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gameflow
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Apr 21 2013, 9:22 PM (604 w, 23 h)

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May 10 2016

gameflow added a comment to T80709: AI don't keep up, and do not respond well to "move" or "get in" commands when in "danger" mode. (New movement command suggested).

I also tried the following to remedy this situation with the AI movement around the grid but again they are exhibiting the wrong delayed response. I tried to select all AI units and switch the "danger", "stealth", "aware", "safe" modes. I thought maybe they are stuck in the "danger" mode somehow. So when I forced them into "aware" and even "safe" modes which is supposed to make them more relaxed they are still following me very slowly or not at all once I enter any area that contains enemy units.

I believe this clearly shows that by default the non-human-triggered automated AI logic sets all the friendly AI units into danger mode once they "see" that there are enemies in the area and this behavior overrides custom commands issued by the human squad leader. This is clearly a severe bug in AI behavior logic that needs to be addressed. Human squad leader commands must take precedence over any default AI logic.

May 10 2016, 10:02 AM · Arma 3
gameflow added a comment to T80709: AI don't keep up, and do not respond well to "move" or "get in" commands when in "danger" mode. (New movement command suggested).

Also due to this AI slowness and delayed responses ordering the AI units to make various formations like Delta (ie: Diamond) is not working well. The AI units should keep up and continuously run together with their human leader who is issuing them orders. The current AI logic and behavior just totally defeats the purpose when you order the AI units to be in one of these formations and next thing you know when you crossed a small bridge for example all of them are still crawling on the far side of the bridge and didn't even make a move to cross the bridge yet while you are now stranded all by yourself on the other side of the bridge. As mentioned above in some posts for this issue it does take a long time for the AI units to get back to your location when you then issue a "regroup" command. Instead the AI must take immediate action once issued an order by the squad leader. Currently the AI units simply appear to ignore your formation commands. Also the AI should always regroup and make formations at the closest possible distance to the human squad leader and not spread out too far as they see fit. I have also seen AI make very crazy decisions like to run around a huge fence that stretches for "miles" in order to regroup with me. That alone could be a huge time-waster during a mission or even get us all killed. The behavior of the AI would be much more tactical and efficient if they only use shortest path logic to regroup with their human squad leader.

May 10 2016, 10:02 AM · Arma 3
gameflow edited Steps To Reproduce on T66707: pushing and flipping over stuck vehicles.
May 10 2016, 2:52 AM · Arma 3
gameflow added a comment to T66567: People in fast flying helicopter float behind it in multiplayer.

I have seen a much worse case of these on various multiplayer servers just recently. I got into the helicopter as a co-pilot or some other seat in the back of the helicopter so I was not the pilot. Once the pilot took off and started flying the chopper I switched from 1st to 3rd person camera and I saw like 6 people flying right behind the chopper like birds following eat. They were all outside flying and from the VOIP conversation on that server I heard that other players inside my chopper were seeing this animation glitch as well. Switching back to 1st person view I was able to see the pilot or the other players in the back of the helicopter just fine. This looked very weird. Sorry didn't get the chance to capture a video of this with Fraps..

May 10 2016, 2:47 AM · Arma 3
gameflow added a comment to T65985: hard to distinguish friendly vs enemy targets in multiplayer.

Also in multiplayer your squad members are marked with a white hexagon so they are easy to locate and these hexagons are visible from anywhere on the map. However the rest of your team is hard to keep track of because they don't have any such markers.

For example in multiplayer game when a helicopter drops off a bunch of your team members at a dangerous location everyone just spreads out quickly and sometimes everyone just goes their own separate ways randomly. If you follow one teammate then a few minutes later only two of you are together and you can't even tell where all the other teammates are that the helicopter just dropped off.

It would be nice to also have markers for all the members of your entire team and not just your squad members. This way you can instantly know each teammates position by looking around quickly. The hexagons for non-squad team members can just be different color or even different shape.

Also I think it would be nice to include the distance in meters underneath each such hexagon marker for convenience. Sometimes I see a squad member hexagon and I think he is right behind the hill while he was actually on the other side of the island.

May 10 2016, 2:23 AM · Arma 3
gameflow edited Steps To Reproduce on T65985: hard to distinguish friendly vs enemy targets in multiplayer.
May 10 2016, 2:23 AM · Arma 3
gameflow edited Steps To Reproduce on T65984: multiplayer game server list loading is very choppy.
May 10 2016, 2:23 AM · Arma 3
gameflow edited Steps To Reproduce on T65963: Cannot find jump key.
May 10 2016, 2:22 AM · Arma 3
gameflow edited Steps To Reproduce on T65960: multiplayer objectives are not very unclear.
May 10 2016, 2:22 AM · Arma 3
gameflow added a comment to T65959: vehicles showcase mission is hard to complete at the very end.

