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Tex-Twil

disappointed

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For the 100th time the campaign isn't really that short. Play it in MP or open it up in the editor and play it from the various different perspectives. There are 9 possible missions to play in the campaign with at least 7 of them having all 4 different roles available. (7*4=28)+2 = 30. Have you played all of the ending levels? There is more than one. Plus you have several SP missions and MP missions like Warfare which are fun playing by yourself as well. Then there is also the armory and the mission editor.

The AI does deploy smoke to whoever said that. I don't run mods and I enjoy the hell out of the game.

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Oh no. The campaign is very short in OA compared to OFP:R

So no no (and Ressistance even had branching)

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@Jakerod

I'm really surprised that BI didn't make the campaign playable form the different perspectives in SP. Someone new to BI games won't have a clue how extract the mission pbo and then piss about in the editor to play the different perspectives.

Edited by stun

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Please read the first post (08.27.2009) from fabrizio T: one of the best and comprehensive analysis of the shortcomings of AI in Arma 2 http://forums.bistudio.com/showthread.php?p=1421943&mode=linear#post1421943

A year later ....

Those smart words could have been written today.

Almost nothing has changed in OA vanilla version ...

Cheers

Edited by fideco

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Hi,

I bought the game (OA) and I have to say that I am disappointed. The game has only 8 short missions and the AI is really poor.

Do you also share my opinion ?

I didnt really play the main OA campaign until this week. Mainly because I thought I had a bug on the second mission. Didnt get you HAD to use the drone a bit more..., but overall I was not happy with the quality of the campaign.

I really enjoyed the 1.5 patch bonus mission and I was hoping we would get something with the same level of immersion, but no.

What OA was was a bunch of short missions where the player was set in command of mid sized platoons where the player controlled ai has more issues on Takistan than Chanarious...or however its spelled. Which just isnt fun.

Many of the levels felt "stressed".

The moment you started, something else happened over the radio where you had to react and it never worked story wise. It just became tedious, expected and didnt really drive to story, but usually just exposed more bugs.

Its like one of the insertion missions you see that the helicopter lands allot better, compared to A2 "oh we got some turbulence here...yeah right", but once you get down to the compound the ai cant enter the way 90% of people playing would use and when you try to baby move the ai around you get this bomb thing you have to deal with where the time limit is so short there more or less zero chance you will make it on the first go... and after that the mission is over. Wth. What was the point of having such a mission.

To much movie gun ho talk with no effects, too little structure to make the player feel connected, uneven tempo and timing of events and too little scripting to hide the bugs.

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OA is also still relatively new, and with such mod-able games as arma2 and OA, the wealth of missions will only grow as time goes on. As more and more people make missions, you find the advanced scripters expanding the envelope of the game, and WOW, I think Everything is variable and controllable. As suggested, explore the editor and you'll never get anything else done in life, LOL, addictive!! Great fun.

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The game is actually a (standalone) expansion for the game ArmA II.

ok for that. It's just an expansion.

Poor AI compared to what? The scripted AI which always repeat the same actions over and over? Before you complain about the AI name another game with such an open gameplay and open area where the AI is not scripted and reacts on its own. ;)

.. compared to Operation Flashpoint :)

I have the impression that the AI was better there. While playing Arma2 I found myself often alone without my squad because there were unable to find a way through a forest. Or ... I see often enemies just standing and doing nothing even if I'm 30 m from them and shooting at their buddies.

---------- Post added at 05:07 AM ---------- Previous post was at 05:00 AM ----------

@Killerwatt

Did the OP say he has Arma 2? This is a "standalone" game. If you only bought A2 OA which cost as much as A2 did you would have every right to be disappointed. Hell I own A2 and OA and I was disappointed with the length of the campaign.

That's basically the point.

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I'm a long time BI fan and I feel ripped off with AO. Having to pay for the DLC coming out just adds insult to injury.

I'm sorry BI, you'll not get my hard earned gaming dollars any more.

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Way to register just to rant. Nice. ;)

The AI in OFP was only better when vehicles worked in convoys, which is impossible now. Other than that, every aspect of the AI is obviously better. We're looking through rose-tinted spectacles too often at OFP.

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I personally think that the ARMA 2 AI is very good (add in a couple of community made AI enhancement mods and you'll end up with virtual humans:eek:). I usually don't like to be the squadleader, and as such enjoy mission where you are just another grunt. It is in those missions that I see AI's full potential. I am pretty sure that at vetran difficulty, AI squadleaders are far better than me (although that may be because I suck:o). They do use cover, execute flanking manouvres, sometimes (I think) order snipers to stay back and provide long range covering fire, slow down when a member is left behind, use supressive fire, order medics to heal wounded memebers and wait for them to do so before moving on and many other features. They are also very independent, in that they do not require babysitting from the player to be micromanaged. In many of my missions, I end up giving AI squads no more than 2 waypoints for the whole mission, and leave them on their own, and I must say they rarely let me down. I think they even have a moral factor.

But I did expect OA to improve on some errors that were clearly present in ARMA 2, namely AI's inability to go around ponds rather than swim across them and loose all of their equipment. This only happened in a few of my missions, but it was really annoying. The AI would swim across tiny ponds, lose all of their equipment and ruin the mission when they could have easily gone around them. I personally do not have OA, but from a prevous discussion I found out that OA owners are experiencing the same problem.

I am not in any way saying that OA is a dissapointment, because I haven't played it. I'm just saying this issue should have been fixed in OA.

Edited by kyfohatl

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I finished all campaign missions with first try, no gamebreaking bugs and AI did good. People who complain about AI: Mention game with better AI, that can work in the scale of ArmA2

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Finishing the game without bugs is just improved QA. Not an indicator of improved AI. We need to stop measuring the AI with other games as there is nothing to compare it with. That doesn't mean it shouldn't be improved. People like Solus have shown how much it can be improved simply with scripts. BI need to make similar changes to the hard coding.

My main gripe with the AI is when you are a squad leader. They need way too much micro management.

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SP Missions is only 5% of the game, i dont played them anyway

About AI - Arma at least have it, unlike other games (COD MW for example)

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But I did expect OA to improve on some errors that were clearly present in ARMA 2, namely AI's inability to go around ponds rather than swim across them and loose all of their equipment. .

The game needs an AI mesh that encompasses certain objects ie.ponds; houses etc... that basically give the AI certain (new) behaviours. The pond/water mesh would tell the AI never to go prone (drown) or only cross after all other options are exhausted or direct order.

The house/structure mesh would allow soldiers weapons to "tuck" weapons to pass freely between doorways, as well as go into cqb mode and many other dreamy features.

C'mon BI, howa bout a sexy mesh party :p

It would be stunning to see the AI have a new understanding and dynamic interactions with actual in-game objects.

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There's a pinned impressions thread.

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