Dead3yez 0 Posted August 2, 2011 Not sure if this was mentioned. IMPROVED POST PROCESS EFFECTS OPTION TO REMOVE THE "BAD-EYESIGHT" EFFECT Please none of that glowing cows BS or bad eyesight blurry BS. My eyesight isn't the best myself, and every time I put on post process effects in ArmA2 my ingame eyesight becomes worse than my own. Just tone things down a little please, BIS. ArmA 1 never seemed to have this problem. The ideas are okay, but they are OVER THE TOP. Options to remove this bad eyesight effect or lower it. LOWER GRASS IN AREAS. PEER ABILITY Laying down and not being able to see a single foot in-front of your face. Not all grass and vegetation is over two foot high in real life. Especially in areas populated by humans and livestock (fields with animals). Peer option to quickly rise and descend above the grass-top to look around, rather than changing stance altogether. I guess these suggestions relate to awareness. Share this post Link to post Share on other sites
SPC.Spets 21 Posted August 2, 2011 MOre about animations: When you get hit, would be nice some kind of inertia/whatever movement depending on where you got hit and if you dont die ofcourse. If you are running and somebody shoots you, you fall on the ground very hard (animation) and then this going to take another animation to stand up again Share this post Link to post Share on other sites
Chill xl 10 Posted August 2, 2011 (edited) I would like to see the freelook (trackir or key / mouse) reworked a little so that one is able to also set the avatar in the direction you were looking instead of returning to body direction. Possibly two functions were you eirther return to the direction the avatar's body was facing and to set the avatar's body to the direction it was looking. The first function is currently present, the second is not (not to my knowledge). I believe the latter could be very handy, especially with TIR, to engage targets that you have seen on your flanks. With the present system you first need to return to the direction the body is facing and then you turn the avatar and re-acuire the target losing precious time... Humans tend to go where they are looking, focusing on a direction, point or target. I feel currently arma is the other way around... Edited August 2, 2011 by Chill xl Share this post Link to post Share on other sites
dmarkwick 261 Posted August 2, 2011 I would like to see the freelook (trackir or key / mouse) reworked a little so that one is able to also set the avatar in the direction you were looking instead of returning to body direction.Possibly two functions were you eirther return to the direction the avatar's body was facing and to set the avatar's body to the direction it was looking. The first function is currently present, the second is not (not to my knowledge). I believe the latter could be very handy, especially with TIR, to engage targets that you have seen on your flanks. With the present system you first need to return to the direction the body is facing and then you turn the avatar and re-acuire the target losing precious time... Humans tend to go where they are looking, focusing on a direction, point or target. I feel currently arma is the other way around... Hmm no definately not. The TrackIR system is just about perfect as it is: you move your head independantly of your body, that's the entire purpose of TrackIR. And trust me, aiming with your face is no fun :) It sounds to me like you wish to slave the body direction to the TrackIR direction, but there's something you haven't considered: Head direction is relative to your body direction, if your head direction becomes absolute, then you're playing the game where you have to look left all the time in order to move west. I'm sure you have a system of how to move the body after you've turned your head, but to be honest I think that system already exists - it's playing without a TrackIR. Share this post Link to post Share on other sites
Chill xl 10 Posted August 2, 2011 (edited) Hmm, no not exactly... I do realise that TIR makes it complicated since headposition is involved, lets keep that out of the suggestion (for now) and focus merely on the freelook part. My idea is not to slave, but more "aimed" at what happens when you end the freelook "session". Releasing the freelook key, the look "rubberbands" back to the direction the body is facing. Often this is what you want, except when you spot a target on your flanks... Then you want to set the body direction to the direction where you were looking so you can aim at the just spotted target. In this case, the body should "rubberband" to the direction of look. An idea would be to use the "bring up sights" (often RMB) function to end the freelook session and set the body direction to the direction of look. The weapon will then be raised and pointing towards the target without the need to reaquire the target by moving the body back to where you were looking. Edited August 2, 2011 by Chill xl Share this post Link to post Share on other sites
dmarkwick 261 Posted August 2, 2011 Hmm, no not exactly... I do realise that TIR makes it complicated since headposition is involved, lets keep that out of the suggestion (for now) and focus merely on the freelook part.My idea is not to slave, but more "aimed" at what happens when you end the freelook "session". Releasing the freelook key, the look "rubberbands" back to the direction the body is facing. Often this is what you want, except when you spot a target on your flanks... Then you want to set the body direction to the direction where you were looking so you can aim at the just spotted target. In this case, the body should "rubberband" to the direction of look. An idea would be to use the "bring up sights" (often RMB) function to end the freelook session and set the body direction to the direction of look. Ah, OK. But, there would still be an amount of shuffling involved as I highly doubt BIS would ever introduce instant body shift to direction of view. And in general there isn't any other auto-body movement in ArmA, not in the way you describe. How would you decide to cancel such a movement, if you decide to look another direction? I feel, not to unnecessarily piss on another person's strawberries, that it creates a confusion where there needn't be one :) Share this post Link to post Share on other sites
Kakeshoma 10 Posted August 2, 2011 Real weight for physx objects... In the vid where the tank crashes into the containers etc, they fly around like feathers. Share this post Link to post Share on other sites
