Grek 10 Posted November 7, 2013 so sadly :( most of people using the IE. best browser 4 ever;) Share this post Link to post Share on other sites
Deadfast 43 Posted November 8, 2013 http://steamcommunity.com/games/arma3/announcements/detail/1405415135894141674Parralel Universe? (8*10 + 6*9 + 33*8 + 21*7 + 5*6 + 2*5 + 3*4 + 2*3 + 1*2 + 2*1) / 83 = 7.313 Share this post Link to post Share on other sites
chortles 263 Posted November 8, 2013 More to the point, 64.84% of the voters in that poll chose 7 or 8 and 17.58% chose higher (9 or 10), which means that almost as many people voted 9 or 10 as those who voted 6 or lower... and of course, BI is seemingly keeping feelers out for feedback outside of the BI forums, so it's not just here that they're pulling a lot of "oh hey we enjoyed this, keep up the good work" from! Share this post Link to post Share on other sites
Varanon 892 Posted November 8, 2013 Can't save in Tipping Point for some reason. Which, quite frankly, makes the thing a lesson in frustration and the reason I quit the campaign (And no, the SAVEGAME cheat didn't work either). Tested completely without mods. Not to mention that the mission does not make ANY sense at all: We lost a few good men (of the around 20 we have). We are pretty much beat up. We know reinforcement is coming. So what do we do ? Dig in and await the arrival of our own forces so we can strike with renewed strength ? No, we attack the force that is holding the entire island and wiped out all NATO presence from it, which has multitudes of jets and choppers flying around... heck, there's a Gorgon in the base you need to attack, that thing alone could have wiped out all remaining soldiers. Absolutely NO SENSE at all Some positive feedback: I like the way the environment. The weather and lighting is great, especially in Tripping Point. I enjoyed running around on Stratis again, which I never would have thought possible after the beta. Share this post Link to post Share on other sites
Roachblaster 10 Posted November 9, 2013 Really loved it! Share this post Link to post Share on other sites
bonchie 39 Posted November 9, 2013 Can't save in Tipping Point for some reason. Which, quite frankly, makes the thing a lesson in frustration and the reason I quit the campaign (And no, the SAVEGAME cheat didn't work either). Tested completely without mods. Not to mention that the mission does not make ANY sense at all: We lost a few good men (of the around 20 we have). We are pretty much beat up. We know reinforcement is coming. So what do we do ? Dig in and await the arrival of our own forces so we can strike with renewed strength ? No, we attack the force that is holding the entire island and wiped out all NATO presence from it, which has multitudes of jets and choppers flying around... heck, there's a Gorgon in the base you need to attack, that thing alone could have wiped out all remaining soldiers. Absolutely NO SENSE at all Some positive feedback: I like the way the environment. The weather and lighting is great, especially in Tripping Point. I enjoyed running around on Stratis again, which I never would have thought possible after the beta. I think the fact that it didn't make sense is kind of the point and will be further revealed in the second episode. Something is going on with Miller's commanding. There's a lot of setup dialogue pointing to it. Share this post Link to post Share on other sites
tortuosit 486 Posted November 10, 2013 http://steamcommunity.com/games/arma3/announcements/detail/1405415135894141674Parralel Universe? Yes, Steam communities are a parallel universe often inverse to the reality, but this is not new. I've seen a lot positive reception here at BI forums as well. Share this post Link to post Share on other sites
chortles 263 Posted November 10, 2013 The poll that Deadfast cited is directly proof of what tortuosit is saying, and I've seen plenty of positive reception off of both the BI and Steam forums as well. Share this post Link to post Share on other sites
Grek 10 Posted November 10, 2013 (edited) Yes, Steam communities are a parallel universe often inverse to the reality, but this is not new.I've seen a lot positive reception here at BI forums as well. it called "WOW!-effect". you waiting a long long time, then something happened and you become very happy. But "quality" of what you waiting does not matter, you just complete the waiting, and you so happy. Just completed survive episode (replay a 3rd time), storyline still dissapoint me. Anyway A3 is cool game, but first part of campagin... facepalm... Edited November 10, 2013 by Grek Share this post Link to post Share on other sites
maturin 12 Posted November 10, 2013 You played a 'facepalm' three times? Are you a masochist? Share this post Link to post Share on other sites
