CaptainObvious 95 Posted June 12, 2016 Arma isn't real life. In real life you can pull down on the handle and check it. In Arma, all you can do is open the action menu and wave your gun around to see if you can get the action and even then you're not entirely sure. It takes you out of the game. Not to mention, doors in real life are locked because they don't want people inside, while in arma they're locked because there is nothing behind it. In real life you might want to get inside anyway, while in Arma they should be disregarded by the player completely and you shouldn't have to fiddle with the action menu. They should either change the appearance, or make an action which makes a rattle sound like a real door would. There's no over analyzing about asking for better visual what door is real and what door is just a wall painted as a door that blocks access inside emptiness. The outcome is the same either way, you run to the door and try the handle OR check the action menu, the door is locked and you collapse on the stairs full-o holes, it doesn't make a slightest difference what is or isn't behind the door, you shall not pass. Share this post Link to post Share on other sites
bad benson 1733 Posted June 12, 2016 i think there's a misunderstanding here. it's not about being unable to learn the doors by heart or dying from a broken heart when you realise a door is not openable. i think it's more about consistency and immersion. not mention how weird it is to oppose such a suggestion, like it could have any negative impact at all. or is anyone ACTUALLY scared they will put all their resources, including coders and everyone not related to model work, onto just this issue, if it's mentioned enough and then the game will suddenly stop being worked on and all more important issues will be dropped instead? don't want to talk more about closed doors being more obvious? stop being against it for the sake of it.... 2 Share this post Link to post Share on other sites
kylania 568 Posted June 12, 2016 It's so confusing in buildings where half are interactive and half aren't even though the parts are A) part of the same building and B) mirror images of the other half. Taking a look at these buildings in the editor, instead of the pitch dark night mission with blurry, grainy, fuzzy nightvision I guess there are visual clues that half are empty, but it still makes little sense. :) http://imgur.com/a/CLdc5 Share this post Link to post Share on other sites
R3vo 2654 Posted June 12, 2016 Seems like everyone is talking about doors today..so I am just gonna add my own thought. What I'd personally really like to see ( I know most of you won't like it, and it's not going to be implemented anyway), is that all doors have an interaction, the ones which are not openable would simple be locked. So if you click on open door, a "locked door sound" would play and the door woud move slightly but not open. Locked doors not being distinguishable from normal doors is not an issue for me, I believe we will get familiar with Tanoa and its buildings pretty quickly anyway. Share this post Link to post Share on other sites
tinter 186 Posted June 12, 2016 The outcome is the same either way, you run to the door and try the handle OR check the action menu, the door is locked and you collapse on the stairs full-o holes, it doesn't make a slightest difference what is or isn't behind the door, you shall not pass. Except the problem is that the game doesn't communicate properly that the door isn't functional. Lack of action menu entry is not reliable and it's a bad way to go about it. There's lots of times where the action menu does have the capability to do what you want it to, but it's just being fumbly. So how do you know whether the door you're trying to open can or cannot be opened and it's not just the action menu being fumbly like it is sometimes? You could look at the windows, remember that the rooms in this particular building can't be entered or do whatever, but the problem is that there's no consistent way to be sure. The idea is that you shouldn't have to fumble with the action menu until you realize it can't be opened takes, at least personally, me out of the game and is a slight, but annoying waste of time. It might seem like a minor thing, but it's one of those details that impacts it negatively. Communication is important in keeping the game functional and immersive. If I can't open the door then the game shouldn't give me the signals that I can open the door, which it does by making them look like normal doors in most circumstances. 8 Share this post Link to post Share on other sites
NoPOW 59 Posted June 12, 2016 Displaced vegetation... Share this post Link to post Share on other sites
froggyluv 2136 Posted June 12, 2016 Tinter hit nail on proverbial head Share this post Link to post Share on other sites
lexx 1363 Posted June 12, 2016 While I see that splendid camera screenshot above... was the H key for hiding the interface removed? Doesn't work for me anymore and the top left corner doesn't mention it either. That sucks a great deal. Share this post Link to post Share on other sites
EO 11277 Posted June 12, 2016 The ambient sounds of the electrical boxes and air-conditioning units are a real nice touch and add to the richness of the Tanoa soundscape , I'd like to see the Devs expand on this with ambient sounds to structures and buildings. The hum of an aircraft hanger, the buzz of a factory or industrial building....... 2 Share this post Link to post Share on other sites
EO 11277 Posted June 12, 2016 While I see that splendid camera screenshot above... was the H key for hiding the interface removed? Doesn't work for me anymore and the top left corner doesn't mention it either. That sucks a great deal. It's now the backspace key...... ;) Share this post Link to post Share on other sites
R3vo 2654 Posted June 12, 2016 Engineering gone wrong... Whoever designed those...this is for you https://youtu.be/QqMUuOPsa0o?t=29s :P 3 Share this post Link to post Share on other sites
