- User Since
- Mar 6 2013, 8:58 AM (509 w, 4 h)
May 10 2016
Yes it would be great, if only to make a larger difference between being on land and underwater apart from fog 20m away
It seems it is tied directly to running 32 bit OS
True. We need clarification with game's release not being far away and all.
As it is now the soldier can carry 100 kgs of gear and still able to sprint and run forever.
ArmA2 didn't have it that bad because you could either carry a backpack or a launcher. But with the current inventory system a countermeasure to one man armies is required.
"Some tech the 2010 Future Warrior soldier is equipped with"
he is? It's 2013 and most US soldiers are still running around with their M4, no HUDs and "usual" body armor.
Liquid armor in 2020? Haha yeah right.
Remember "land warrior"? Well gee where is it now
So when is this going to get fixed? The issue is there for many months now.
BIS should make auto-lowering then. After all games did it a decade ago.
However in this case it's besides the point. The point is that sniper rifle should be the worst possible choice to go into CQC with. It should be clunky as hell in tight spaces.
It's the same reason why NOBODY will ever use MX carbine variant except for maybe more visual variety because there's zero reason to not use longer versions.
"Other engines, like the frostbite engine, use middleware like this for lighting"
If they do - why BF3 lighting is so ugly and eye-tearing?
ArmA3 lighting is the most realistic lighting I've seen in any open world game yet. The only thing that needs improvement is stencil shadows, or better to say - getting rid of them and putting soft shadows in their place.
@mwncibo "Exactly, it's an Engine limitation."
You mean hardware limitation? Power that current graphics technology offers is still very weak and can't produce realistic scenes.
You either draw shadows from every single light source or you don't. Otherwise for one guy you will be hidden in a shadow in MP, while for another guy you will be lit up like it's a bright day. No videocard existing now will be able to handle that.
But as Dwarden said - maybe for ArmA4.
Why not just change hold breath key in settings?
Yes it would be great, if only to make a larger difference between being on land and underwater apart from fog 20m away
I can sprint for 100-150m and jog forever, I'm not sure what you mean by soldier getting exhausted
Well after running long distances I can hear myself breathing too, it can be pretty annoying as well. Stop, catch a breath. Simple solution.
This is tied to player not having slope limits and being able to run even up the most steep hills but AI still has the same exact slope limits from A2
Again as we can see reality provides a perfect balance from a gameplay perspective
With realistic laser range finder you would risk detection but at the same time with single pings instead of a constant scanning it will be your call to make when to risk said detection
It will only make things a lot more tense and prevent LRF from being an uncontrolled cheat it is now.
Also no need to use L. LMB will be more than enough for pings.
Because you need to give an additional order to engage unless it's engage at will.
So a leader ordering soldiers to 'attack' an enemy with them not reacting in any way until the engage order looks kinda silly.
I think the list should be simplified too like
Rifleman at 12 - 300m
Machinegunner at 11 - 100m
without o'clock and whatever else so it won't be a long string of text
There's another thing that can be done to ditch o'clock system but I'm not sure if it will be viable or confusing - using directions instead like
Rifleman, N, 300m
Machinegunner NW, 100m
that way there will be no clock confusion for the rest of the squad however we are being left with 8 directions vs. clock's 12 so I guess there gotta be a better way
Maybe using stuff like North-North West instead of 11 clock?
Like engage that rifleman, north north west which should be similar to 11 if the leader was facing north...
The night is not dark enough.
Soft shadows look great in ArmA3, it is about time every object started to produce them.
Of course they won't shoot at you from 900m with their 300-400m effective distance Katibas
@hladas: OK did some more testing with friday's beta
The issue seems to be improved overall however their pathfinding in tracking your last known position isn't too optimal but that's unrelated to the issue at hand (just to explain what I mean: instead of following my last known position AI took a 300m detour around the hill to it - seems they are afraid of skylining themselves too much).
BUT! That's only half of the issue more or less fixed. The other, first half is still there. AIs will turn to your position and will fire at you (of course within their weapon's config range) the moment any one of them dies. Even from 1 bullet hit.
To fully get rid of this issue this needs to be fixed too.
See few posts above. The issue wasn't fixed in 107952.
07952 doesn't improve the issue consistently. Sometimes they don't pinpoint your "invisible-to-them" location after you've moved but sometimes they do. About half the time in fact.
That issue isn't fixed is also evidenced by the squad immediately zeroing in on your position the moment you kill any soldier (but commander) in the squad even if said squad is facing away from you.