Grek 10 Posted November 10, 2013 You played a 'facepalm' three times? Are you a masochist? of course not:D just want to stay objective (maybe i didnt see some details while completing campaign, etc.) and, audiotracks ingame really awesome. Share this post Link to post Share on other sites
das attorney 858 Posted November 11, 2013 it called "WOW!-effect". you waiting a long long time, then something happened and you become very happy. But "quality" of what you waiting does not matter, you just complete the waiting, and you so happy. Well that wasn't true for the Alien series. Since "Aliens" I waited many years for a credible Alien film and Prometheus was a pile of fucking shit. Share this post Link to post Share on other sites
OMAC 254 Posted November 11, 2013 (edited) 1.On the mission where you have to blow the Helicopter, one of the squad gets stuck next to the helicopter so you kill him if you detonate the charge. I got past this after several attempts by placing the charge a bit further away so it only injured him but still killed the helo. I had this happen also. I had to shoot the stuck guy (unit #2) in the leg and heal him before he would move. Ruins immersion. Veteran, stable build 1.04.111745. Edited November 12, 2013 by OMAC Share this post Link to post Share on other sites
Varanon 892 Posted November 11, 2013 I think the fact that it didn't make sense is kind of the point and will be further revealed in the second episode. Something is going on with Miller's commanding. There's a lot of setup dialogue pointing to it. Then why are people following that order ? I know I would ask whether he has smoked pot lately. Anyway, no one else having the problem of not being able to save in the mission ? Share this post Link to post Share on other sites
Deadfast 43 Posted November 11, 2013 it called "WOW!-effect". you waiting a long long time, then something happened and you become very happy. But "quality" of what you waiting does not matter, you just complete the waiting, and you so happy. Or, you know, people might actually genuinely like it. Share this post Link to post Share on other sites
tekgun2 0 Posted November 12, 2013 Or, you know, people might actually genuinely like it. Yep I think it's great, reminds me a lot of Ofp/Resistance campaign, which imo is the best single player campaign of any game out there. Really good work guys, can't wait till episode two. Share this post Link to post Share on other sites
fraczek 4 Posted November 12, 2013 Some things I didn't exactly like: Wet Work: Your scuba team approaches from the beach, where they are completely exposed and literarily walk unto the enemy, instead of at least going from the cover of the rocks Death Valley: 1) Lack of autosave points. I might be a wimp, but replaying the mission from the very start again and again is not fun (on Veteran, with 1 manual save) Especialy as you face multiple squads of enemies just in the valley and sniping you from the opposite ridge, like three to one). At least one in the valley after the Jackson and before village assault would be nice. . Connected to point below. 2) Strange path of the squad during assault. Even though your squad lead and plan asks for sticking to the high ground, the squad still moves mostly down in the valley. Same as in Infantry showcase. Share this post Link to post Share on other sites
progamer 14 Posted November 12, 2013 Then why are people following that order ? I know I would ask whether he has smoked pot lately.Anyway, no one else having the problem of not being able to save in the mission ? Never liked Miller, maybe he is corrupt or his superiors are corrupt. Or he just knows things we don't. Share this post Link to post Share on other sites
NeMeSiS 11 Posted November 13, 2013 Never liked Miller, maybe he is corrupt or his superiors are corrupt. Or he just knows things we don't. I really think that that was sorta the point, and may (or may not.. :p ) explain his overly aggressive tactics. Share this post Link to post Share on other sites
antoineflemming 14 Posted November 13, 2013 Never liked Miller, maybe he is corrupt or his superiors are corrupt. Or he just knows things we don't. The latter. Share this post Link to post Share on other sites
RSF TheCapulet 59 Posted November 13, 2013 Some things I didn't exactly like:2) Strange path of the squad during assault. Even though your squad lead and plan asks for sticking to the high ground, the squad still moves mostly down in the valley. Same as in Infantry showcase. When I follow formation, our squad moves down the left wall of the valley (avoiding fire from the ridge across town) and comes out on high ground overlooking the town. Gotta remember, Team Bravo is the objective, which makes the town the focal point of the mission, not the valley. Despite the name. Share this post Link to post Share on other sites