WolfenswanFA 19 Posted June 12, 2016 While I see that splendid camera screenshot above... was the H key for hiding the interface removed? Doesn't work for me anymore and the top left corner doesn't mention it either. That sucks a great deal. It's now backspace by default and iirc you can rebind it in the controls menu. Share this post Link to post Share on other sites
destruktoid 16 Posted June 12, 2016 I reckon most of the people who have a problem with non enterable buildings wouldn't have complained back in Arma 2 about maps like Chernarus which had closed off buildings. Just play the map for a bit and learn how to differentiate working from non-working doors. Share this post Link to post Share on other sites
tinter 186 Posted June 12, 2016 I reckon most of the people who have a problem with non enterable buildings wouldn't have complained back in Arma 2 about maps like Chernarus which had closed off buildings. Just play the map for a bit and learn how to differentiate working from non-working doors. The problem is that there's no consistent way to tell working doors from non working doors. Share this post Link to post Share on other sites
h - 169 Posted June 12, 2016 Engineering gone wrong... After working IRL with engineers for over a decade that's pretty much normal :P 1 Share this post Link to post Share on other sites
teabagginpeople 398 Posted June 12, 2016 I reckon most of the people who have a problem with non enterable buildings wouldn't have complained back in Arma 2 about maps like Chernarus which had closed off buildings. Just play the map for a bit and learn how to differentiate working from non-working doors.So bad an example. From arma1 to arma2... Arma 2 had more buildings to enter in my opinion. Then Arma 3 had all buildings open. Now if you can't reasonably understand peoples confusion there when Tanoa has returned to arma2 some open buildings. Then you clearly are not putting yourself in others point of view. Me personally I prefer the open buildings. But what will be will be. And for bis Tanoa fit their design. But some of that design is flawed. Share this post Link to post Share on other sites
tpw 2315 Posted June 12, 2016 You can debate semantics here, fact remains that there is no way to judge from the outside what lies beyond... Fair enough, For what it's worth, I'm in the camp that doesn't find the door issue to actually be much of an issue. I appreciate that others obviously seem to. Share this post Link to post Share on other sites
CallMehTOMMEH 126 Posted June 12, 2016 i think there's a misunderstanding here. it's not about being unable to learn the doors by heart or dying from a broken heart when you realise a door is not openable. i think it's more about consistency and immersion. not mention how weird it is to oppose such a suggestion, like it could have any negative impact at all. or is anyone ACTUALLY scared they will put all their resources, including coders and everyone not related to model work, onto just this issue, if it's mentioned enough and then the game will suddenly stop being worked on and all more important issues will be dropped instead? don't want to talk more about closed doors being more obvious? stop being against it for the sake of it.... This. This. This. This. 1 Share this post Link to post Share on other sites
Defunkt 431 Posted June 12, 2016 stop being against it for the sake of it.... There is a perfectly valid reason for being opposed to it, specifically if you feel authenticity should be a watchword in Arma's development. Just marking doors as locked by removing their door handles or something similarly arbitrary is 'gamey'. I do like the idea of illustrating the recent natural disaster by boarding up buildings and/or adding external padlocks which would achieve both things (and adds desirable colour to the locale). It also offers a rationale as to why you may not be able to just bust your way in and also confirmation that the building is almost certainly empty (why else would you or your team just walk past without checking it). 1 Share this post Link to post Share on other sites
bad benson 1733 Posted June 12, 2016 There is a perfectly valid reason for being opposed to it, specifically if you feel authenticity should be a watchword in Arma's development. Just marking doors as locked by removing their door handles or something similarly arbitrary is 'gamey'. i'm opposed to that idea too since it would do a poor job at restoring immersion. it would be barely noticable and thus a waste of time anyways. although the idea of someone being bothered by a missing door knob is hilarious. :lol: i was refering to people saying stuff like "just memorize the doors, problem solved" which is basically saying "i personally don't care about the immersion breaking, just stop caring like i do"... :mellow: 3 Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted June 13, 2016 Pics -Snip bringing up an interesting question, curious as to why the jeep was the single only civ land vehicle. Sure more could be added later, but i mean the jeep can only look different in so many ways, it's still a jeep. The entire habitants of Tanoa likely won't only be driving a jeep. I wouldn't mind seeing the Land-rover making a refurbished return, with maybe a more modern look of course, and perhaps something to challenge to Hatchback sport? The only thing that comes to mind in a gritty environment like Tanoa... Rally Car. Share this post Link to post Share on other sites
PuFu 4600 Posted June 13, 2016 don't give lifers ideas, they are gonna start ripping dirt rally meshes as well, not just forza's.... 5 Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted June 13, 2016 don't give lifers ideas, they are gonna start ripping dirt rally meshes as well, not just forza's.... Hehe, good point. I'll stick to the military stuff for now then. Guess ill have to wait till tomorrow to ask BI for more context behind their VIVT (Vehicle in Vehicle Transport) Share this post Link to post Share on other sites
MegaDemik 17 Posted June 13, 2016 don't give lifers ideas, they are gonna start ripping dirt rally meshes as well, not just forza's.... It has long been ported. And what's wrong with that? Everyone does what he can. Share this post Link to post Share on other sites