but it's true of DayZ and previous ARMA games to my understanding. This does create some issues with FOV and perspective, but also simplifies things especially considering the scale that ARMA strives for.

Apr 29 2024, 6:55 AM · Arma Reforger

Apr 24 2024

Yamachinu added a comment to T177525: Deployed radio/“Rally point” needs to be tweaked.

All around good points.
Number 2 especially would be a great QOL change. it's incredibly annoying having to micromanage the last spawn to make sure it gets picked up, often we will just change squad and get a new radio rather then waste time trying to recover something that holds no value.
Number 3 i feel is subjective. I don't have an issue finding radios and i notice the static sounds from a good distance, moving your head around makes it easy to pinpoint with some light tracking.
Point 4 I'm fine with as it promotes teamwork, but it does make it challenging to use if you don't have the numbers which can lead to frustration for smaller groups trying to do smaller actions while staying together.

Apr 24 2024, 7:32 AM · Arma Reforger

Apr 20 2024

Yamachinu added a comment to T180563: [1.1.0.42] (Arsenal) The player cannot transfer items to the arsenal if it is full.

This is more of an annoyance that creates confusion. Often time depositing your gear before getting new gear should be the expectation, it also helps save supplies and encourage "tidiness". Right now most players just ditch things on the ground which wastes supply and resources. The control hint on the armory tells you that you can deposit, but it isn't clear that when it's full it won't take the gear back, which leads players to either not bother or just assume it's broken.
Personally i would like to see a more nuanced approach that takes player behavior into account. Having the gear in a small radius automatically be deposited after being dropped or set on a timer. You could even mark a zone in front of the armory to further encourage player behavior. If the armory is full than the timer will take things back in if space becomes available. It would also be nice if you could deposit gear from other factions. You don't need to be able to get that gear back, but transferring to convert into more supply would be a nice way to recoup some losses after big attacks or defenses.
Not sure how feasible or useful that idea is, but the current system is not clear and that is the main issue.

Apr 20 2024, 2:55 AM · Arma Reforger

Apr 17 2024

Yamachinu added a comment to T165256: [Feature request] Please add queue functionality for join to server.

Reviving this request as the game is becoming more popular and the sooner this feature is added the better. Watching some of the popular streamers trying Reforger out and the biggest complaint is easily the frustration of spamming refresh and trying to snipe an open slot on a desired server, especially when trying to join a friend. This is a feature that helped DayZ immensely and i know i and much of the community would appreciate having a server queue.

Apr 17 2024, 6:27 AM · Arma Reforger
Yamachinu added a comment to T179927: Unloading supplies is lagging.

I have experienced this as well. I can report more on it later, but it is an issue on official servers as well. I usually play LA conflict Everon and it happens consistently especially after the round has been going for hours plus. Servers in general struggle the longer the match goes, with low server frames and packet loss start creeping in. Things like building animation and progress will also struggle and often it will end building % progression and stop the build requiring you to initiate the build again which is frustrating. While this is a separate issue i do believe it's tied to server performance.

Apr 17 2024, 6:20 AM · Arma Reforger

Apr 11 2024

Yamachinu added a comment to T180367: Cant aim with static weapons when the binoculars are equipped.

I can confirm this as well. You have to go back to your gun to use the sights on the mounted MG. It's an issue on vic mounted weapons as well.

Apr 11 2024, 12:47 AM · Arma Reforger

Mar 30 2024

Yamachinu added a comment to T171875: Feedback on Conflict: Enemy should not be able to delete entire captured base in seconds.

I have not run into too many people completely tearing down recently capped bases, but obviously that's just my experience. Generally a well built defense serves the new owner as much as the old. If it's just a sandbag city then that might be different. I find bunkers and defensive positions to be a better use than 25+ sandbags. Sandbags i find more useful to plug doorways/walls, or completely shut out those long barracks that are all over Mil bases.

Mar 30 2024, 11:54 PM · Arma Reforger

Mar 28 2024

Yamachinu added a comment to T180169: Vote Kick + Ban Trolls.

We had a guy last night spawning at bases and disassembling radios on points being attacked, before killing himself and doing the same thing at other bases. Took a few people noticing before he was finally sent back to the lobby. But not before he got in plenty of counter vote kicks and attempts to muddy the waters. Very annoying to say the least. It also begs the question why we are able to disassemble comps while under attack but yet still can't build? the way it works only benefits people trying to disrupt the game.

Mar 28 2024, 11:23 PM · Arma Reforger
Yamachinu added a comment to T179581: Equipment/balance/cost - Conflict.

Reviving this as players are still very much struggling with supply cost and burden on team. With the higher player count in the latest patch and the limited amount of players even aware this tracker exists feedback here might not always be plentiful.
https://www.reddit.com/r/ArmaReforger/comments/1bovicd/false_motivation/
A little thread speaking about much of the same concerns. i know you guys are trying harder to engage the community especially on YT. Some videos or QA with the community and again some encouragement to the player base could really help.

