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Zalifer
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User Since
Mar 5 2013, 11:01 PM (337 w, 5 d)

Recent Activity

May 11 2016

Zalifer added a comment to T116120: Landing randomly failing is not fun.

I love the realism of the game, and I think random failures have a place, but I agree that instant death is a little harsh. Perhaps a single failure, like a camera or insrument not working, but if the whole lander is lost before doing anything...

A QTE upon failure, and once landers are controllable, manual landings might be a good way to give the player some chance to save it. Perhaps even if they succeed, a single instrument or part is in some way damaged?

This is a case of gameplay over realism.

May 11 2016, 2:18 PM · Take On Mars
Zalifer added a comment to T116114: Real Life Communications.

This would be a great option to add to the game. We already have two "modes" and this gives people something almost perfectly akin to the real life scenario.

Low priority for me right now, until the rest of the game is solid, but this is something that should go in.

Edit : There are some hard mode features coming. Personally, if they could add as many "hardcore" features a possible, and have them enabled individually, by check boxes at the start of a game, that would be the best.

http://forums.bistudio.com/showthread.php?160411-First-Impressions-folks&p=2456138&viewfull=1#post2456138

May 11 2016, 2:18 PM · Take On Mars
Zalifer added a comment to T116113: Control lander descent and deployment.

This is something BIS want to do. Not sure there is a definite plan for it, and certainly no timeframe yet.

May 11 2016, 2:18 PM · Take On Mars
Zalifer added a comment to T116105: Landers should throw up dust.

Would be a cool effect, low priority.

May 11 2016, 2:18 PM · Take On Mars
Zalifer added a comment to T116103: Mission "Dark Streaks" - Soil Analysis "No Target in Range".

This message indicates that the soil probe is not in the soil, EG: The soil is too far away for the probe to sample, or out of range.

Select the left arm as your primary instrument, by clicking the left or right arrows on the primary controller GUI, bottom left side of centre. You can also use Q and E to change it. When the left arm is selected, press W to push the soil probe into the ground. You can see the head pass into the ground, or if the instrument GUI mode is selected (Hold space and select the left "drill" icon") you can see the range decrease to 0m. Then click the button to take the sample, and it will succeed.

May 11 2016, 2:18 PM · Take On Mars
Zalifer added a comment to T116097: Autosave.

I'd like this too. Ensure it is in separate save slots, and have at least 2 autosave slots, so if one saves in an undesired state, you can revert to the previous.

After completing science tasks, and after changing or disconnecting from a rover/lander would be ideal times.

May 11 2016, 2:18 PM · Take On Mars
Zalifer added a comment to T116092: Program the rover.

Inputs are planned.

http://forums.bistudio.com/showthread.php?160428-quot-Toggle-drive-quot-button&p=2455631&viewfull=1#post2455631

May 11 2016, 2:18 PM · Take On Mars
Zalifer added a comment to T116076: Returning samples to earth.

I agree with thetobby on this one.

Perhaps in the future, when the basics are working.

May 11 2016, 2:17 PM · Take On Mars
Zalifer added a comment to T116074: Landing humans on mars.

This is too much to expect for now. Perhaps future DLC, Expansion, or Community made content.

May 11 2016, 2:17 PM · Take On Mars
Zalifer added a comment to T116073: Ability to create satellites and orbiters.

Give them time to get the land based sim working nice, and perhaps we can see expansions or updates for ToM for something like this. I do believe they want to make landers controllable in the future.

May 11 2016, 2:17 PM · Take On Mars
Zalifer added a comment to T116071: Make Take On Mars compatible with Arma 3 like Take On Helicopters and Arma 2 were compatible..

The games use different file formats and game engines. This would not be likely. There is a good amount of modding support however, so there will be other interesting content from the community.

May 11 2016, 2:17 PM · Take On Mars
Zalifer added a comment to T116060: Player can go bankrupt.

Finances are part of the game. The risk taken with lower quality parts, is one of failure.

Perhaps some sort of rare "get out of jail free" card could be implemented, but I don't think sponsorship has a place. We should succeed on our scientific prowess, not energy drinks ;)

May 11 2016, 2:17 PM · Take On Mars
Zalifer added a comment to T116056: Set default time to daylight on first mission launch..

Good idea. I was a little confused. Not having all the tutorial videos completed yet means it's more difficult than full release.

May 11 2016, 2:17 PM · Take On Mars
Zalifer added a comment to T116054: Launch Error.

Please do not attempt to eat your game. It is an intangible organisation of 1's and 0's, and will taste overly sour.

If the game could be replaced with sandwiches, that would be great.

(Sorry, I couldn't help it. Launch is the correct word. I see you appear to speak German as a primary language.)

May 11 2016, 2:17 PM · Take On Mars

May 10 2016

Zalifer added a comment to T62730: Enemy AI ignores player gunshots and sounds..

And I thought my EVE experience would be useless in Arma 3. Seems getting in and orbiting faster than their guns turn works here too!

May 10 2016, 12:13 AM · Arma 3

May 9 2016

Zalifer added a comment to T61501: You cant take the enemys clothes.

Wearing an enemy uniform is prohibited by the Hague convention

http://avalon.law.yale.edu/20th_century/hague04.asp#art23
"To make improper use of a flag of truce, of the national flag or of the military insignia and uniform of the enemy, as well as the distinctive badges of the Geneva Convention;"

http://en.wikisource.org/wiki/Protocol_I#Art_37._Prohibition_of_Perfidy

While Geneva prevents appearing as a civilian with the intention of killing, injuring or capturing enemy combatants. I suppose it allows for walking around their areas of influence, but I believe that constitutes espionage, as it's a disguise used to trick enemies into believing you are a non combatant.