It's like this - you kill a soldier and all of them almost synchronously turn to your location and start shooting at exactly you.
However same doesn't happen if you just wound but not kill a soldier, they seem to try and look for a shooter then.
I've even tested the above by hiding in bushes and while I wound a soldier or two they remain oblivious to my exact location, just rushing for cover and trying to find a shooter - even when facing in my direction they can't see me due to a bush. But the moment I do a fatal shot - all bullets start coming at exactly my bush (since they now know I am there and can shoot through a bush) which means yes the issue is not fixed.
@BIS_Alucard "Of course, if you could provide me with some neat repro mission showing wrong behaviour, I'll gladly check it because we want to eradicate this problem for good. :) "
The latest repro here still shows the issue. I shot and killed an AI at the base then ran north-east into the mountains making sure AI saw me running there (bullets kept coming my way). Then I went behind a hill and ran into the exact opposite direction and hid in those houses to the north of the base. I then opened the map only to see that no AI has left the base yet. I then accelerated the time 4x and waited. AI flanked around the hill from the west (even though I went east) and then went straight to a house trying to kill me in it. Which is the same behavior as pre-fix.
I think the main issue, the most notable one is with AIs knowing your exact position after you kill one of them since I bet all their superhuman tracking comes as a result of that.
New vanilla-only version of test mission added.
Also the supporting video is here:
No mods were used, only dev build.
Use the map to know where enemies are at all times.
AI will always know where you are and will follow you to your exact position - this is not Troopmon issue. However you must -kill- an AI for them to react that way. They also seem to get your exact position the exact moment you -kill- one of them.
However if you will kill their leader before he's able to give them an order to engage you and disappear before the enemy squad designates new leader who will be able to give them that order - they will not follow you.
In other words the first dude to go down shouldn't be a leader (he has red marker in test mission)
"it was interesting to watch at 2:10 and 2:29 of the video how the next waypoint for the opfor flip-flopped between the point blufor last seen"
Except it never flops back to that point which was on top of the hill hundreds of meters away. The waypoint is probably nothing but flanking maneuver.
This game is not player centric, Telkwa. AI doesn't care if you are a player or another AI. It will be the same for an AI enemy. And yeah this is a bug.
In ArmA2 AI will think you are at the position he last saw you or if you were moving - he will try to predict your next position based on your speed. If however AI can no longer detect you he will consider your last known position to be viable and if he doesn't find you there he will forget about you.
In A3 this behavior doesn't happen.
Yeah I will try to come up with a better repro mission over the weekend
@Mattar_Tharkari: such issue shouldn't be present on any difficulty settings. Not even an Elite Tier One Operator should be able to know enemy's position behind so many obstacles at all times
Joris promised it will be in the beta too.
What Captncaps said
But if installation space is a concern the solution can be
1st map: Altis + Stratis on one map
2nd map: Stratis on a separate map for quick testing of addons etc (like Utes, Rahmadi, Desert etc)
Altis has only one airport (which is also right in the middle) and remote Stratis with its second will make things a lot more interesting.
ACE has (or had when I played it last time) a great way of doing this.
Whenever somebody is trying to access your backpack you get a small non-intrusive message in the corner of a screen like
"Dudebro is trying to access your backpack"
So you then select 'allow' option with your mouse and he can use your backpack.
You can't look up at 90 degree angle and push your weapon against your shoulder.
This is a realistic behavior.
If you want anything fixed you must provide repro missions with AI repeating this stuff at least most of the time.
In that case there should be some better moderation. Because it's too tiring looking for 'good features' while digging through the sea of really bad suggestions and complaints like in examples above.
I really want to find good stuff to vote for but it's just impossible to find it unless someone points to it on forums.
Perhaps BIS needs to moderate the tracker better?
Dev-heaven was (and is) great and moderators did a great job keeping it on track. ArmA3 feedback tracker is just pure chaos.
Speeds were never a real issue. As stated in the description the real issue is f.e. "Hey you can dodge bullets by sprinting and quickly doing 180 degree turns because you lose no speed while doing so (even though even BF3 slows you down for that behavior)? Let's limit the running speed!". Not really a sensible solution.
Alas the way of BIS fixing issues in ArmA3 seems to be about pushing more annoyances on the player expecting players not to exploit the game because of minor inconveniences (which of course will NEVER work) instead of making stuff matter through the gameplay limitations.
Speed "fixes" they did seem to be no different from fatigue "fixes" where they slap blur, blackout vignette and loud breathing which annoy, but not prevent anything - instead of doing it right.
