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Tanoa discussion (Dev-Branch)

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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

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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.

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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.

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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.

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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.......

 

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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...... ;)

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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.

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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.

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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.

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Engineering gone wrong...

After working IRL with engineers for over a decade that's pretty much normal :P

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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.

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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. 

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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.

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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).

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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:

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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.

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don't give lifers ideas, they are gonna start ripping dirt rally meshes as well, not just forza's....

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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)

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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.

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First off, Tanoa is absolutely awesome. I just spent a couple hours exploring, learning the building types, flying a helicopter around to all the islands and examining anything that caught my eye in particular. I've decided to post my findings so far, critical first and then particular things I really like.

Critical-

  • Buildings and rooms that aren't enterable. Now, I'm assuming that's a matter of making sure the terrain is actually playable performance-wise, which I totally understand. A shame, but necessary. The Georgetown high-rises basically become little more than giant, pretty obstacles, or sniper perches for vertical insertion only (thus off-limits to poorly funded units). It'll take a little while to get used to knowing which doors are and aren't enterable. If you're adding more enterability, I'm eager to see the additions.
  • This door is unintentionally unenterable. I added the second picture to help you recognize the building type. This particular one was on the NE outskirts of that town in the middle of the big island, forgot the name but similar to "Tanoa".

     
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    TGWie5a6qmysDvuUJRUVGSQL6kg6CviWdYN5e4XD

  • Trying to go through this section of this blue garage building to garage outside from the garage itself, opening the door shoved me into the corner like this (first picture) and the only way I managed to get out was to go prone and glitch through the wall. Honestly, I thought that room was too narrow to be believable anyway, and that it should have been the width of the one above it. But that overhang (second picture) is pretty cool looking so I might suggest adding the width of the overhang to both rooms, so you can keep the overhang look. 


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    eiQJabQH9WfqLusP3woSL5jp9tUaQMlL4qt1Lkpp

  • Stilted buildings can't be used for crawlspace. This one is clearly tall enough. 


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  • Could use more red rocks outside of the mine area, maybe in place of some of the black ones on the beaches. Would add interesting and more realistic variety. I did check to make sure I could find pictures of them in Fiji, having never been there myself, lol.
  • This one is highly nitpicky and not important for gameplay, so take it or leave it, but I found this AC unit (picture 1) to make little sense, since there was nothing on the inside of the wall from it other than a small bit of one side of the wall mount poking through (picture 2). There are other little nitpicks I could make but those are mostly just generic buildings being stuck next to each other and some elements like pipes being visible where they no longer make sense. Again, not a huge deal. 


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    HaJPZ_CC0XIYSp1r5uS1B_UYJAO8OYh0RrxTGRh0

 

Nifty things I noticed-

  • The dense vegetation is awesome. This is going to add a totally dynamic to Arma. It's pretty realistically and tastefully done. Looking forward to intense jungle warfare. I could see some KOTH battles for an actual wooded hill.
  • The little islands are a cool dynamic. RHIBs will be a lot of fun. I could see some islands themselves being KOTH objectives.
  • The new buildings are more unique and varied than previous ones. Overall the world feels more inhabited.
  • So much rooftop access, and even interconnected by planks! Very cool. Some of them look like the "old west" style, which could make for some cool revolver shootouts. I kinda hope someone makes a US Civil War/Reconstruction era assets mod now.
  • AC units make noise, which adds immersion.
  • Ambient flora noise in woodlands is great.
  • Black sand beach!
  • Church clocktower is actually functional.
  • When blue water reservoirs like in one of my pictures above are shot, some water particles seep out. Nice touch.
  • Gas pump burns with great big flame when demolished by tank shell. Baysplosionsâ„¢ baby.
  • Some long bridges that make for great chokepoints.
  • Those trees growing out of the water. They really make me wish there was a "tide height" weather setting. They'd become little shrub orchards and sandbars would become beach extensions.
  • I noticed one of those water crossing concrete things up a hill somewhere where it was dry, indicating an arroyo/wadi at that location. Would be really cool if heavy rain turned it into a creek.
  • Train tracks. I now really wish there were a game mechanism implemented to have operable trains. The great train robbery scenario!
  • Not sure if this is a spoiler or not since I never saw it in reveals.

    The old (presumably Japanese?) fortifications, destroyed guns, and downed plane are cool. Fortifications would make for some interesting defensive scenarios, testing the design.

 

Can't wait till release!

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Non-enterable buildings are a massive disappointment. I know it was announced in August, but I was hoping it would be something they would have changed. I don't mind portions of buildings being blocked off, but if there are buildings you can't enter you might as well just replace it with a solid VR box, because that's all it really is.

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