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Meh it's pretty obvious now that BIS is not interested in improving fatigue or limiting loadouts within any reason.

They've made it so that you can carry 1 rocket less, pat themselves on the back and called it an "overhaul".

We still will have to pretend like we need ammo bearers among other things if we want to play in a realistic way or have any in-game reason to have a teamwork. The more or less realistic inventory limits of ArmA2 made all the difference and they are what makes ArmA2 a superior game in this regard. Guess "casual players" has indeed became a benchmark for everything.

I'm bringing the matches and gasoline!

https://twitter.com/Lathspel/status/365155594669273089

:icon_twisted:

But really, yesterday the default load for the rifleman was around .48 (IIRC). Now is .34. And the default before that was .28.

Things have changed but the Titan is a very powerful weapon, 4 missiles still might be too much for 1 person to carry.

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Comp_uter15776

Сonversations about standarts don't change anything.

I quite agree with you there, chum. In fact, I'd say most conversations here don't change anything. Now, before you begin flaming; we have a dedicated FT for this kind of thing, and this forum thread is merely for discussing the development branch. My take on it is that the dev branch is being severely held back by the reduction in such standards. As an end result, this will most likely be transferrable to the full game.

So, maybe they do, maybe they don't, but imho they are no less important than anything else that has to be discussed here.

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I didn't played the game in a couple of days, am I the only one with an echo effect in the little bird playing first person or is a know bug?

When I shoot, the sound keeps playing four or five times, even the emergency sounds, if I use the third person it's all fine.

I posted about it a few days ago, but it appears to be persisting.

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I am having a lot of crashes ( exe stopped working) in multiplayer lately. When looking through the rpt, my suspicion was directed towards this error message

DX11 error : buffer Map failed : E_OUTOFMEMORY

It seems like the problem has existed before but it only occured a few days ago for me. There have been no other system updates in the meantime.

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...

Thanks for the information :). Looking forward to future changes. Keeping my fingers crossed for the success of Arma 3. It's important to say that casual player is the player that would play Arma just for a bit, and then leave. Simulation and realism is what makes game unique and fresh for very long and it gives more layers to the gameplay.

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It's important to say that casual player is the player that would play Arma just for a bit, and then leave. Simulation and realism is what makes game unique and fresh for very long and it gives more layers to the gameplay.

+1

Also most of the modding community != casual, hence all the mods out there that make the arma series more realistic.

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I have seen some more work on the fatigue and would dare to say that current state isn't final. You still might be able to lift some heavy burden (subject to change), but it could possibly have more severe consequences :icon_twisted:

:bounce3: :thumbsup:

I had a dream...

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Sorry, I should have made that more clear, there is no new rain system, just some analysis done in spare time that outlines the cool future potential of the feature area (I spent six years in Glasgow, I have to like rain).

The actual work that is going into it now is about updating what we can, like sounds/textures, which we hope can help in some way.

What was actually wrong with the old system? I never quite understood why it was taken out. Not being perfect is one thing, but not being present is something else. I generally like the idea of "if we can't make it right, we won't add it", but some things like the rain just need a compromise then. I think it is pretty essential, as an environmental factor (visibility suffer and the nose masks other sounds) and as an optical factor.

To add some extra info to your statement, fatigue is also linked to weapon sway.

This means that if you are more fatigued, you are likely to be less accurate.

Yes, but it is pretty easy to compensate. Going prone and holding your breath almost negates the sway. For starters, you could try to prohibit holding your breath while exhausted or make the timeout until you gasp for air faster.

On top of that, when you reach an exhausted state (when fatigue is 100%), the speed of your actions, like movement, reloading, swimming, are limited (to 80%). There are currently some technical problems in terms of making the effect any more punitive than 80%; however, work continues in this area.

Hm that sounds good, but it needs more than 80 %, and preferably, after hitting 100%, the effect should persist until the fatigue drops below a certain level... alternatively, maybe fatigue could degenerate slower once it has hit 100%?

In regard to the persisting capacity issue, I agree that it also needs some further work. While there are some limitations in terms of the original implementation, our new designer, Radko, hopes to make further improvements, particularly in terms of the capacity, which still seems unreasonably large.

That certainly sounds reassuring :) Thank you for taking the time to answer.

Now, about that medical system... ;)

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I have seen some more work on the fatigue and would dare to say that current state isn't final. You still might be able to lift some heavy burden (subject to change), but it could possibly have more severe consequences :icon_twisted:

Please do it. And I personally don't mind game allowing to lift up heavy burden, just not 'unreasonable' burden like it is now.

This means that if you are more fatigued, you are likely to be less accurate.

Alwarren is correct about this. Even when max possible load is put on it's still possible to counter the sway all too easily since after you've stopped running the fatigue restores too fast and you are able to hold breath for seconds almost instantly. And since you hold breath after you've generally aimed at an enemy to make the shot more precise - those few seconds are more than enough.

On top of that, when you reach an exhausted state (when fatigue is 100%), the speed of your actions, like movement, reloading, swimming, are limited (to 80%)

How long does it take to reach 100%? Because I don't seem to get there even after relatively long running.

If anything it should hit more immediately when heavy load is carried.

In regard to the persisting capacity issue, I agree that it also needs some further work. While there are some limitations in terms of the original implementation, our new designer, Radko, hopes to make further improvements, particularly in terms of the capacity, which still seems unreasonably large.

That's reassuring and hopeful to hear - and I will gladly shut up about the issue after it's fixed :)

Edited by metalcraze

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Can anyone confirm that a lot of the infantry have pieces of blue texture sticking out from them. I thought it was just opfor but it seems on blufor too. I didn't notice it before last build. On the back of their left shoulder is where it sticks out. I looks like a misplaced backpack or vest with a nohq texture.