You wouldn't sprint through houses anyway and I'm not asking to add inertia to walk and combat pace - aka speeds where you can still aim and shoot. They are fine.
Only to sprinting pretty much. Sprint should be like a last-resort to escape or ditch something, or cross a dangerous street since IRL you wouldn't be able to move like an Unreal Tournament player if you will sprint full-steam, especially in gear.
It just shouldn't be an exploit like it is now.
Even arcade shooters limit sprinting turning speed after all.
It's also worth adding that while you sprint (or even jog) you can't shoot, let alone aim in ArmA3, so it won't cause any issues with your aiming precision if sprinting was to have aforementioned authentic limitations.
Hit RMB or go into tactical pace or walk - and you still will have the same precision you have now if BIS is to fix this issue.
Every time I launch the game and see "This is war" on my screen it sends me into a bloodthirsty rage and only the pure force of my incredible will stops me from murdering women and children outside!
Please BIS fix this because when I bought this game I thought it's going to be a dull shovelware where I will have no fun shooting at virtual people! But that intro flip flops it 180 degrees and I find shooting in the game fun!
Please you gotta cater to stupid insecure people like me
" Frankly, I think the point has been made and BIS has been informed that - judging by the current votes - a 1/3 of their fans think that the splash screen is somewhat over-the-top."
Fans? You mean those people who read about ArmA3 in Gamespot & Co and bought it last week?
I think you shouldn't confuse a bunch of carebears who read the word "sandbox" in a promo (durr dat meanz it must be a Skyrim with gunz) and then got hit by a reality with actual fans.
Liking the game where intro says "war never changes" means you appreciate that even in the future there is still mass killing.
I also find the ability to shoot animals in the game offensive. This promotes the real life animal murder. Please remove the ability to pull the trigger when there's an animal down the sights or otherwise I will inform PETA!
Is this ticket a joke?
Can you stop using the tracker for your damn psychological issues and see a doctor?
I'm sorry but this stuff is getting annoying.
Lowering your weapon currently forces you into idle animation which is not that good for movement or simply standing.
VBS2 had safety mode (ctrl+shift) and it works fine there. Can actually have your weapon at the ready without the risk of misfiring it.
That's because first person uses lower quality shadow-source model (invisible to you) to save performance.
My guess is that BIS logic is "you don't see your own shadow most of the time so it shouldn't need extra details"
After BIS implements soft shadows for all models none of it would matter.
Need a repro mission made in the editor with soldier positioned near said rocks.
The issue is there since ArmA2.
Do note that without wind making precise shots at 300m+ is way way too easy.
This shouldn't be so, considering that unlike closer distances you can just stay prone and take your time to snipe people all too easily.
The bullet will always land where the appropriate marking is in your optics even when you have a storm going on - it's just isn't right.
Great thing is that the concept shows a lot more detail around the soldier laying on the ground without any actual objects added - making him a lot less noticeable (I haven't seen him right away)
Will never happen because out of scope of BIS... But I still upvoted.
May 9 2016
RO2 also doesn't have any kind of big drawdistance or modern graphics.
AI is absolutely horrible after today's patch and is worse than it was.
You should remove turn speed limits completely, making rotation instant at max skill and a little bit slower at lower.
When AI goes prone it's the worst. It takes a whole eternity for it to turn around (even longer than pre-patch). A player would instantly turn around and kill the enemy.
I think with all these votes it will be a good decision to at least 'acknowledge' that this many years old issue still plagues ArmA, BIS.
I've seen videos where dudes moved within a touching distance of AI and it would just stop turning around. It's that bad.
I'll just leave these VBS2 screenshots here:
What's so hardcore about getting rid of a silly "magical single button press 100% heal"?
And why should we care about casual players? They have a lot of their own toys, we should have at least one of ours.
Read A3 forums. Those poor casual players we should supposedly look after so hard don't care about what you want bro.
Remove the ring even with GPS at least on Veteran. I am capable of spending additional 0.5 secs peeking at coordinates on GPS
There's no bleeding in current medic system.
Or rather it's only visual.
It's impossible to bleed out in ArmA3.
No magical 1 button takedowns. If you find yourself running around in combat without bullets you are doing something wrong. Or if you are playing Team Deathmatch and want magical 1 shot knives or other stupid crap like that I can only say...
Please go back to CoD. Leave the last good modern shooter alone.
P.S. 'Real infantry' wouldn't be in CQB without ammo. Unholy Team Deathmatch mutation is not what 'real infantry' does either. So please don't invoke 'real' buzzword when you don't play the game in a 'real' way yourself.
