Lucasmnunesk 2 Posted August 28, 2013 Today i went to Kavala and jogged through the first stairs, and the others i've sprinted as a civvie, i don't know if units have different fatigues values besides the weight they are carrying but just this distance as a default civvie won't let me sprint again. About the fatigue sounds there is a breathing sound that is really low and isn't annoying the problem is that it just kicks in when i'm resting, i believe it would be ok if this sound was the most common and the currently loud breathing should be used when totally exhausted. Share this post Link to post Share on other sites
big_t 1 Posted August 28, 2013 ;2481765']Sounds should be immersive' date=' and fatigue effects should be mostly gameplay affecting - not annoying or disturbing.[/quote'] This is so true, physically slowing down (which we already have) or unsteadiness, slight blurring around edges would be fine to show fatigue. Not an auditory onslaught of husky male breathing into the ear. Not to mention choking and spitting sfx. << in 1rst person only guys, that's 1rst person only. Share this post Link to post Share on other sites
-Coulum- 35 Posted October 9, 2013 So what do people think of the new slow down of animations when fatigued. I really like the idea but I have some suggestions/obervations Right now it seems to have a lot to do with whats in your hands. A fatigued guy with a rifle in hands and launcher on back is alot faster than one with rifle on back and launcher in hands. They should both be the same, prefferably the rifle in hands should be slowed. The amount and time it takes should be quicker depending on weight. Right now the effects don't really become noticeable until 0.6/1.0 fatigue. I should be lower depending on the weight you are bearing - ie a guy with 50kg only needs to get to 0.2 before he starts slowing where as the guy with only underwear can go till 0.7 before starting to slow down. Over all the severity of the slow down isn't enough. A guy at 1.0 fatigue should be slow as molasses, just barely able to go faster than a walk. He is after all supposedly taken himself to the max. Just my opinion. Much better solution to fatigue than optional blurry screens. what do you guys think? Share this post Link to post Share on other sites
antoineflemming 14 Posted October 9, 2013 So what do people think of the new slow down of animations when fatigued. I really like the idea but I have some suggestions/obervations Right now it seems to have a lot to do with whats in your hands. A fatigued guy with a rifle in hands and launcher on back is alot faster than one with rifle on back and launcher in hands. They should both be the same, prefferably the rifle in hands should be slowed. The amount and time it takes should be quicker depending on weight. Right now the effects don't really become noticeable until 0.6/1.0 fatigue. I should be lower depending on the weight you are bearing - ie a guy with 50kg only needs to get to 0.2 before he starts slowing where as the guy with only underwear can go till 0.7 before starting to slow down. Over all the severity of the slow down isn't enough. A guy at 1.0 fatigue should be slow as molasses, just barely able to go faster than a walk. He is after all supposedly taken himself to the max. Just my opinion. Much better solution to fatigue than optional blurry screens. what do you guys think? No, they shouldn't. I'd bet you'd be a bit faster and more maneuverable with a rifle in your hands and launcher on your back rather than the reverse. Why? Bet you can manage a launcher on your back easier than in your hands for a prolonged period of time. Now, it shouldn't be too much of a difference though. Seems to me the effects become apparent pretty quickly. With the explosive specialist's backpack and rifle, I noticed slow down pretty quickly. Like within 10 - 20 secs of running. 5 or so of sprinting. If anything, to me the immediate change in speed is too drastic. Share this post Link to post Share on other sites
