down8 30 Posted June 18, 2013 From the June 17th changelogOriginally Posted by DnA Added: AI is now better able to adjust shots at longer distances Fixed: AI is better in choice of weapons That's cool. All negative people always complaining about AI and all stuff, says nothing when they are changelogs involving AI improvements. I hope the developers know there are a lot of people very happy with the game, that believe in them to improve it, despite some issues. Otherwise sometimes must be sickening to them to read the forum. I hope they notice the difference between people giving feedback and constructive critics, and people with endemic negativity and nitpicking, that smear the good work of the developers. Share this post Link to post Share on other sites
Masharra 10 Posted June 18, 2013 That's cool. All negative people always complaining about AI and all stuff, says nothing when they are changelogs involving AI improvements.I hope the developers know there are a lot of people very happy with the game, that believe in them to improve it, despite some issues. Otherwise sometimes must be sickening to them to read the forum. I hope they notice the difference between people giving feedback and constructive critics, and people with endemic negativity and nitpicking, that smear the good work of the developers. must have missed the positive posts. or not looked at the general media where the game is the second coming of x diety Share this post Link to post Share on other sites
froggyluv 2136 Posted June 18, 2013 must have missed the positive posts. or not looked at the general media where the game is the second coming of x diety Really? Such as where? You mean the same general media that gives every BF/COD perfect 10's? I haven't seen this drop to their knees piety from reviewers, more of a "hey this latest Arma looks very promising". Big difference. Share this post Link to post Share on other sites
Masharra 10 Posted June 18, 2013 (edited) Really? Such as where? You mean the same general media that gives every BF/COD perfect 10's? I haven't seen this drop to their knees piety from reviewers, more of a "hey this latest Arma looks very promising". Big difference. you may want to check your sources bro http://www.metacritic.com/search/all/call+of+duty/results http://www.metacritic.com/search/all/battlefield+3/results The overall belief that everyone loves bf/cod is wonderful marketing and advertising by their respective studios. but you are right I should clarify. When comparing arma 2 and arma 3, the general media correction PLAYERS and pcgamer speaks as if it is the second coming of x diety. As if Arma 2 was one of the worst piece of shite around. I wholeheartedly disagree. Edited June 18, 2013 by Masharra Share this post Link to post Share on other sites
metalcraze 290 Posted June 18, 2013 That's cool. All negative people always complaining about AI and all stuff, says nothing when they are changelogs involving AI improvements.I hope the developers know there are a lot of people very happy with the game, that believe in them to improve it, despite some issues. Otherwise sometimes must be sickening to them to read the forum. I hope they notice the difference between people giving feedback and constructive critics, and people with endemic negativity and nitpicking, that smear the good work of the developers. BIS fixing a 12 years old bug present in their every game up until now and only after causing the uproar among people who wouldn't accept sniper rifles being nerfed for a bugged AI? Why, this deserves the highest praise Share this post Link to post Share on other sites
joschaap 1 Posted June 18, 2013 i dont know if theres a FT about it yet. But in terms of immersion.. shouldnt the attachment system take into account what type of optic/attachment rail each gun has? atm you can attach an SOS optic to the LMG guns which kinda ruins the immersion abit :) imho it should be.. this rifle, has this attachment rail, so only these attachments are possible :) for some more info on this just take a peek at any military surplus store :) for example http://www.opticsplanet.com Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted June 18, 2013 Can we discuss how utterly broken switching weapons and stances interact with each other are? Example: -Prone with rifle out -Press B to pull out binoculars -Puts weapon on back and then pulls out binoculars, slow and clunky process that completely removes control from the player until it is finished -Binoculars out and instantly enter view, can't just hold them in hand and toggle "scope" view like you can with weapons -Realize you need to be in a crouch to view over some small obstructions ahead -Press X to enter crouch while in binocular view -Player enters animation of putting binoculars stupidly on his back and taking out rifle -Player then automatically moves up to a crouch -Player then has to press B again to pull out binoculars and do the same stupid animation all over again, once again locking out control of the player This whole scenario should look like this: -Prone with rifle -Press B to take out binoculars -Player puts rifle on back and takes out binoculars -Binoculars are in hand, pressing right mouse button toggles between using them or holding them in hand -Press X to enter crouch -Player stands up into a crouch with binoculars still in hand -Done I seriously hope all the archaic weapon switching rules such as not being able to move while swapping from rifle to pistol etc, all get fixed for gold. They feel very broken. Binoculars being one of the major ones. I get the feeling this "locked animation" stuff while switching weapons and removing control from the player, is somehow related to the buggy code that makes it so if you die while performing an animation the game still plays the animation until it's over then you die. It's that same kind of forced removal of control from the player and locked animation that is happening there. Anyway hope someone can chime in on this and share their contempt for this issue because it drives me absolutely mad every time I get in one of these situations. Don't even get me started on the whole pressing right click while weapon is lowered, forcing me into a constant run forward animation that can only be cured by swapping weapons.... Share this post Link to post Share on other sites