I think it's quite the opposite. In ArmA3 I managed to run up almost vertical slopes of hills (you can find them north of Kamino) while my soldier had loaded backpack - and he still was able to sprint afterwards
RO2 has not a single realistic scope
Go on a firing range IRL. Take a rifle and a compass.
Try aiming and shooting while looking at the compass at the same time.
The solution can be quite easy. Determine if the tree/rock position in the area that has terrain projecting shadow on itself and then lower tree/rock brightness by 50 or so %
There should be a possibility of at least shooting while swimming forward.
Of course it should be imprecise and you shouldn't be able to use sights for aiming but enough to provide some kind of "underwater suppressive fire".
Divers already can swim without using their hands while holding the weapon and just pointing it forward while squeezing the trigger won't break the realism or anything.
IRL divers that film underwater life have to deal with much heavier weight of a camera and we are talking small firearm here.
Smart AI! Why u no drive over mine?! Are you adequate or something?!
Not fixed fully. The movement of a weapon inside the deadzone seems to be twice as fast as when actually starting to turn around.
It impacts the functionality when it becomes harmless as it is now.
Sun really mattered in ArmA2. And yet it wasn't anywhere near as intrusive as in BF3 where it's just a nontransparent sprite.
In real life sun also produces a visual effect of lighting up a sky around it (something ArmA2 did), here we don't have it.
We do need wind affecting bullets.
Try placing some target 1 km away, zero in your rifle to a range close to that, press hold breath key and fire. Hitting it is way too easy, while IRL wind would ruin that shot.
Remember how without ACE snipers ruled Takistan? Dudes who run with M107 and Javelin?
I wasn't aware bushes and trees were made out of cement?
Yep. Looks like I made a dupe.
@siegeh25 "4) stop forcing developers to add women in games or make them more to women, your not the develoer who worked months or years, day and night, working on a game just to hear women bitch about "oh no he didn't put this or that or made her look more of a rambo type, i'm ganna bitch and bitch and bitch till i get what i want. "
The absolute majority of people demanding women here are not female.
Funny how the majority of people arguing for female soldiers are male in a ticket created by a 16 years old girl.
Oh ArmA, what have DayZ done to you?
If BIS will also make females be able to carry less weight, sprint for less while carrying stuff and be worse at throwing grenades - just like in reality - then by all means.
Recoil is fine. Just crouch or go prone.
Instead you should perhaps make a ticket to add weapon resting? It's possible within the engine and works great (see ACE2 mod)
No more middle point + new crosshair is now WIDER = incline!
Time to fix this BIS
I didn't know ArmA soldier is so well trained he readies the grenade while both of his hands are busy. And that IRL it was possible to remove safety and throw multiple grenades one after another just as fast as automatic grenade launchers fire on those Ifrit GMGs.
Thanks for the info, scrim.
The pulling the pin anim is badly needed. You can take 10 grenades now and spam them like you have an automatic GL and not hands.
Seems to be fixed in the recent dev build
IF the sun stays as it is now in dev branch may as well consider the issue resolved.
Here's an observation I've made in BF3 (read further before throwing rocks)
There are two specific maps called Davamand Peak and Noshahr Canals where the sun is low enough. At all times I've noticed that people take positions that force approaching enemies to face the sun (with Davamand Peak's Rush being the best example) making it a very hard task for an attacker to spot that guy versus the sun and putting him at a clear disadvantage.
So if people in BF3 can have the blinding sun and use it to their advantage forcing an enemy into a disadvantage (which works) - why ArmA3 has no proper representation of the sun? The glare is still microscopic unless at dawn or evening where it simply makes the sky brighter and - if anything - makes objects stand out even more versus its white gradient.
That link is a good idea actually. If you will look directly at the sun the glare should be large and obscuring a vision, if you don't stare directly or close to sun - no obscuring the vision, just small glare like it is now.
Nobody is asking for ArmA2 HDR.
And even if it was asked it would simply impossible to do because ArmA3 HDR doesn't work that way.
Realistic sun glare 2D sprite that affects vision like it did in ArmA1 is all that is asked. ArmA1 didn't have extreme HDR glitches fyi.
Dude what are you even talking about?
Just look outside and try looking at a sun. And then tell me if it looks the same as on a screenshot I posted.
"If you talk about optical flares effects - this is not important for now"
Excuse me but this ticket is about optical flares, glares and the correct optical representation of a sun to begin with.