-Coulum- 35 Posted October 9, 2013 (edited) No, they shouldn't. I'd bet you'd be a bit faster and more maneuverable with a rifle in your hands and launcher on your back rather than the reverse. Why? Bet you can manage a launcher on your back easier than in your hands for a prolonged period of time. Good point but if we're talking about slow down due to fatigue I would say they should be equal pretty much equal. fatigue in your arms isn't going to really slow you down albeit it might fatigue you faster. If BIS were modelling weapon handling and dexterity I totally agree that the launcher should be bulky and hard to wield. But now it just seems like a bug. The running with launcher in hand is significantly slower than with gun in hand when fatigued. try it. Seems to me the effects become apparent pretty quickly. With the explosive specialist's backpack and rifle, I noticed slow down pretty quickly. Like within 10 - 20 secs of running. 5 or so of sprinting. If anything, to me the immediate change in speed is too drastic. Do you mean sprinting or jogging? For me with explosive backpack Sprint slows down after 14 seconds Jog slows down after 50 seconds its actually pretty good and seems to really increase with extra weight. explosive bearer with titan on back Sprint slows down after a couple seconds jog slows down after about 10. That's actually quite good. So I change my assessment The ceiling for fatigue should be higher. Ie. Instead of max fatigue being 1 it should be 10 where 10 = just above walking pace. It takes longer to exhaust yourself and the cange in speed is more gradual rather than drastic, but the max effects are worse. Right now when exhausted with titan and explosives on back it is still pretty fast. With that kind of load you should basically be reduced to walking when you're totally exhausted. Edited October 9, 2013 by -Coulum- Share this post Link to post Share on other sites
b00tsy 28 Posted October 9, 2013 For me the whole fatigue system can be removed. As BI themselfs announced that ArmA 3 is a game and not a sim I don't see the value of having red blurred vision and porn breathing sounds after 10 seconds of running. You can still endlessly run so it only makes it annoying to have out of breath sounds and visual effects while you can keep running. If they want to do it realistically then you should not be able to run at all anymore if you are out of breath, but the majority does not want that (I assume). Share this post Link to post Share on other sites
Reuben5150 2 Posted October 12, 2013 I ran around the school field perimeter with a 30lb LMG above my head once, ahh the memory, I'm 41 now and totally unfit but could still do better than the characters in this game. Your talking about slowdowns in the matter of seconds, it should be minutes not seconds for Christ sake. Share this post Link to post Share on other sites
maffa 29 Posted October 13, 2013 For me the whole fatigue system can be removed. As BI themselfs announced that ArmA 3 is a game and not a sim I don't see the value of having red blurred vision and porn breathing sounds after 10 seconds of running. You can still endlessly run so it only makes it annoying to have out of breath sounds and visual effects while you can keep running. If they want to do it realistically then you should not be able to run at all anymore if you are out of breath, but the majority does not want that (I assume). Agreed. either there's a limiter that stops you for fatigue at a certain point and forces you to slump on the ground because you are out of breath and you are going to spit your liver, or you take this panting and spitting and cursing away because you can jog from a side to the other of Altis nonstop anyway and this "anf anf" without someone humping is just annoying. Of course im a fan of the first solution, even thought i would like having times that reflect the actual resilience and performances averages of warring professional, not armchair pie eaters. Share this post Link to post Share on other sites
Hatchet_AS 201 Posted October 13, 2013 Agreed. either there's a limiter that stops you for fatigue at a certain point and forces you to slump on the ground because you are out of breath and you are going to spit your liver, or you take this panting and spitting and cursing away because you can jog from a side to the other of Altis nonstop anyway and this "anf anf" without someone humping is just annoying.Of course im a fan of the first solution, even though i would like having times that reflect the actual resilience and performances averages of warring professional, not armchair pie eaters. This fairly accurately summarizes my feelings currently. The 'timing' factor seems to be the single biggest issue. Perhaps the sounds and visual effects wouldn't be as tragic if employed more reasonably (at a time that makes reasonable sense.). Just seems like too much too fast in the effects department. And well, I'm not that kind of player! Share this post Link to post Share on other sites
