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Campaign Episode 2: ADAPT - Feedback thread ** SPOILER WARNING! **

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I think there is a problem with how the results of that mission get carried over.../

It appears to be broken wholesale for me. Every combination of win state has the same result; the dude giving me a lift has no fuel and Miller's dialogue hints the officer made it out.

Come to think of it, even Flashpoint: Resistance has more reliable registry of state change; the mission where you have to stealth it in and out of the enemy rendezvous and the tanks that appear next mission if you are detected. Resistance also for the most part preserved your inventory on a mission to mission basis.

This puts the seemingly arbitrary occurrences in Adapt in a curious light.

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In the end of "Adapt", the NATO pilot has call sign "November". Was this the same guy from "Survival"? If so, how did he escape from AAF attack in a little bird? Maybe some NATO forces managed to retreat after all?

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Greetings, first off I would like to congratulate on the launch of the second campaign, I have been playing it and so far the overall setting is doing really good for me, but I'm a little bit dissapointed with the new "Sandbox" style given to this second part of the campaign...

I like the fact that more than once things go awfully south and one has to improvise ways real fast because the hen hits the fan in the main story missions, or to have the oportunity to "Scout" sometimes in different times of the day, whereas it's daytime or night time, but I would like to go to the main point: As far as I see, there's almost no "retribution" for the scouting done by the player, if one comes to think about it, Scouting missions take quite a good time and affect a wide area in the map, but once they are done, and the player decides to start a mission of the main story, or even just going back to the main camp, no one and nothing is mentioned about this... I'm not requesting a welcome back comitee congratulating Kerry for his deeds with voice acting or anything, but I would like to know that it wasn't all done in vain, for example, the second scouting mission, I believe it would be wise that after it is done, if the weapon smugglers were killed, that the seized boxes of weapons/ammo respawn with anything they had inside at the guerrilla camp, that on the next mission briefing, there's a note where due to several tasks achieved by Kerry in his last scouting mission, it modified at least a little the forthcoming main mission, to make the destruction of that roadblock a reason that new enemy reinforcements in the forthcoming missions will take some more time to arrive because they won't risk helicopters due to no friendlies reporting that is a safe flyzone (That would be an example of course)

So pointing out exactly what I think it should be improved on the campaign would be the following:

-Scouting missions should have impact in the main storyline (Partial/complete fullfillment of all scouting missions mentioned on a note, giving some sort of advantage for guerrillas or disadvantage).

-Road outpost being destroyed should allow better conditions for the guerrillas to transport stuff.

-Eliminating SF soldiers in mission areas or scouts would let the player keep the camps longer, avoiding problems with the AAF or CSAT raiding them.

-More crates, I believe that even being guerrillas, they can send some people to pick up those crates from the smugglers, that could be a solution to the limit of equipment avaible to stash.

And that could be done with just one simple script with the condition that if the player killed all smugglers, when getting back to the camp, the crates of the smugglers would be there.

I would like to notify that I suggest all this because if these scouting missions doesn't have an impact on something, its almost completely worthless to do them, as the player almost all the time finds equipment in the base he stays, the enemy itself it's a source of ammo and weaponry, why would someone go scouting at night and kill weapon smugglers if you are not going to loot completely all their arsenal? Or why going on dangerous scouting missions against the COIN soldiers and the roadblocks if they won't offer anything really useful to the player that he can't get or achieve during the main missions? Because let's be honest, 90% of the equipment that is in the scouting missions can be stolen from bodies of CSAT or AAF soldiers during the main missions most of the time...

But that's my point of view, I believe all this is something BIS can achieve because back in OFP: Resistance it was done that way, in ArmA 1 campaign it was done that way, choosing to destroy some tanks before the next operation would be less tanks in the next mission, allowing the player an easier way around (At the cost of a really hard mission sneaking into enemy territory and blowing stuff up of course).

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It appears to be broken wholesale for me. Every combination of win state has the same result; the dude giving me a lift has no fuel and Miller's dialogue hints the officer made it out.

Come to think of it, even Flashpoint: Resistance has more reliable registry of state change; the mission where you have to stealth it in and out of the enemy rendezvous and the tanks that appear next mission if you are detected. Resistance also for the most part preserved your inventory on a mission to mission basis.

This puts the seemingly arbitrary occurrences in Adapt in a curious light.

