LeeManatee 4 Posted August 30, 2012 (edited) err, just to clarify dear bis, please add/keep these 4 options in difficulty. expert flight model is very comfortable, also being able to configure it will be great for new and experienced players, instead of only one simple flight model. Afterall, this is probably one of the most exciting features for arma. i enjoyed toh alot, but being able to fly heli on expert flight model and transport troops in multiplayer military mission will be just AWESOME. https://dl.dropbox.com/u/24204278/user%20pics/TakeOnH%202012-08-22%2015-35-38-13.png (197 kB) Edited August 30, 2012 by n7snk Share this post Link to post Share on other sites
Guest Posted August 30, 2012 3D optics, either sniper zooms or ACOGs........ please Share this post Link to post Share on other sites
tremanarch 6 Posted August 31, 2012 could you get hands on Oculus Rift Developer Kit? http://www.gameone.de/blog/2012/8/oculus-rift-wir-konnten-die-zukunft-anspielen I think a game like ArmA is just perfect for this!!! PLease include a setting or keep it in mind and include it later! Share this post Link to post Share on other sites
ruhtraeel 1 Posted August 31, 2012 My suggestions: Lighting improvements, such as light pollution from towns reflecting off the clouds at night to give that reddish hue to the sky. Also, underwater lighting improvements. As in, the deeper you go, the darker it gets. Share this post Link to post Share on other sites
NeuroFunker 11 Posted September 1, 2012 Sound Environment, like can be heard with HARCP Sound Mod. Sounds reflecting of buildings/trees, in the buildings etc. Share this post Link to post Share on other sites
tremanarch 6 Posted September 1, 2012 make fog on the horizont please right like this: and not like in arma 2 where its shining bright Share this post Link to post Share on other sites
Baz 0 Posted September 2, 2012 I would like to see a better hand grenade usage system for aiming and throwing. It would be nice to clear rooms with grenades and flashbangs etc. Also on dedicated server with crosshairs turned off it is difficult to use grenades effectively. Share this post Link to post Share on other sites
Nicholas 5 Posted September 3, 2012 Please hire up Josh Schwartzberg (AKA dotjosh), the man behind DayZ Commander, to create a great looking and easy to use launcher for ArmA III! His launcher has everything that many people have asked for. It has the following: Update Manager Server Browser Filters Recent Servers Favorite Servers Friends List To top it all off, it looks great! Hire him and have him create an "ArmA Commander" launcher! Share this post Link to post Share on other sites
mistermdg 10 Posted September 4, 2012 (edited) Mr MDG ARMA3 Ideas 24 August - 4 September 2012.txt - should be able to pack backpacks into backpacks. the space the backpack takes up inside the inventory is determined by a) size of backpack itself and b) size of items in the backpack. - should be able to carry 2 backpacks with reduced sprint speed, reduced stamina and clumsier aiming but better aiming stability when crouched/standing and a raised profile when prone. i.e. 1 backback in front, 1 backback on back. - realistic field stripping and maintenance procedures for weapons. it doesn't matter if you guys only do this for small arms at first. just having it in the game will be awesome. realistic consequences of improper weapon maintenance. - crawling up/down stairs should be easy to do. - ability to turn in small areas by pointing weapon straight up/down. ability to aim straight up/down. character should automatically reposition weapon/gear to enable movement/turning in the intended direction whilst maintaining an aimpoint as close to the intended one as possible. when turning. - in DAYZ taking higher numbers of painkillers should make your aim more stable but your target aquisition slower. this will have to be coded in a way that it can't be counteracted by increasing mouse sensitivity in the control options menu. - none of this "auto-crouch" stuff. when you roll into a wall you crouch automatically and the sniper you've spent the past hour stalking kills you. makes no sense this auto stuff. - watches with alarms on them. - ability to pull foliage/sand/vegetation and stick it to oneself or cover oneself with it or make a hide from it. - fire mode selectors for weapons. this shouldn't default when you switch/pack/unpack weapons. it stays on what you set it on. it should be possible to set all relevant firearms/weapons to safe via an obscure keyboard combination. - rain doesn't get stopped by objects properly (roofs etc) - fire should spread realistically. add fire extinguishing systems, burn treatment etc. - no more disappearing objects. - booby traps for dayz. - gunfire locators - http://en.wikipedia.org/wiki/Gunfire_locator - the Israeli developed vehicle/tank protection device - http://en.wikipedia.org/wiki/Trophy_(countermeasure) - ability for a prone character to quickly use his arm to flatten the grass in front of him instead of having to crawl forward as in ARMA 2 - muzzle flashes need to illuminate the objects around them at night in order to provide a realistic and executable visual signature here is a link to a desert eagles muzzle flash at night. it is 6 foot long and illuminates the firer and his surrounding area entirely. guns, especially sniper rifles, need to provide a realistic visual signature if ARMA3 is to be realistic. this is a functionally critical aspect of the game rather than an aesthetic afterthought. http://www.metacafe.com/watch/1703203/desert_eagle_muzzle_flash_fired_at_night/ REVISION: It is clear from the ARMA3 Night Ops Showcase [http://www.youtube.com/watch?v=WFLM-z1TVuI] that muzzle flashes have been brought into ARMA3. I leave the above suggestion for the sake of completion. - inventory system more "drag n drop" based - Proper bullet penetration here is a forum link of people discussing an inability to shoot through thin panes of regular glass in ARMA2DAYZ. http://dayzmod.com/forum/index.php?