Mar 28 2024, 11:07 PM · Arma Reforger
Yamachinu added a comment to T180169: Vote Kick + Ban Trolls.

The vote kicking system is a struggle right now, this is a issue that unfortunately follows the genre. Some things that would help:

Mar 28 2024, 7:53 PM · Arma Reforger
Yamachinu added a comment to T169724: After throwing multiple grenades they get stuck in your hand.

Had it just now in the first game after the patch. Doesn't just happen with grenades, appears to happen with any item if you are switching around and things are hot and heavy.

Mar 28 2024, 1:12 AM · Arma Reforger

Mar 15 2024

Yamachinu added a comment to T179928: Conflict - building and dismantling.

As for deconstruction, I think it should be allowed at anytime but with a long timer maybe double the build time? Or possibly relate it to physical damage.
For example in order to take down a radio antenna the enemy has to shoot or blow up the generator powering that antenna, once the antenna is down no AI can be placed?

This is where i assume or hope things will be going eventually. Much like an RTS or even old school BF2 gameplay. As it is now we need some means of lowering defenders resources. You also cannot even disassemble if you are the only player on the whole objective capping unopposed. I still feel like this is unintended game play as sapping and disrupting radio networks is a null tactic now.

Having to spend 10 minutes to find an enemy is probably fine, there is some aspect of realism to having to physically clear out building and bushes.

The problem is it gives a lot of power to a single player. We have superiority to cap the point, but not build? doesn't make much sense. It also encourages players to hide as they no longer have urgency to stop the defenders from building. If i as a single player can sit in a hiding spot and stop the whole defender squad from reinforcing i will absolutely do that, if i instead am forced out to try and stop them building by actually engaging them then i share risk as they do by trying to build in a hot zone.

I think a good middle ground would be to allow building from the command post but with the blurred Arma vision, that way it can't be exploited to locate enemies.

This was an issue in the previous patch and easily exploited, having a UAV birds eye view was very powerful. Not being able to build while enemy players are on the point was changed to counter this tactic, but it has other consequences. I like blurring things out as a solution or just not showing enemies somehow at all.

It was insanely annoying to have enemy AI placed right on top of me when I was trying to take over a base.

This was exactly why it changed and i agree, but feel the current system is also lacking. I would advocate for a hybrid solution. A.I. can be spawned while under attack, but they can't be placed. Instead they spawn on the tent and you can then order them to a location to defend or investigate. This leaves a defender open to getting killed and encourages building defenses to not be so open. Again defenders should have to order A.I. to where they think an assault is happening or using their senses rather then just UAV vision or the game literally telling you bad guys are here. A.I. would then have to go to the location rather then just appearing out of thin air. As an attacker if you know A.I. is actively being called you have an idea of where from and you have the ability to break contact or flank to take out the player.

Mar 15 2024, 10:30 PM · Arma Reforger
Yamachinu created T179928: Conflict - building and dismantling.
Mar 15 2024, 3:10 AM · Arma Reforger

Mar 7 2024

Yamachinu created T179741: Combat ops EXP- feedback.
Mar 7 2024, 10:28 PM · Arma Reforger
Yamachinu created T179738: Hands bug.
Mar 7 2024, 9:28 PM · Arma Reforger

Mar 2 2024

Yamachinu created T179581: Equipment/balance/cost - Conflict.
Mar 2 2024, 6:28 AM · Arma Reforger

Feb 29 2024

Yamachinu created T179468: Iron sights misalligned .
Feb 29 2024, 12:25 AM · Arma Reforger

Feb 16 2024

Yamachinu added a comment to T179130: [1.0.0.80]Built razor wire gets deleted by the garbage collector?.

I have experienced this as well. took some time to patch up common entry routes at a coastal base that i figured would be attacked, well it never was. I ended up spawning back a indeterminate amount of time later to catch a ride, and noticed the wire was gone. Never did the base come under attack. While it's possible a number of things could have happened (team mates driving through or intentionally destroying it) i have yet to see wire stay up after being built.
While not directly related; wire has limited use even if it were working correctly. it's not physically long and requires multiple sets to be useful, it does not fit well in many places where you would want it (in or around buildings, patching up broken walls, filling small gaps from other defenses). Currently i don't use it at all as it does nothing except eat time and resources.

Feb 16 2024, 3:37 AM · Arma Reforger

Feb 10 2024

Yamachinu created T178989: LA 13479012 version mismatch.
Feb 10 2024, 1:51 AM · Arma Reforger

Feb 3 2024

Yamachinu added a comment to T177614: Conflict: Official servers; bodies & entities do not de-spawn .