I think there might be a 3rd option to actually take out the HVT. Miller shows you the HVT's route, but then just says to bring the fuel to him. I haven't tried it, but I'm wondering if you can take out the HVT yourself

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I think there might be a 3rd option to actually take out the HVT. Miller shows you the HVT's route, but then just says to bring the fuel to him. I haven't tried it, but I'm wondering if you can take out the HVT yourself

yes you can ;)

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I think there might be a 3rd option to actually take out the HVT. Miller shows you the HVT's route, but then just says to bring the fuel to him. I haven't tried it, but I'm wondering if you can take out the HVT yourself

Did that out of curiosity, sadly the result in the later mission is still the same. The campaign is simply not aware of your actions outside of the guns and attachments you pick up.

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Did that out of curiosity, sadly the result in the later mission is still the same. The campaign is simply not aware of your actions outside of the guns and attachments you pick up.

I believe it's still a known issue - your actions in this mission should be known in the following ones.

I think there might be a 3rd option

There is a third way. :)

Best,

RiE

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I don't know whether it's related to mission design or general AI behavior, but several time during the campaign on ambush or attack side missions I made a lot of noise and damage during those attacks (using that sweet tripod-mounted machine grenade launcher I transport on my quad :P), showering the base or convoy with nades, wreaking havoc, destroying vehicles, killing men... but still, there were soldiers just standing there in SAFE mode just a few meters away from fire and explosions. Shouldn't there be some communication between groups? Is this mission design issue or general AI issue?

Thanks,

Myshaak

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There is an existing problem with AI remaining in Safe behavior when they should be alerted by nearby gunfire or even visible enemies. I see it alot in user-made co-op missions. It can be remedied with a bit of extra scripting, but of course you shouldn't have to script an AI to go into Aware or Combat behaviour when faced with a nearby threat, he should do it automatically.

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I have just completed the scouting missions from the Bomos camp. I had to complete the missions in the dark because I couldn't find any NVGs and none of the enemies I killed had any either. I have seen someone's video of these missions and every enemy they kill has them and they get to be able to see where they are going. I was forever crashing into stuff, getting stuck and unable to find cover when engaging enemy. I got glitched inside a rock on one occasion and had to restart. Why the lack of NVGs for me? Was it because I selected the flashlight attachment for my weapon and the enemy were matched with me?

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I have just completed the scouting missions from the Bomos camp. I had to complete the missions in the dark because I couldn't find any NVGs and none of the enemies I killed had any either. I have seen someone's video of these missions and every enemy they kill has them and they get to be able to see where they are going. I was forever crashing into stuff, getting stuck and unable to find cover when engaging enemy. I got glitched inside a rock on one occasion and had to restart. Why the lack of NVGs for me? Was it because I selected the flashlight attachment for my weapon and the enemy were matched with me?

Way to go for managing all that in the dark, it was pitch black for me for God knows what reason (and I run in fullscreen-windowed so I couldn't turn the gamma up. I also have a monitor very capable of dark color levels, mind you). I went back to the second mission and played through it again, making sure I kept some NVGs in my inventory (not equipped), then when reaching Bomos with Miller, rather than go stand with the group, I went and put some NVGs in the crates and also kept one in my inventory. I don't remember if the one in my inventory got put in the crate or not, but the ones I put in the crate were definitely still there. Big FU to BIS for making us have to do some roundabout method to keep some NVGs for the side missions...

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It was different doing all the missions in the dark, but I got to see the faint lights through the trees and found the quad bike at the start of the mission. I could see the enemy's flashlights as well, but then I couldn't find the quadbike to go back to camp afterwards.

On the occasion when I did, I had to kill an enemy fire team that were buzzing round it. I killed them and then got engaged by a whole squad a couple of km down the road who then chased me when I abandoned the quad. Trying to get away in the dark without using the flashlight, I didn't know which way was up. Luckily I had picked up a GPS so at least I could tell which direction I was facing.

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There is an existing problem with AI remaining in Safe behavior when they should be alerted by nearby gunfire or even visible enemies. I see it alot in user-made co-op missions. It can be remedied with a bit of extra scripting, but of course you shouldn't have to script an AI to go into Aware or Combat behaviour when faced with a nearby threat, he should do it automatically.

Ah OK, thank you for the explanation. For me, this was the biggest immersion breaker so far. Knowing that I can spray nades on one group and soldiers 100m away would just stand there doing nothing felt almost like an exploit.

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I have just completed the scouting missions from the Bomos camp. I had to complete the missions in the dark because I couldn't find any NVGs and none of the enemies I killed had any either. I have seen someone's video of these missions and every enemy they kill has them and they get to be able to see where they are going. I was forever crashing into stuff, getting stuck and unable to find cover when engaging enemy. I got glitched inside a rock on one occasion and had to restart. Why the lack of NVGs for me? Was it because I selected the flashlight attachment for my weapon and the enemy were matched with me?