Pictured is the blufor repair specialist. I know the opfor recon all had this too. Not sure who else.

Here are some pictures of it:

http://i1340.photobucket.com/albums/o726/Victim913/arma32013-08-0711-41-15-50_zpseca0ed47.png

http://i1340.photobucket.com/albums/o726/Victim913/arma32013-08-0711-41-39-91_zpsd3fc89f5.png

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Can anyone confirm that a lot of the infantry have pieces of blue texture sticking out from them. I thought it was just opfor but it seems on blufor too. I didn't notice it before last build. On the back of their left shoulder is where it sticks out. I looks like a misplaced backpack or vest with a nohq texture.

Pictured is the blufor repair specialist. I know the opfor recon all had this too. Not sure who else.

Here are some pictures of it:

http://i1340.photobucket.com/albums/o726/Victim913/arma32013-08-0711-41-15-50_zpseca0ed47.png

http://i1340.photobucket.com/albums/o726/Victim913/arma32013-08-0711-41-39-91_zpsd3fc89f5.png

I can confirm this and can also confirm that the blufor chestrigs and blufor/opfor crew helmets have messed up UVs.

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*from today's official changelog "Fixed incorrect alpha sorting on Mk20GL with a 3D scope"

I hope there are fixed a similar problem with the equivalent of "aimpoint" scope (mco i think??..)

That's the mk20gl and the 3d MRCO scope combo they're talking about. The front ironsights would incorrectly be rendered the same color as the sky when looking through the optic,

There are still three other weapons that exhibit the same problem.

MXGL

Katiba GL

Scorpion

Everything else appears as it should as far as I've tested.

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Just discovered, much to my dismay, that "Rifleman (Light)" is in fact armed and not weaponless as it's previously been.

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Are you sure this is a 'reversion'? Check these out.

It seems these binoculars animations are completely new. Why did they add these? I have no idea.

the new binos-animation are really great, and they are now like many hoped i will be. you can scan horicon and than spot on a target.

(using trackir to scan, or alt-key)

also you can easy use the compass to report enemies, that was before not possible.

its great the way it is now!

i hope that the physics for vehicles gets tweaked so you can "rollover" when you drive fast in curves or at steep hills. atm. its like a

magical place back on the wheels.

you would really drive carful than ;)

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Yes I forgot to comment on this, the new binocular animations coming from a rifle is INCREDIBLE. It's pitch perfect exactly what it should be. Thanks much Bohemia! Hopefully the animations can be carried over to the pistol now as well to complete the puzzle! :D

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I get this when going prone with bino's, anyone confirm this?, latest dev build. may be PCML Launcher showing through.

<a  href=2013-08-07_00001_zpsbdd3c1c3.jpg' alt='2

Edited by pillpopper123

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the new binos-animation are really great, and they are now like many hoped i will be. you can scan horicon and than spot on a target.

(using trackir to scan, or alt-key)

also you can easy use the compass to report enemies, that was before not possible.

its great the way it is now!

I think you're mistaken. I'm talking about the transition part where you put your rifle on the back instead of dropping it, not the lowering part.

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And there is no "to eye" animation anymore?

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I think you're mistaken. I'm talking about the transition part where you put your rifle on the back instead of dropping it, not the lowering part.

That's odd indeed.

Try taking out your sidearm and then switch to binos. The rifle magically transfers from the back to the front.

The rifle ought to hang from the sling in front of you when it's the selected primary weapon and you're peering through binoculars. Transfer to back first is really weird.

Edit:

Going from secondary to binoculars to crouch/prone will reequip the secondary automatically for some reason. If you then hit stand up to return back to standing it then automatically equips the primary. Not quite working as expected.

Edited by L3TUC3

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That's odd indeed.

Try taking out your sidearm and then switch to binos. The rifle magically transfers from the back to the front.

The rifle ought to hang from the sling in front of you when it's the selected primary weapon and you're peering through binoculars. Transfer to back is really weird.

The old animations had the rifle on slings and when you walked it teleported to the back. Pistol animations may be not complete so that is why this happens.

This is how animations in Arma works, every movement, stance, weapon and combination have to have an assigned animation, no dynamic or flexible anything. (The teleport thing from front to back is a interpolation but isn't great)

I hope they tackle AT prone animation next, even if not for firing, at least to avoid the "put launcher on the back before you go prone - oh you just got shot multiple times while doing that" thing.

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Just discovered, much to my dismay, that "Rifleman (Light)" is in fact armed and not weaponless as it's previously been.

I also this noticed :)

Edited by [CSLA]LUKI
typo

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That's odd indeed.

Try taking out your sidearm and then switch to binos. The rifle magically transfers from the back to the front.

The rifle ought to hang from the sling in front of you when it's the selected primary weapon and you're peering through binoculars. Transfer to back first is really weird.

Edit:

Going from secondary to binoculars to crouch/prone will reequip the secondary automatically for some reason. If you then hit stand up to return back to standing it then automatically equips the primary. Not quite working as expected.

You discovered more than I did. What I found is that when you walk(default : W + S) with binoculars in your hands, the rifle swings to the front. If you stop or run, it swings back.

With the ticket regarding rifle to pistol transition animation assigned last month, this 'addition' was unexpected and I'm really confused now.

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This is how animations in Arma works, every movement, stance, weapon and combination have to have an assigned animation, no dynamic or flexible anything.

That indeed sucks, I wish it wasn't so rigid. Anyway, I hope they sort out the bino animations, so the rifle stays hanging on your chest, but you can look around with free look.

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