Limited building is a step in the right direction and would help. I think part of the issue is the current "Meta" is to build AI or tear down AI as fast as possible in high combat front line capture points (Entre Deux and Levie, looking at you). Limits would help with part of that problem but really we need some more depth in the attack/capture, defend/repel, cycle.
It doesn't run well when the you have 6 AI barracks up nor does it look good, much less fight good. Destruction would go a long way in helping implement a more interesting dynamic. Some changes to certain capture point locations would help as well. Many are just questionable and there are nearby locations that would logically make more sense and add more interesting combat.
Conflict has a great future but it needs some continued refinement and work, the first step in my mind is having consistent performance. Today i don't think i played on a server that wasn't having issues at one time or another, with one NY server that i honestly have no idea how it was still running the server frames were so bad.

Feb 3 2024, 9:58 AM · Arma Reforger

Dec 25 2023

Yamachinu added a comment to T177614: Conflict: Official servers; bodies & entities do not de-spawn .

There is a mod called GarbageFixSystem
which works quite well, but I play on a Comminuty server on PBS with 128 player stable
https://reforger.armaplatform.com/workshop/5F13232DB28397D1-GarbageSystemFix

and

https://reforger.armaplatform.com/workshop/5F1ADA33A0B53677-DisableVehicleGarbage

It probably won't be available officially until next year at the end of January or so ... that's my guess

Dec 25 2023, 5:43 AM · Arma Reforger

Dec 24 2023

Yamachinu added a comment to T177614: Conflict: Official servers; bodies & entities do not de-spawn .

Any update on this? official servers are still struggling through the mid and end game of matches. Speculation often runs wild as to why server performance drops into single digits, many players believe it's too many A.I barracks, or too many bodies sticking around with full gear sets all over areas that get high levels of combat. Coastal bases (looking at you Chotain, Morton, and Levie) are often littered in bodies by the round end, including FIA forces that were killed early on and seemingly never get cleaned up. This is a pretty big issues on official servers right now and tends to ruin the end of hard fought matches with low server frames, lots of player kicks with replication errors attached, huge lag spikes, and hit reg becomes atrocious. Currently clearing out extra barracks as a group effort by both teams seems to help but the servers never go back to match start performance. I know the player base is frustrated by this and it would be good to hear from y'all, hell join a match on US servers that has been up for a bit and fought over and see for yourself. Conflict is a fun mode and it has a competitive edge to it that i think could really grow into something bigger (Arma 2 Wasteland vibes), but right now the biggest thing holding it back is consistent server performance.

Dec 24 2023, 7:22 AM · Arma Reforger

Dec 2 2023

Yamachinu added a comment to T177614: Conflict: Official servers; bodies & entities do not de-spawn .

Yeah it's really killing play-ability right now. Small example; I cleared out a point of FIA and built up a tower to better assault coastal points. Hours later when i came back to that point to do exactly that and cap a close by point, all the FIA corpses were still there. The problem is compounded with vehicles that get wiped out and left the whole game in out of the way routes, as well as the broken armory system which has garbage left all over bigger bases. Single digit server frames is not playable, which makes it hard to put in effort if you know the server is gonna chug later and your progress and contributions are meaningless. It's a shame because when the game is running smoothly it all works.
I think we need a hard limit on buildings maybe dependent on a predetermined size of base (Small/Medium/Large). A degradation system for clutter would be nice as well.

Dec 2 2023, 11:13 PM · Arma Reforger

Oct 12 2023

Yamachinu added a comment to T175914: DayZ 1.23.156797 EXP failure to connect 0x00020009.

I can connect to UK 0-3. i don't know what is different about that one but i go right in. Same character. Tried to go back to either LA server and back to errors.

Oct 12 2023, 4:11 AM · DayZ

Oct 8 2023

Yamachinu added a comment to T175914: DayZ 1.23.156797 EXP failure to connect 0x00020009.

Same issue as above posters. either 20009 or 10001. Community servers have not been a issue, just official. Can you kill my character and see if having a fresh homie solves it? i would rather play then not.

Oct 8 2023, 7:46 AM · DayZ

Oct 14 2022

Yamachinu updated the task description for T168190: Bad terrain, car killer.
Oct 14 2022, 9:40 PM · DayZ
Yamachinu added a comment to T168190: Bad terrain, car killer.

I know it kills you, but i was not sure if i was still passed out or not, and waiting around didn't seem to change status. The view from the top was the only camera perspective i could get after the impact, and mouse controls were also non working. just stuck staring at a blue roof.

Oct 14 2022, 8:05 PM · DayZ

Oct 13 2022

Yamachinu created T168190: Bad terrain, car killer.
Oct 13 2022, 9:49 PM · DayZ

Sep 23 2022

Yamachinu created T167684: Scoping in certain direction causes CTD.
Sep 23 2022, 11:21 PM · DayZ