That said, I think it's just a bug. I can use enemy clothing sometimes, and sometimes I can't even use uniforms for my own faction.

May 9 2016, 11:09 PM · Arma 3
Zalifer added a comment to T60691: Rain not visible through Night Vision Goggle's.

But did they allow you to see further and with perfect clarity in heavy rain?

Set the rain to 100 and it's almost impossible to see without NVG's. In real life, you may not see the rain, but you would also not get increased vision range.

May 9 2016, 9:54 PM · Arma 3
Zalifer edited Steps To Reproduce on T60691: Rain not visible through Night Vision Goggle's.
May 9 2016, 9:54 PM · Arma 3
Zalifer added a comment to T60654: Everytime i join a wasteland server i get a sound error message..

This is not an Arma 3 issue most likely. The version of wasteland out now has only been roughly ported from A2. Expect a more stable version from the creator of the mission further down the road, when it's written directly for A3 (and the game is stable, rather than alpha/beta release).

May 9 2016, 9:53 PM · Arma 3
Zalifer added a comment to T60648: Remove weapon switch and reload from the scrolling action menu..

As far as I know, the whole action menu is getting redone during the development. Its not going to stay as it is now at all.

May 9 2016, 9:52 PM · Arma 3
Zalifer added a comment to T60445: [Alpha] Can heal wounded ennemy.

Working as intended, I would imagine.

May 9 2016, 9:45 PM · Arma 3
Zalifer added a comment to T60302: [IDEA] Sharks on editor side of ambient life.

I'm not sure dangerous wildlife is something that they Dev team is going for, but this is not a bad idea. It could make for some interesting gameplay at times. More options are never bad!

Low Priority for me though.

May 9 2016, 9:38 PM · Arma 3
Zalifer added a comment to T60025: No female soldiers models available.

I couldn't care less about this, but now that the butthurt has been released by all these "no women in my vidya games" people, I want all the main campaign characters to be women :D

This is a low priority item for me, but I would like to see a few female models at some point. I do understand that a lot of time would need to be taken to create the new models, and get voice work done, and as such don't really expect this to happen soon.

May 9 2016, 7:25 PM · Arma 3
Zalifer added a comment to T59302: Piss poor performance.

I much prefer the second one :)

Thanks for taking the time to rewrite it. This bugtracker works much better when they have nice clean reports like your second one.

As a piece of advice about the actual issue, there are certain settings, like shadows, that when set to the lowest settings often cause worse performance, as the calculations move from the GPU to the CPU. I know you said you tried recommended settings, so it should be set to GPU on your system. Not really sure, but just keep it in mind.

May 9 2016, 6:50 PM · Arma 3
Zalifer added a comment to T59302: Piss poor performance.

Please edit your issue so that it is a well written bug report. If you want to rage post, there are forums for that. This is a bug tracker. Give your PC specs, video settings and where you are and what you are doing (even if its anywhere / anything). You have already made some good points about low GPU usage, but without game settings it's hard to know what's doing it.

Also, remove the rage stuff, it just dilutes your message and makes you seem less reliable as a source of information.

May 9 2016, 6:50 PM · Arma 3
Zalifer added a comment to T59257: AI Detection In Scuba Showcase and range of SDAR 5.56mm.

I believe that gun is almost completely ineffective outside the water. I used my pistol once I reached land, as the SDAR was either missing, or doing 0 damage to all targets on the land. Possibly an issue to to the sights assuming you are aiming underwater, so the zeroing is totally different?

EDIT : Just read http://feedback.arma3.com/view.php?id=260

Seems that the default ammo in the scuba mission is underwater ammo, and when on land, the player must switch to stanags to do damage.

May 9 2016, 6:46 PM · Arma 3
Zalifer added a comment to T59087: Underslung and Vehicle Mounted Grenade Launcher Damage.

On the vehicle showcase, I failed to kill infantry in the vehicle depot with 2 direct hits from the GMG on the stolen vehicle. It looked as though the grendades landed inside a meter of the two EI. A third shot finally took them down.

May 9 2016, 6:38 PM · Arma 3
Zalifer added a comment to T58966: Insane recoil on weapons.

I am wondering if this is perhaps a PEBKAC error? If not, video evidence may help.

May 9 2016, 4:10 PM · Arma 3
Zalifer added a comment to T58799: Deploying a weapon / proper use of bipods.

This is a must have feature.

May 9 2016, 3:33 PM · Arma 3
Zalifer added a comment to T58793: Implement a visual stance indicator.

I want this to be added, but it would preferably be an option.

I actually want all HUD elements to be optional. That way each person can customise what shows up for them.

May 9 2016, 3:30 PM · Arma 3
Zalifer added a comment to T58783: Cannot get AA launcher in scuba showcase if vehicle is destroyed..

Had this problem too. It should be mentioned that the AA is there and a fail state to destroy the vehicle, unless there is another place to find the weapon.

May 9 2016, 3:30 PM · Arma 3
Zalifer added a comment to T58568: AI can see and shoot right through objects that completely obscure them.

Possible duplicate or related to http://feedback.arma3.com/view.php?id=156

May 9 2016, 3:20 PM · Arma 3
Zalifer added a comment to T58547: m14 EBR, is a US Armed Forces Weapon, and is Manufactured Here in the US by the US.

To clarify, this is an alpha. The final weapon sets for each side are not complete, and as such, the M14 has been given to the opfor side for balance. Factions are not complete, and were just given some weapons for now, as the alpha does not have a lot of opfor weapons.

May 9 2016, 3:20 PM · Arma 3