gossamersolid 155 Posted May 30, 2013 I wonder how much devs are aware of tons of bugs with inventory system? Currently its a huge gamebreaker for loot-driven missions (where conserving ammo, saving good guns is key part) Stuff dupes even when you don't really want it, as well as disappears or simply unaccessible by anyone. I'm not even sure if its worth it to submit these bugs with repros, everything is so broken that it feels that it will be easier to scrap everything and do complete rewrite of inventory system. Can somebody enlighten me about current state of things with inventory fixing process? Thanks. There are a lot of issues with it: - Cannot pick up backpacks - Duping items - Right clicking still makes them dissappear into thin air on occassion - Dragging and dropping sometimes flat out doesn't work - NV Goggles still can't be added to ammo containers - NV Goggles cannot be removed with removeItem, you must unassign them (probably related to the previous problem I listed) Share this post Link to post Share on other sites
metalcraze 290 Posted May 30, 2013 Aiming deadzone is still broken too, almost 3 months after alpha's release Considering that deadzone isn't some obscure gameplay element but is related to main controls BIS is slacking on this one. Share this post Link to post Share on other sites
TSAndrey 1 Posted May 30, 2013 Pistols really need a balance patch. They are far too weak right now Share this post Link to post Share on other sites
gossamersolid 155 Posted May 30, 2013 Pistols really need a balance patch. They are far too weak right now Agreed, there's no point in even using them right now. At 25m it's still hard to get a kill. Share this post Link to post Share on other sites
Kemeros 1 Posted May 30, 2013 I thought i was the only one who was having trouble using the hand guns hehe. Share this post Link to post Share on other sites
dmarkwick 261 Posted May 30, 2013 Agreed, there's no point in even using them right now. At 25m it's still hard to get a kill. Well, it is with a pistol :) If you're having to use a pistol, it's because things have already gone very fubar. And/or you're in a building. Pistols are not really battlefield suitable IMO, if you're having to use a pistol, you should be gtfo :D ;) Share this post Link to post Share on other sites
Zeloran 1 Posted May 30, 2013 I'm not even sure if its worth it to submit these bugs with repros, everything is so broken that it feels that it will be easier to scrap everything and do complete rewrite of inventory system. Please make the effort and describe the issues on feedback tracker. Otherwise it is impossible to track down all of them and solve them. Some of the problems with disappering items have been solved in the latest exe (0.61.105900) BUT if there is no repro, we dont have anything to test against. Sheer complaining gets us nowhere. There is an important difference between behaviour in MP and SP, some actions can work in SP but be broken entirely in MP. Our QA is doing best it can to find all bugs, but the importance of "more eyes" of FB tracker is significant. Share this post Link to post Share on other sites
samatra 85 Posted May 30, 2013 Please make the effort and describe the issues on feedback tracker. Otherwise it is impossible to track down all of them and solve them. Some of the problems with disappering items have been solved in the latest exe (0.61.105900) BUT if there is no repro, we dont have anything to test against. Sheer complaining gets us nowhere. There is an important difference between behaviour in MP and SP, some actions can work in SP but be broken entirely in MP. Our QA is doing best it can to find all bugs, but the importance of "more eyes" of FB tracker is significant. Thanks for the green light, we will do our best (already have several repros documented). ---------- Post added at 13:22 ---------- Previous post was at 13:13 ---------- Anyone else noticed freezes on all clients when new player joins the game and shows as "connected" in the chat? We started to notice it since last public update, it might have something to do with new spawn. Share this post Link to post Share on other sites
Smurf 12 Posted May 30, 2013 I'd like to add to this discussion by saying when will weapons (when picked out of ammo box or corpse) pull over the right ammo instead of having to select the ammo separately? I know its a few extra moments but when you like to switch weapons a lot through out your mission or game it becomes tiresome. And on top of that, when you take an ammoless weapon you char switches to pistol. I could live with taking weapons with no ammo since you get the option to "Rearm at..." but geting stuck with animations is a pain. Share this post Link to post Share on other sites
zooloo75 833 Posted May 30, 2013 might it be possible that todays update also fixes this issue? (cant test it yet.. work..)http://feedback.arma3.com/view.php?id=8515 Gonna quote this for now, I get this issue on my Stratis-RP mission; I will try it on Dev build when I get home to confirm it. Share this post Link to post Share on other sites