Mr. Charles 22 Posted June 18, 2013 Can we discuss how utterly broken switching weapons and stances interact with each other are? Welcome to the same animation system from 2001. 'tis the future alright! Share this post Link to post Share on other sites
TSAndrey 1 Posted June 18, 2013 Can we discuss how utterly broken switching weapons and stances interact with each other are?Example: -Prone with rifle out -Press B to pull out binoculars -Puts weapon on back and then pulls out binoculars, slow and clunky process that completely removes control from the player until it is finished -Binoculars out and instantly enter view, can't just hold them in hand and toggle "scope" view like you can with weapons -Realize you need to be in a crouch to view over some small obstructions ahead -Press X to enter crouch while in binocular view -Player enters animation of putting binoculars stupidly on his back and taking out rifle -Player then automatically moves up to a crouch -Player then has to press B again to pull out binoculars and do the same stupid animation all over again, once again locking out control of the player This whole scenario should look like this: -Prone with rifle -Press B to take out binoculars -Player puts rifle on back and takes out binoculars -Binoculars are in hand, pressing right mouse button toggles between using them or holding them in hand -Press X to enter crouch -Player stands up into a crouch with binoculars still in hand -Done I seriously hope all the archaic weapon switching rules such as not being able to move while swapping from rifle to pistol etc, all get fixed for gold. They feel very broken. Binoculars being one of the major ones. I get the feeling this "locked animation" stuff while switching weapons and removing control from the player, is somehow related to the buggy code that makes it so if you die while performing an animation the game still plays the animation until it's over then you die. It's that same kind of forced removal of control from the player and locked animation that is happening there. Anyway hope someone can chime in on this and share their contempt for this issue because it drives me absolutely mad every time I get in one of these situations. Don't even get me started on the whole pressing right click while weapon is lowered, forcing me into a constant run forward animation that can only be cured by swapping weapons.... This clunky animation system can be applied to many situations. For example: If you are proning and want to take an RPG missile from a crate, you character will stand up, put your rifle on his back, take the RPG, reload it, put the RPG on his back, take out the rifle, and go back prone. Really??!!! Can't the character just put the missile in the backpack (while you are prone) and let you reload it later?! This needs to be addresed! Share this post Link to post Share on other sites
pauliesss 2 Posted June 18, 2013 I would really like to know if rain will be back with beta. Its been left out for too long now. :( Share this post Link to post Share on other sites
2nd ranger 282 Posted June 18, 2013 (edited) I seriously hope all the archaic weapon switching rules such as not being able to move while swapping from rifle to pistol etc, all get fixed for gold. Referring to the rifle to pistol issue, Smookie Vespa has stated that this is 'impossible' with the current animation system. The game really, really needs a new one. I have no idea what that would involve or how hard it would be, but this old, clunky system is very high on my list of immersion-killing issues. Even if things like stop-to-change-weapon can't be fixed, they could at least be made to look a little better. I mean, why on earth do we still put the weapon on our back when doing things like that? Say what you want about the binocular animations, but at least when you equip binoculars while standing, the rifle is 'slung' in front of you rather than being shouldered. The rifle-to-pistol animation should at least do that. Transitioning from pistol to rifle takes a full second longer than it should. A long, painfully slow second. And yeah, why the 'get stuck walking' issue hasn't been fixed yet is puzzling. Actually, now that I look, there are about 17 closed duplicates of the issue on the tracker. Smookie very recently asked in the comments of the active thread if the issue was still present, and that he was unable to address it, which I guess means he had other things to worry about. Edited June 19, 2013 by 2nd Ranger Someone quoted actual source later in thread - Vespa. not Smookie Share this post Link to post Share on other sites
-=seany=- 5 Posted June 18, 2013 -Binoculars out and instantly enter view, can't just hold them in hand and toggle "scope" view like you can with weapons Agreed, this is really annoying and makes no sense. They should work like a weapon with regards optics switching. Share this post Link to post Share on other sites
auscleaver 12 Posted June 18, 2013 I seriously hope all the archaic weapon switching rules such as not being able to move while swapping from rifle to pistol etc, all get fixed for gold. This is a very cumbersome system for sure. I would like to see the ability to enter an animation and for it to be broken by a key press or something. The ability to move whilst in an animation would be good also such as weapons and binoculars but there are other actions this should be applied to. Also the constant stance changes when executing certain actions. eg: going into a crate will some times make me go prone or crouch and then stand up, the other is while prone some actions make you stand. This is awesome while in battle conditions as you stand and get shot?! This can some times be game breaking and needs serious attention before release. Share this post Link to post Share on other sites
