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Gameovercast Gamescom 2012 exclusive interview... questions?

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Will we see any underground structures and if yes in what scale if its underground bunkers or just basements?

What can we expect with the AI, how big is the change between A2 and A3?

Will we see a better damage model where you can see where the vehicle(person) actually got hit instead of pre made skins when he drops under a certain amount of health?

Have you done any changes in the editor( not talking about 3D)

---------- Post added at 09:23 PM ---------- Previous post was at 09:22 PM ----------

Will we see any underground structures and if yes in what scale if its underground bunkers or just basements?

What can we expect with the AI, how big is the change between A2 and A3?

Will we see a better damage model where you can see where the vehicle(person) actually got hit instead of pre made skins when he drops under a certain amount of health?

Have you done any changes in the editor( not talking about 3D)

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1. will there be a better support for the modding: better toolset and/or plug-ins for industry standard software, including shaders and/or one way file transfer from 3d modelling packages towards O2 or similar toolset, or file types such as FBX, .anim but not exclusively be supported?

2. will polygon limit be caped at 32k (normal vertices), or will be up to 64k (according to DX10 technical information)

3. will multiple turrets be supported for plane class?

4. will engine support config modification on the fly, or including but not exclusive to addons handling?

5. Will the particle system get an upgrade (number of alive particles, alive time etc).

6. Will the weather system get an upgrade: including rain, snow, lighting effects and so on and so forth.

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1. Will there be a breathing simulation from VBS2?

2. Will there be weapon auto-lowering when close to walls?

3. Will AI learn to kneel to fire instead of standing all the time (as per ArmA2 hint no less)

4. Will AI be able to use ammo from their own backpacks?

5. Will AI learn to use smoke grenades?

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Will the SQF language for mission making and script writing still be used or will it be made obsolete by the new Java language being implemented?

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1. What is the new revised released date in 2013? Q1 or Q2? Or Later?

2. From E3 you stated you were working on DX11 features, how has that transpired so far? Of all the features available not only in DX11 but also DX10 (As ArmA 2 was DX9), which ones will most likely make the game?

3. Is there talk about changing the Server browser interface and the whole ingame MP GUI? From OFP not much has drastically changed, is there talk about modifying it?

4. How do you think the campaign is progressing? Will it be much more interactive than previous ArmA campaigns? Are there more cut-scenes to immerse the player more?

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1. Will there be a weapon rest and Bi-Pod System to stabalize your rifle at obstacles or floors?

2. Will there be active ragdolls? So wounded people actually might be effected by a bullet but try to move theyr body around while/after beeing hit.

3. How bout a more detailed building destruction system?

4. Vehcile interiours?

5. Will the damage model at vehicles will be improved?

6. Will there be better explosion effects then seen in the last videos? (The Rockets, artillery, eg. is not really beatiful i would say)

7. Which features we didnt see yet? (Since E3 we always see the same.. ragdoll, flying system, lightning, artillery script, underwater, exchangable weapon accessoires, RTT vehicle interiours, new animations.

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Can we, as a world, agree to completely skip August 15th (even though it's my brother's birthday) in order to get to Gamescom, and thereby new videos, faster please?

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1. Will there be improved aerodynamics for eg. choppers?

2. Will there be ability to select own map for every side (for example BLUFOR can't see markers on map that OPFOR has made)?

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2. Will there be ability to select own map for every side (for example BLUFOR can't see markers on map that OPFOR has made)?

That can already be done by making sure Team chat is selected when placing map markers.

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1) Will there be weapon resting / bipoding?

2) Will there be separated weaponry controls for gunner and pilot in helicopters /planes?

3) Will there be fast roping from helicopter?

4) Will there be improved controls ( being able to set trimmers on axis instead of buttons )

5) Will we be able to lean with leaning head ( toh-alike track ir implementation ) instead of moving to left/right which is horrid?

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Will AI be able to utilize the new stance animations effectively?

Are there any plans to make it so AI are able to use the new stances to fully conceal themselves behind cover when in in severe danger (ie. ducking in and out of cover based on the incoming fire)?

and

How will the "tweaked ai configs" effect the ai's ability to spot, track and engage targets, especially those at longer range where point fire would not be a viable option.

Edited by -Coulum-

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That can already be done by making sure Team chat is selected when placing map markers.

True. I think actually the question could be made more general towards: 1) will there be a minimally user-friendly interface in which the average user actually realizes what he's doing and what else he could do?

This is complimented by 2) will there be documentation, like a user manual that actually has a throughout list and explanation of game and UI features?

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I would love to know if "Image-Space Horizon-Based Ambient Occlusion" (HBAO) will be implemented. As of now there is only SSAO which is far from accurate, causing ugly dark shadows around corners.

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1° ArmA 3 will have some sort of backpack like ArmA 2 OA? (havent seen any on Screenshots)

2° If yes to backpack. It will be space based(like ACE) or slots like OA?

3° Since the Soldier's can change uniforms, does it mean that will be possible to model only the gear rather than it all togheter?

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Not sure if it is too late or not but how about finding out the PC specs they are running at the show?

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At Gamescom we (The GameOverCast) had the honor of interviewing Creative director Ivan Buchta about Arma 3. We asked for your questions, and hopefully you'll enjoy the results.

I personally really enjoyed doing this interview, he was a great very personable guy.

Subjects covered:

-Ragdoll physics

-Ai improvements (cover usage)

-Aerodynamic upgrade

-Underground structures

-Mod support

-Six launcher equivalent built in to Arma 3?

-More realistic damage model for vehicles

-The campaign for Arma 3, will it be as open and hard to approach as Arma 2?

-Bi pod use

-Ivan's personal favorite improvement in Arma 3 over Arma 2

-Improvements and changes to the mission editor

-When is it bloody coming out!!!!!

And mucho mucho more.

You can grab it here: Episode 107 or on ITUNES 1 Hour and 14 minutes in.

Enjoy and maybe check out the rest of the show, its good honest :)!

We also will be giving away some Carrier command and Arma 3 swag in Episode 108 so stay tuned :).

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