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Yamachinu (J)
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User Since
Sep 23 2022, 11:01 PM (74 w, 5 d)

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

Fri, Feb 16

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.

Fri, Feb 16, 3:37 AM · Arma Reforger

Sat, Feb 10

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

Sat, Feb 3

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.

Sat, Feb 3, 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