Arvic92 10 Posted November 14, 2013 Problems I had with the campaign mostly had to do with poor story telling. Speed boats I'll start with the most irritating thing with the campaign - the ending Which plot hole did Lt Fancy pants pull those attack boats at the end of the campaign? It is never explained at all where they came from and it was never once stated prior that they had any form of water transport before. They obviously aren't civilian craft so it is clear that he didn't just commandeer them. And for that matter, where did he store them? I searched the entire base and havent found anything that would indicate the existence of a boat. Finally, why would an inland base even have speed boats laying around at all? But lets ask the most important question. If there were speed boats laying around.. then why didn't they use them to get to the mainland! The whole reason that they were fighting was that it was a sink or swim situation where they were trapped. It was made clear at the beginning of the campaign that nato was retreating rather than staying to fight so he wouldn't of been punished for retreating from a hopelessly better armed and manned force. My over analysis can be summarized in one sentence. The speed boats are the result of plot convenience and poor writing. Where did they get the submarine? Seriously? Was that thing just laying around a peace keeper base? Why the fuck would anyone bring a mini-sub on a peace keeping operation? If Lt fluffyballs at least told me how he got it or gave me some general clue I would be half satisfied. The submarine didn't even play a significant part in the mission. Hell the player doesn't even get to control it. It's just a big aquatic bus. It is obvious that the dev team just wanted to show off their 'exciting' underwater features Constant Mission Fuck Ups Perhaps the objective of the dev team was to convey the sense of helplessness against a superior enemy but all they managed to achieve was make me realize by the third mission that the standard mission template is.. Get objective Oh noes X isnt there/doesntwork/isdead Lt Fuckpants Forces me to retreat If the dev team is actually trying to take this somewhere like making Lt Fuckpants into a double agent (which makes a lot of plot holes) then they could stand for some subtlety by mixing a few successful mission in with it Minor Problems Helo's casually flying in circles on the last mission and never actually taking notice of the player despite their fully rotatable nose turret A helo para dropping soldiers in on the last mission - clearly done just for dramatic affect - secondly the helo they came from wasn't a even transport chopper - thirdly try paradropping from 50ft irl.. do it Complete lack of any (armed)armor assets for opfor or AT for blufor despite there being afv's shown to the player at the end Why wouldn't the game let us use the armor assets at the end to gun down choppers? that would of been awesome even if the battle ended the same anyways Share this post Link to post Share on other sites
antoineflemming 14 Posted November 14, 2013 Problems I had with the campaign mostly had to do with poor story telling. Speed boats I'll start with the most irritating thing with the campaign - the ending Which plot hole did Lt Fancy pants pull those attack boats at the end of the campaign? It is never explained at all where they came from and it was never once stated prior that they had any form of water transport before. They obviously aren't civilian craft so it is clear that he didn't just commandeer them. And for that matter, where did he store them? I searched the entire base and havent found anything that would indicate the existence of a boat. Finally, why would an inland base even have speed boats laying around at all? But lets ask the most important question. If there were speed boats laying around.. then why didn't they use them to get to the mainland! The whole reason that they were fighting was that it was a sink or swim situation where they were trapped. It was made clear at the beginning of the campaign that nato was retreating rather than staying to fight so he wouldn't of been punished for retreating from a hopelessly better armed and manned force. My over analysis can be summarized in one sentence. The speed boats are the result of plot convenience and poor writing. Where did they get the submarine? Seriously? Was that thing just laying around a peace keeper base? Why the fuck would anyone bring a mini-sub on a peace keeping operation? If Lt fluffyballs at least told me how he got it or gave me some general clue I would be half satisfied. The submarine didn't even play a significant part in the mission. Hell the player doesn't even get to control it. It's just a big aquatic bus. It is obvious that the dev team just wanted to show off their 'exciting' underwater features Constant Mission Fuck Ups Perhaps the objective of the dev team was to convey the sense of helplessness against a superior enemy but all they managed to achieve was make me realize by the third mission that the standard mission template is.. Get objective Oh noes X isnt there/doesntwork/isdead