All team leaders have one

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All team leaders have one

I dropped a few enemy in the dark and couldn't locate their bodies, the team leaders must have been among them ... doh.

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I dropped a few enemy in the dark and couldn't locate their bodies, the team leaders must have been among them ... doh.

Chiming in here, what I did was make usage of the chemlights, to help spot the bodies a bit more. Major kudos for doing it in the dark though.

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I enjoyed the campaign but the game has serious ai issues. Couple of times my guys would just stand on top of each other and not move had complete missions without them.

Or they refuse to do any sort of fighting just lay on floor like retards. As for enemy ai you can just shoot them and they just stand there doin nothing while there buddy's patrolling behind them walk by like nothing happening. That happened 2-3 times.

Was fun their's few decent missions in there but you need to sort the ai out its so bad.

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So is everyone else in agreement that the end of Adapt was a master-stroke?

[spoilers]With the friendly fire attack on the airfield and the race to the crash site to stop the carnage? With CoD and BF pulling out all the stops in their cutscene budgets to find some way to engage audiences in the stale spectacle of contemporary wars, here we see an elegant alternative that only ArmA could contain. Nice use of a cliffhanger-that's-not-a-cliffhanger, too. If getting blown up in a boat is amateurish and predictable, then subtly thickening the plot is just right.[spoilers]

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Amazing, simply amazing. I just finished it and oh my god Adapt is by far better than Survive. Nice job guys!

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After two playthroughs I thought I'd give some feedback/thoughts.

The episode is again very well made, so big kudos to the dev team. :)

Enjoyed it, and wasn't in any way boring even playing this through twice almost back to back.

Didn't encounter any bugs that would have broken anything, other than some minor quirks like a guy blocking my exit from the armory on the first FIA base (mission restart fixed this).

The rest is in spoilers due to vast tl;dr and as it contains spoilers.

As by the time I started my second playthrough I actually knew I had the scouting side missions thingy so I did them all (either you guys added more in some update or it has randomness to it because discovered I had a couple more side missions than on the first run).

This already needs a little fixing to make the player actually understand there is the scouting with side missions available, having it as a optional task in the task list is not clear enough.

I also have to join the grievances about the side missions not having any affect on the main campaign and that you have to go Rambo.

Had on idea how to 'fix' the this. Actually two: by having a small FIA team hiding out near each of the scouting tasks you could link up with if you want to (who would then after task was completed go on they own merry way), or maybe better if at some FIA 'safe house' you could go to and recruit a team? Also if the player has a team the tasks should be made a bit more difficult than when going solo.

The vehicles should also be saved, but there are some vital questions that haven't been answered yet:

- should all vehicles be saved? If yes, where to place them (most likely not, the base is not a car park :) )? If no, how to decide, which should be saved and which not?

- saving the car status - fuel, damage, cargo - should we give every enter-able vehicle an identity? If it gets immobilized somewhere, should it stay saved or should it be deleted after you return to base?

I would say not all vehicles have to be saved, hows about just the one the player arrives back at the base with? Given the fact that FIA, CSAT and AAF operate all around the place any one of them could find and scavenge any vehicle left somewhere not saving other vehicles would be excusable.

Or, make 'cache buildings' (which I would prefer). As in there would be one or two buildings in the scouting area that could be used as munitions and/or vehicle hideouts and the contents of those caches and the vehicles in them would be saved so that they would be at least available in the next scouting run. And maybe even in the main campaign so that if there happens to be a operation near some cache location you could scavenge that if you wish.

This would add a bit more immersion, for example the 'Illegal Weapons' task would actually expand as you would have to steal the weapons from there and move them into a cache building. Maybe even have couple of FIA offroads arrive, load them up and then escort them to a FIA cache, or some such.

- some cars have random texture (and offroads have random number of doors and rear mirrors). How to make it consistent across mission? If it's even possible.

You just have to kindly ask the coders to add scripting commands to accommodate that (if none exist yet). Would be useful for the rest of us as well :p

I really liked the scouting thing though (apart from the last ones that were all in pitch black darkness without any NVG for anybody, not even CSAT teams I encountered had any. Until you get to the mysterious cache), hope there was more of that actually.

Was a bit disappointed though that in 'One Shot, One Kill' the sniper appears to be at the same place each time, at least he was on these two runs. Would've expected some randomness.