Sorry, slight correction. It's not the infantry but vehicle showcase mission that has this level design issue.

May 10 2016, 2:22 AM · Arma 3
gameflow edited Steps To Reproduce on T65959: vehicles showcase mission is hard to complete at the very end.
May 10 2016, 2:22 AM · Arma 3
gameflow added a comment to T65957: Mini-map for ingame UI.

CSR Kryssar,

The GPS was exactly what I was looking for. Without this item equipped I thought I only had the large full-screen map to look at and I thought you were referring to the map as GPS at first. The GPS device is perfect. You can close this ticket then.

Thanks.

May 10 2016, 2:22 AM · Arma 3
gameflow added a comment to T65957: Mini-map for ingame UI.

Knister, GPS is totally unacceptable. It blocks the entire screen so you can get killed while viewing it. It needs to be a small size square or rectangular shape mini-map on the screen that you can quickly look at it while playing. Also in my understanding the game takes place in year 2035 so it would be ideal to look more futuristic and technologically advanced rather than a simple compass as the only on-screen navigational device.

May 10 2016, 2:22 AM · Arma 3
gameflow edited Steps To Reproduce on T65957: Mini-map for ingame UI.
May 10 2016, 2:22 AM · Arma 3
gameflow added a comment to T65484: Stuck when trying to move sideways through doors..

If this is by design for you to get stuck in doorways unless you lower your weapon or something along these lines then it's very awkward design. I was not aware of any such "rule" until reading up on some doorway related posts here.

It's very hard to maneuver in the doorways in general regardless of what you are trying to do. I was just getting stuck at every other doorway in Agia Marina during a multiplayer deathmatch mission loosing a lot of time.. It feels like you get stuck like a hopeless fly in a spider web when you try to sit in a doorway and try to target someone or attempt to run outside the building quickly.. Something is utterly wrong about these doorways that really needs to be fixed.

May 10 2016, 2:00 AM · Arma 3

May 9 2016

gameflow added a comment to T62287: AI don't keep up, and do not respond well to "move" or "get in" commands when in "danger" mode. (New movement command suggested).

I also tried the following to remedy this situation with the AI movement around the grid but again they are exhibiting the wrong delayed response. I tried to select all AI units and switch the "danger", "stealth", "aware", "safe" modes. I thought maybe they are stuck in the "danger" mode somehow. So when I forced them into "aware" and even "safe" modes which is supposed to make them more relaxed they are still following me very slowly or not at all once I enter any area that contains enemy units.

I believe this clearly shows that by default the non-human-triggered automated AI logic sets all the friendly AI units into danger mode once they "see" that there are enemies in the area and this behavior overrides custom commands issued by the human squad leader. This is clearly a severe bug in AI behavior logic that needs to be addressed. Human squad leader commands must take precedence over any default AI logic.

May 9 2016, 11:54 PM · Arma 3
gameflow added a comment to T62287: AI don't keep up, and do not respond well to "move" or "get in" commands when in "danger" mode. (New movement command suggested).

Also due to this AI slowness and delayed responses ordering the AI units to make various formations like Delta (ie: Diamond) is not working well. The AI units should keep up and continuously run together with their human leader who is issuing them orders. The current AI logic and behavior just totally defeats the purpose when you order the AI units to be in one of these formations and next thing you know when you crossed a small bridge for example all of them are still crawling on the far side of the bridge and didn't even make a move to cross the bridge yet while you are now stranded all by yourself on the other side of the bridge. As mentioned above in some posts for this issue it does take a long time for the AI units to get back to your location when you then issue a "regroup" command. Instead the AI must take immediate action once issued an order by the squad leader. Currently the AI units simply appear to ignore your formation commands. Also the AI should always regroup and make formations at the closest possible distance to the human squad leader and not spread out too far as they see fit. I have also seen AI make very crazy decisions like to run around a huge fence that stretches for "miles" in order to regroup with me. That alone could be a huge time-waster during a mission or even get us all killed. The behavior of the AI would be much more tactical and efficient if they only use shortest path logic to regroup with their human squad leader.

May 9 2016, 11:54 PM · Arma 3