Lt Fuckpants Forces me to retreat If the dev team is actually trying to take this somewhere like making Lt Fuckpants into a double agent (which makes a lot of plot holes) then they could stand for some subtlety by mixing a few successful mission in with it Minor Problems Helo's casually flying in circles on the last mission and never actually taking notice of the player despite their fully rotatable nose turret A helo para dropping soldiers in on the last mission - clearly done just for dramatic affect - secondly the helo they came from wasn't a even transport chopper - thirdly try paradropping from 50ft irl.. do it Complete lack of any (armed)armor assets for opfor or AT for blufor despite there being afv's shown to the player at the end Why wouldn't the game let us use the armor assets at the end to gun down choppers? that would of been awesome even if the battle ended the same anyways Uh, CTRG isn't part of the NATO peace-keeping mission. They're SF, and they've already been on Altis researching CSAT weapons technology... It's not that much of a plot hole. Share this post Link to post Share on other sites
Varanon 892 Posted November 14, 2013 I'm sure it has been mentioned before, but I say it again just for good measure: Get rid of the frustrating mortar section in Tipping Point. It serves no purpose whatsoever, is totally illogical (why waste so many mortar rounds for a us few survivors) and the fact that you are just randomly killed because a mortar shell hit you in the face is just pissing me off. The inability of the friendly AI to keep up with you is quite maddening too. Basically, whatever you do in that section, survival is pure luck. And that should never be the case in a good game Share this post Link to post Share on other sites
best2nd 10 Posted November 14, 2013 Problems I had with the campaign mostly had to do with poor story telling. Speed boats I'll start with the most irritating thing with the campaign - the ending Which plot hole did Lt Fancy pants pull those attack boats at the end of the campaign? It is never explained at all where they came from and it was never once stated prior that they had any form of water transport before. They obviously aren't civilian craft so it is clear that he didn't just commandeer them. And for that matter, where did he store them? I searched the entire base and havent found anything that would indicate the existence of a boat. Finally, why would an inland base even have speed boats laying around at all? But lets ask the most important question. If there were speed boats laying around.. then why didn't they use them to get to the mainland! The whole reason that they were fighting was that it was a sink or swim situation where they were trapped. It was made clear at the beginning of the campaign that nato was retreating rather than staying to fight so he wouldn't of been punished for retreating from a hopelessly better armed and manned force. My over analysis can be summarized in one sentence. The speed boats are the result of plot convenience and poor writing. Where did they get the submarine? Seriously? Was that thing just laying around a peace keeper base? Why the fuck would anyone bring a mini-sub on a peace keeping operation? If Lt fluffyballs at least told me how he got it or gave me some general clue I would be half satisfied. The submarine didn't even play a significant part in the mission. Hell the player doesn't even get to control it. It's just a big aquatic bus. It is obvious that the dev team just wanted to show off their 'exciting' underwater features Constant Mission Fuck Ups Perhaps the objective of the dev team was to convey the sense of helplessness against a superior enemy but all they managed to achieve was make me realize by the third mission that the standard mission template is.. Get objective Oh noes X isnt there/doesntwork/isdead Lt Fuckpants Forces me to retreat If the dev team is actually trying to take this somewhere like making Lt Fuckpants into a double agent (which makes a lot of plot holes) then they could stand for some subtlety by mixing a few successful mission in with it Minor Problems Helo's casually flying in circles on the last mission and never actually taking notice of the player despite their fully rotatable nose turret A helo para dropping soldiers in on the last mission - clearly done just for dramatic affect - secondly the helo they came from wasn't a even transport chopper - thirdly try paradropping from 50ft irl.. do it Complete lack of any (armed)armor assets for opfor or AT for blufor despite there being afv's shown to the player at the end Why wouldn't the game let us use the armor assets at the end to gun down choppers? that would of been awesome even if the battle ended the same anyways Did you just seriously registered to the forums to bash things that make perfect sense? GJ Arvaic. I'm proud of you... Share this post Link to post Share on other sites