purepassion 22 Posted June 18, 2013 Perhaps we could collect all animation oddities we can find to make it easier to adress them as I can imagine wilth all the combinations of stances, weapons and transitions etc, you can loose track of a individual combination quite quickly. Though the binoc bug is known since A2 and is overdue for fixing... Share this post Link to post Share on other sites
Smurf 12 Posted June 18, 2013 @binos: Some Dev said at the tracker that Smookie is "cooking" something related to that. Hope to see some new animations of AT aswell, mainly a proned one. Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted June 18, 2013 This clunky animation system can be applied to many situations. For example: If you are proning and want to take an RPG missile from a crate, you character will stand up, put your rifle on his back, take the RPG, reload it, put the RPG on his back, take out the rifle, and go back prone. Really??!!! Can't the character just put the missile in the backpack (while you are prone) and let you reload it later?!This needs to be addresed! Yep +1 this is exactly another scenario I'm trying to describe that desperately needs looking at and fixing. This type of situation is absolutely horrible and so frustrating to deal with. It can take upwards of 10 seconds of gameplay straight away from the player while you sit there arms crossed just waiting for such stupid things to happen. Very annoying. Share this post Link to post Share on other sites
chortles 263 Posted June 18, 2013 shouldnt the attachment system take into account what type of optic/attachment rail each gun has?There is such a ticket out there, though rather than for "immersion's sake"* it's because the current system of weapons being only compatible with specific attachments instead of weapon/compatibility being determined by the mount/rail type (as the FT ticket suggests), so for example getting attachment addons to work with the BI weapons requires some overriding/workarounds.* It seems that by 2035 MIL-STD-1913 is the standard for both BLUFOR and OPFOR. :p Share this post Link to post Share on other sites
Wolfstriked 11 Posted June 18, 2013 @binos: Some Dev said at the tracker that Smookie is "cooking" something related to that.Hope to see some new animations of AT aswell, mainly a proned one. +1 Dying from not being able to go prone when AT equipped sucks. Share this post Link to post Share on other sites
Ekko 1 Posted June 18, 2013 Referring to the rifle to pistol issue, Smookie has stated that this is 'impossible' with the current animation system Really? damn, I actually had some hope still left about that issue, since its quite a common thing to be able to change weapon while moving, and to not be able to do it is just game breaking in an intense firefight. Tried to not care to much about the whole bipod/resting weapon feature which they aren't adding either(or so I was told), but its getting harder... Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted June 18, 2013 Really? damn, I actually had some hope still left about that issue, since its quite a common thing to be able to change weapon while moving, and to not be able to do it is just game breaking in an intense firefight. Tried to not care to much about the whole bipod/resting weapon feature which they aren't adding either(or so I was told), but its getting harder... Wow bipods confirmed not to ever work? That's tragic :( Share this post Link to post Share on other sites
Smurf 12 Posted June 18, 2013 Well, last thing on bipods was Jay at E3 saying that they learned that when players see something in-game, they want to use it and cited the bipods (something in those lines). Don't know what to take from this, either their are removing it complety or.... :j: Share this post Link to post Share on other sites
gliptal 25 Posted June 18, 2013 Wow bipods confirmed not to ever work? That's tragic :(Try this: http://forums.bistudio.com/showthread.php?155553-VTS-Simple-weapon-restingYay! Share this post Link to post Share on other sites
Wolfstriked 11 Posted June 18, 2013 Agreed, this is really annoying and makes no sense. They should work like a weapon with regards optics switching. Awesome suggestion. Perhaps we could collect all animation oddities we can find to make it easier to adress them as I can imagine wilth all the combinations of stances, weapons and transitions etc, you can loose track of a individual combination quite quickly.Though the binoc bug is known since A2 and is overdue for fixing... When prone and looking thru optics and go to move you appear to be inside your body and view gets very distorted.To fix it you have to unsight the weapon manually but unsighting should happen automatically. Share this post Link to post Share on other sites
Insanatrix 0 Posted June 18, 2013 Well, last thing on bipods was Jay at E3 saying that they learned that when players see something in-game, they want to use it and cited the bipods (something in those lines). Don't know what to take from this, either their are removing it complety or.... :j: I hope not because it's really something that needs to be in, in an official capacity. Share this post Link to post Share on other sites
Smurf 12 Posted June 18, 2013 @optics: There is a ~6sec animation for screwing in\out the optics in the rifle, would you like that? (more imersion but you get stuck on that) Share this post Link to post Share on other sites