bob1975 10 Posted May 30, 2013 SaMatra do you answer your inbox or email if you can get back to me would be great Share this post Link to post Share on other sites
Scoggs 1 Posted May 30, 2013 Pistols really need a balance patch. They are far too weak right now Agree. Last I checked it is two shots to the face to kill(at point blank) which is annoying. Also the switching mechanics makes them a last resort instead of a secondary. In arma 2 they were useless as well. Share this post Link to post Share on other sites
Gera_CCT 12 Posted May 30, 2013 Agree. Last I checked it is two shots to the face to kill(at point blank) which is annoying. Also the switching mechanics makes them a last resort instead of a secondary. In arma 2 they were useless as well. Agree. Share this post Link to post Share on other sites
progamer 14 Posted May 30, 2013 Agree. This is not a game were "balance" is used. Realism and simulation is how this game works. Did you shoot the person's helmet? Some helmats in real life can deflect or stop small 6mm bullets. ---------- Post added at 22:43 ---------- Previous post was at 22:41 ---------- Pistols really need a balance patch. They are far too weak right now "balance" is not used in this simlator, realism and simulation is how the game works. Share this post Link to post Share on other sites
purepassion 22 Posted May 30, 2013 "balance" is not used in this simlator, realism and simulation is how the game works. Taskforce Balance will disagree :P But yeah, the balance pretty much originates from reality Share this post Link to post Share on other sites
Insanatrix 0 Posted May 30, 2013 A 6mm is literally a .22 FYI. Far cry from a 9mm or a .40/.45. Share this post Link to post Share on other sites
Scoggs 1 Posted May 30, 2013 This is not a game were "balance" is used. Realism and simulation is how this game works. Did you shoot the person's helmet? Some helmats in real life can deflect or stop small 6mm bullets.---------- Post added at 22:43 ---------- Previous post was at 22:41 ---------- "balance" is not used in this simlator, realism and simulation is how the game works. Me and a friend were testing the lethality of the pistol. Had the sights right between the eyebrows. Given height over bore, that would still be a kill shot. He was wearing a helmet though. Maybe if you put a helmet on the game will will just attribute it as one hitbox. Forgot the result without one. Also would like to point out that Arma is a very authentic GAME not a simulator. VBS is a Simulator. Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted May 31, 2013 If the game is balanced about being authentic then why can a man take a 9mm bullet to the face at point blank range? lol That seems kind of silly and the opposite of authentic. Share this post Link to post Share on other sites
danil-ch 165 Posted May 31, 2013 (edited) Seems to be a crumbling building is not so dangerous. :D Vote http://feedback.arma3.com/view.php?id=6511 if you want this to be fixed. And something else. No target command appear twice. http://img811.imageshack.us/img811/2210/arma32013052922514125.jpg (161 kB) http://feedback.arma3.com/view.php?id=8888 Edited May 31, 2013 by Danil-ch Share this post Link to post Share on other sites
St. Jimmy 272 Posted May 31, 2013 (edited) There's an issue about prone position. It makes my fps drop slightly. This happens at least in Kamino Firing Range but I'll test today if it happens anywhere else. This is noticeable at least with sniper scopes. This combined with Broccoli trees is super fps killer. Made a ticket about it yesterday http://feedback.arma3.com/view.php?id=8905 Edited May 31, 2013 by St. Jimmy Just tested in the airfield watching normal trees and the missing crawl sand sound in rpt wasn't related. Share this post Link to post Share on other sites
SweetMatix 10 Posted May 31, 2013 True, broccoli trees is super fps killer in the forest at this time. :/ I can maintain 60fps anywhere except when there is trees and brocolli trees. Share this post Link to post Share on other sites
maddogx 13 Posted May 31, 2013 Seems to be a crumbling building is not so dangerous. :D Vote http://feedback.arma3.com/view.php?id=8928 if you want this to be fixed. Actually, please vote #6511. :) Though I did take the liberty of adding the info from your ticket. Share this post Link to post Share on other sites
dmarkwick 261 Posted May 31, 2013 I've seen The Blues Brothers. It's entirely possible to survive the collapse of a building. -Vl1byi6wXE :) Share this post Link to post Share on other sites
samatra 85 Posted May 31, 2013 5 inventory bugs with full repro in one ticket: http://feedback.arma3.com/view.php?id=8937 Please vote it up. Most serious one which lets you dupe anything on video: Share this post Link to post Share on other sites