Piru 10 Posted October 13, 2013 ;2481765']The breathing sound is extremely annoying. :mad: :mad: :mad:Various sound mods since OFP had way better samples for that. At the very least it must be toned down a lot - better yet replaced altogether. Sounds should be immersive' date=' and fatigue effects should be mostly gameplay affecting - not annoying or disturbing.[/quote'] +1 Or atleast make it audible in 3rd person too so we can all be *¤#*"# about it instead of just punishing the 1st person users. (Thats what it is, not immersive, not affecting, just plain annoying) :j: Share this post Link to post Share on other sites
Zorg_DK 10 Posted October 13, 2013 (edited) I like there's now a noticeable difference between how quickly you get fatigued depending on your loadout. A good example is with the UAV soldier - With the UAV on the back you tire quickly, but without it you can run quite a long time. But overall fatigue, and especially breathing sounds, should set in later. Edited October 15, 2013 by Zorg_DK Share this post Link to post Share on other sites
Reuben5150 2 Posted October 13, 2013 Have you ever played BF3? The sprint in BF3 is probably faster than the sprint in A3. Everything moves at double time in that game, totally unrealistic. Share this post Link to post Share on other sites
timmo1982 10 Posted October 13, 2013 Everything moves at double time in that game, totally unrealistic. Not to mention being able to carry 5 RPGs, a few hundred rounds of ammo, a grenade, 4 mines a pistol and ammo while doing it....all day. What I dislike about BF3 is a sniper can almost have the same CQ ability with a long heavy rifle as a someone carrying a bullpup or small SMG. It's like Look-shoot to get a one shot kill in a split second. Anyway, I digress. Share this post Link to post Share on other sites
Smurf 12 Posted October 14, 2013 Not to mention being able to carry 5 RPGs, a few hundred rounds of ammo, a grenade, 4 mines a pistol and ammo while doing it....all day.What I dislike about BF3 is a sniper can almost have the same CQ ability with a long heavy rifle as a someone carrying a bullpup or small SMG. It's like Look-shoot to get a one shot kill in a split second. Anyway, I digress. Are you talking about BF3 or Arma 3? Share this post Link to post Share on other sites
-Coulum- 35 Posted October 15, 2013 Are you talking about BF3 or Arma 3? Haha, yeah pretty much. The biggest difference is the speed. The length of time you can jog with such a load and the negative effects of doing so is pretty much the same. I ran around the school field perimeter with a 30lb LMG above my head once, ahh the memory, I'm 41 now and totally unfit but could still do better than the characters in this game. Your talking about slowdowns in the matter of seconds, it should be minutes not seconds for Christ sake. As a rifle man you will start jogging at a 4 minutes per kilometre pace - that's pretty good for having gear on. After 2 minutes you will be reduced to 5 minutes per kilometer - also a very reasonable pace. After that you will stay at that pace forever. I would say that's unrealistic - after a few km (ie 15 minutes) you would probably start to slow down to slower paces. But very rarely are you running for that long anyway so that really isn't that big a deal... BUT The problem comes with loaded soldiers. A guy carrying an explosives pack and titan on his back jogs at 4 minute km pace as well until 15 seconds go by and he starts to slow to a 5 minute km pace at 30 seconds. That's reasonable, he is carring a ton of weight. But now the problem is thats the end. He can now run just as fast as the rifleman (5 minute km) for unlimited amount of time with over 50kg on his back! I'm pretty sure that's better than you or I or an infantryman or even an olympian can do. Its very unrealitistic. There needs to be a point where your character slows down to a walk. This might be after an hour for a lightly loaded solder, but it needs to be done simply to make realistic limitations for heavier loaded soldiers (The explosive backpack + AT launcher might need a rest after 10 minutes) Ideally the whole fatigue metre needs to have 10x more length added to it. Share this post Link to post Share on other sites
Polygon 11 Posted October 15, 2013 (edited) OTOH, I hate current A3 fatigue implementation and it's outright horrible to anyone with a sane mindset. Soldiers, under any loadout weights, run like old grannies and get tired in halves of mins. I removed player fatigue altogether from all A3 instances because it's annoying, kills immersion and any enjoyment of play. Edited October 15, 2013 by MadDogX thread renamed Share this post Link to post Share on other sites
Zatan13th 10 Posted October 15, 2013 just hold shift+w+v Share this post Link to post Share on other sites
chortles 263 Posted October 15, 2013 From the latest SITREP: expect targeted tweaking after this month. Share this post Link to post Share on other sites