twisted 128 Posted August 3, 2011 be nice to see GPU used to take the load of some of the AI calculations. I read in another thread how the CPU is the bottleneck and GPU can go underutilized. not sure it's possible but if so it may lead to imporved performance. Share this post Link to post Share on other sites
Devil Dogs SF 13 Posted August 3, 2011 ^ What he said. Share this post Link to post Share on other sites
thetrooper 10 Posted August 3, 2011 I'd like to add a couple of things to the CQB. Side of things. One major thing missing on BAF for Arma 2 was bayonets. The gameplay in open areas for Arma 2 was fantastic, how about a bit more with urban built up areas as well getting the AI to clear rooms, flashbang/grenades etc. Share this post Link to post Share on other sites
teilx 4 Posted August 3, 2011 - Fully optimized engine 1+++ -improved performance 1++++ Share this post Link to post Share on other sites
sarge4267 16 Posted August 3, 2011 reworked/finished bullet holes on bodies,vehicles,houses,... Share this post Link to post Share on other sites
j rock 10 Posted August 3, 2011 (edited) i wish it will take the good from RED ORCHESTRA 2 like 1: 3D scope 2: blind fire both guns and very very important FRAG or smoke 3: lift up ur weapon when u r too close to a wall or getting jam up at the corner in a building 4: realistic view in side vehicle,,, like the current breadly driver view or btr 60 driver view, c through window, to all slot in a vehicle like btr60 commander view is stuck in the scope that sucks. 5: less awkward aim 6: automatically lower ur self to take cover beside wall when u not aiming, or any thing that make sense like cars, tanks, rocks, trees 7: weapon rest on wall or bipod, any way stead aim when u near a object that make sense to rest weapon on 8: plz make the mian gun moveable when crew stick his head out of a vehicle (turn out) or when the main gun is moving crew not able to stick his head out of a vehicle (turn out) video of how gun should work video of many realistic and very immersive feature Edited August 3, 2011 by j rock Share this post Link to post Share on other sites
gossamersolid 155 Posted August 3, 2011 ^ I like the ideas # 1, 2, 3, 6 and 7 Share this post Link to post Share on other sites
Jacky60 10 Posted August 3, 2011 I'd like fire extinguisher to put out burning vehicles that draw enemy attention. Also how about getting the game engine to use MEMORY effectively. Instead of loading GB of data from the HDD how about allowing some of the data textures to be stored in MEMORY-the lack of efficient memory usage is one of Arma 2's Most annoying features. I have two 6990's and an i7 920 at 4ghz plus 2 ssd's and still the fps slows to 30fps incherno when drawing losts of grass-I imagine because even with SSD everything is waiting for the textures etc to stream from the SSD rather than from memory (16gb and it barely gets used. Share this post Link to post Share on other sites
SSgt Decker 4 Posted August 4, 2011 Ok so I just heard the interview with Ivan Buchta and he mentioned that the Mk8 SDV will be in the game. I think it would also be good if we can use the DPV (Diver Propulsion Vehicles) as well for individual divers. What do you guys think? I love the fact that there is a whole new aspect added to the gameplay with the diving feature! Vid of DPV: Share this post Link to post Share on other sites
Daniel 0 Posted August 4, 2011 (edited) Vid of DPV: That's actually very cool. I didn't realise DPVs could be so compact, hope they make it into the game. I wonder how BIS are going to simulate getting the SDV on and off an Astute class, considering that's probably classified/restricted. Is there any evidence the SBS use Mk8 SDVs? Edited August 4, 2011 by Daniel Share this post Link to post Share on other sites
SSgt Decker 4 Posted August 4, 2011 (edited) That's actually very cool. I didn't realise DPVs could be so compact, hope they make it into the game.I wonder how BIS are going to simulate getting the SDV on and off an Astute class, considering that's probably classified/restricted. Is there any evidence the SBS use Mk8 SDVs? Yes I hope BIS adds it into the game as well, or else hopefully they see this. It would be awesome to be able to use the DPV. As for your question, I don't know if the SBS uses the mk.8, however I found this vid of something similar http://www.youtube.com/watch?v=f_tikiEnZTk Edited August 4, 2011 by Jake34 Share this post Link to post Share on other sites
Turowicz 0 Posted August 5, 2011 Has anyone thought of a simple map client ? Sometimes when I play with my friends I find myself using two computers: one is for the normal game and the second I use only for displaying the map. The map-PC is connected to the 40 inch LCD TV I have for battlefield commanding purposes. Basically all I would need is a way of displaying a in-game map on a second PC or some other device without any license/free slots requirement. Such lightweight map client would be also useful for other scenarios. Share this post Link to post Share on other sites
wolfbite 8 Posted August 5, 2011 Map client/ Interaction plugin for android would be amazing... Share this post Link to post Share on other sites
alifie90 10 Posted August 5, 2011 bigger maps i mean insanly huge ultragigamega maps... yeeah Share this post Link to post Share on other sites
Smurf 12 Posted August 5, 2011 Something like this? a5UuY792sAo (poor video, but the idea is there) Yeah, would be cool. Share this post Link to post Share on other sites
mrcash2009 0 Posted August 5, 2011 Ability it sound setting to use more than one device for in/out. IE ... Soundcard as main audio, then onboard audio for mic input/chat, pretty much how Team Speak works. Share this post Link to post Share on other sites
djfluffwug 10 Posted August 6, 2011 1. Realistic Post Processing effects. This comic comes to mind: http://www.vgcats.com/comics/images/070119.jpg 2. Better Animations (Good this is being worked on :D) 3. Shooting out of vehicles (As mentioned alot) 4. More focus on campaign gameplay. Share this post Link to post Share on other sites
Tom1 10 Posted August 6, 2011 body armour, improved wounds, online optimization and better netcode, ability for community to mod stuff like factions and maps, i want russia and china to fight not just iran and guerillas so it's up to mod makers :D Share this post Link to post Share on other sites