Also on this second run 'Elite Warriors' was very easy, probably due to the warriors not being that elite, the first team was this time at the first militray base and I literally walked into their laps (as I was assuming they would be in the same places as they were last time) and they didn't seem to see me at all, then the second two teams were almost in neighboring buildings of each other and apparently blind as bats as well.

On the first run I only spotted one team at first because they were in an alley, the rest I had to find by starting to search houses one by one (and had no rage quits because of large number of mines).

Missions like 'Vet Clinic' and 'Illegal Weapons' it would make more sense if Kerry would have to actually deliver the goods somewhere (this would relate to the above mentioned 'cache building' idea).

As for the main campaign:

In the mission where you end up having to kill the mortar squad it's a tad funny when you arrive to the town the mortar is at you can use 8-0-1 (or whatever) to get the advice radio call and in the radio call you are told to listen to the distinctive sound the mortar makes when fired and suddenly some music starts blasting effectively hindering you to hear the mortar... :rolleyes:

Bingo Fuel took place during daylight on the first run and was very difficult (enemy seemed to spot us very easily), upon arriving at the second team at the junkyard a APC rolled in midst our link-up conversation and naded most of my team dead and they would then stay on perma-combatmode right up the end (I guess they got PTSD from the APC attack) making the mission more tedious. On this second run it took place at night and was very easy, probably because we were a bit better hidden in the dark. Although my AIs didn't really like to engage the enemy (ordering them to target someone rarely caused 'Ready to fire' from the AI), I guess they didn't see well either.

In Exit Strategy on my first run I chose the depot ambush and no hick-ups there, on this second round I chose the chopper ambush. The task takes place near windmills and involves a chopper so immediately though that right, this will not mix well. And right I was, after killing the squad I threw smoke on the dirt road, the chopper arrived and it flew straight into the windmill blades nicely ambushing itself :p

In Within Reach both end conditions of Bingo Fuel seem be true, but that's a known issue for you guys already I guess.

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I have just completed the scouting missions from the Bomos camp. I had to complete the missions in the dark because I couldn't find any NVGs and none of the enemies I killed had any either. I have seen someone's video of these missions and every enemy they kill has them and they get to be able to see where they are going. I was forever crashing into stuff, getting stuck and unable to find cover when engaging enemy. I got glitched inside a rock on one occasion and had to restart. Why the lack of NVGs for me? Was it because I selected the flashlight attachment for my weapon and the enemy were matched with me?

so you selected the flashlight attachment, but didn't use it? that patrol mission was clearly designed to be played at night. enemies use flashlights, and there's fires and chem-lights conveniently placed in key locations. and yes, there are also nvg's scattered around. I understand people's frustration with how items don't always carry over, but that mission was designed to be played without nvg's (and I personally really enjoyed it)

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so you selected the flashlight attachment, but didn't use it? that patrol mission was clearly designed to be played at night. enemies use flashlights, and there's fires and chem-lights conveniently placed in key locations. and yes, there are also nvg's scattered around. I understand people's frustration with how items don't always carry over, but that mission was designed to be played without nvg's (and I personally really enjoyed it)

I used the flashlight OK, it gave the AI something to aim at. Otherwise it was useless at that range, and if you found yourself with no cover and enemy on two sides, it was best to turn it off so that you could get a better position. Unfortunately as soon as you turned it off, you couldn't see where to take cover anyway. It led to some interesting firefights. I would fire at their flashlights, which would then go off or out of sight and then you were wondering if they were down or not. Then you would have a game of cat and mouse with one that didn't go down. I wasn't sure whether I was the cat or the mouse. It surprised me a bit that I got engaged between missions well outside the mission areas especially by a whole squad at a key crossroads or a fire team from a hill behind me. Very interesting missions that some players will miss out on by using NVGs. I hate using NVGs anyway.

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I must say, that Adapt is very well made. No bugs, had some very intense firefights, made me fall in love with Altis (which i didn't much like before). Overall good job.

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so you selected the flashlight attachment, but didn't use it? that patrol mission was clearly designed to be played at night. enemies use flashlights, and there's fires and chem-lights conveniently placed in key locations. and yes, there are also nvg's scattered around. I understand people's frustration with how items don't always carry over, but that mission was designed to be played without nvg's (and I personally really enjoyed it)

Also, in the first night scouting mission, they placed chem lights next to a dead enemy team leader, who has a NVG with him.

It shouldn't be hard to find him even in the woods.

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