/topic/2193-cant-shoot-trough-glass/ I just spend an hour stalking a sniper and when i finally unloaded 25 aksu rounds into him from 7 meters away the glass shopfront stopped every one of them. - when the "momentum" animation kicks in you cant aim/shoot. this is illogical. the player should be able to aim, shoot and reload/switch weapons at all times e.g. if you leftclick to bring up your weapon whilst you have the gear menu open, the gear menu will close and your avatar will raise his weapon accompanied by various items falling from your inventory/pack to the floor. which items fall will be a probability based system moderated by 1 - which items you were handling when you raised your weapon and 2 - in what order the item is packed in your backpack. - a function for the ordering of the items in packs should be included with the placement inside the pack affecting the time it takes to unpack said item. - highly realistic visual and physical (with regards to breaking AND effect on ballistics) reactions of glass to bullets/projectiles would be visually and functionally stunning and IMO would be a gamechanger. - proned rolling with binoculars Edited September 6, 2012 by mistermdg Share this post Link to post Share on other sites
MisTyK 12 Posted September 4, 2012 (edited) +1 for improved fog with specific object draw distance. No more houses or trees poping +1 maintly time said RTT, exemple with Nv scope http://www.youtube.com/watch?v=xt01hyYqoSo Edited September 4, 2012 by MisTyK Share this post Link to post Share on other sites
Scorchedpaint 1 Posted September 4, 2012 I agree with the blood splatter effect. I want to see a more realistic hit when you are shot. If your shot with .50 cal it would be nice to see the effect it has on the enemy when they are shot, not a small red dot of blood..... Something like CS:GO, BF3, MW combined Share this post Link to post Share on other sites
Shaggey 1 Posted September 5, 2012 This bugged me in arma 2, when you look at your watch it just shows up, would be cool to see you look down at oyur hand or something Share this post Link to post Share on other sites
shephart 1 Posted September 5, 2012 (edited) ok, lets start with the water : IMO, the view in ArmA3 underwater is too clean for me + there are many missing things like this water reflection on the ground : http://image.gamespotcdn.net/gamespot/images//2011/95/water2-cry.jpg (above water) http://images.bit-tech.net/content_images/2007/08/crysis_hands_on_preview/crysis-water800.jpg (underwater) this effect is missing on both above and underwater. that should be added. Another thing about the water : these sun "flare" effects are missing http://www.hollow-art.com/files/wallpaper/4620/hollowartunderwater1024x768.jpg to have a realistic feeling with diving, they should be added. third thing about the water : the view distance is IMO too high underwater, maybe decrease the view distance underwater. fourth thing about the water : add real time reflection to the water, like this : http://ws.cis.sojo-u.ac.jp/~izumi/Unity_Documentation_jp/Documentation/Images/manual/HOWTO-Water-0.jpg http://3.bp.blogspot.com/_Niytd-WU4_Y/TG8UMFcZWDI/AAAAAAAABk4/BDRPNNMRWRk/s1600/newton_pond_quabbin.jpg about the sunflare : you should improve the sunflare in A3 like these : http://www.adigitaldreamer.com/freestock/stock/images/sunflare.jpg also improve (or add when they still don´t exist) this sun-object effect : http://www.thefs.net/images/crysis-pc_tree-sun-rays.jpg other things they should improve : correct collision/hitbox (in ArmA2, when you shoot at a tree and miss it very very bit, you still hit the tree and are able to see the bulletholes) real bulletholes for every material (bulletholes that looks like bulletholes, not just a grey round circle, the appropriate bulletholes for wood, metal, glass etc..) improve the jumping improve the metal-hitting effect add real dynamic effects Edited September 8, 2012 by Foxhound copied your post for you if its to much work to do it yourself. Share this post Link to post Share on other sites
blardave 1 Posted September 6, 2012 One thing that i found i wanted to use alot in arma 2 was a holster and un holster animation. so if you where armed with just a hand gun you didn't always have it pointing at the ready to shoot. i know there are scripts for this but i thing it would be a nice addition to all there new animations. Also a resting position for a hand gun, like pointing it down when your running. Share this post Link to post Share on other sites
mistermdg 10 Posted September 6, 2012 - major advances in warfare visual equipment have been made in the past century including devices that help us see better at night and other devices/materials that prevent us being seen by night vision devices and thermal-based optics. having this fieldwork element of modern warfare brought fully into the virtual snipers reach with equipment choice and intel e.t.c. would be an innovation. needless to say this could be brought directly into your VBS product. Share this post Link to post Share on other sites
ThreeProphets 10 Posted September 7, 2012 (edited) This video has so many ArmA II physics fails: Can't break glass. Can't get past people in stairwells! Can't move and heal (Kind of a DayZ fail, but there's no mod that allows it as of yet) Falling off of things (Arguably realistic, but it just looks horrible. Besides, you should be able to drop off a low roof, even in full gear) I'll put in video times if you guys want. Edited September 7, 2012 by Prophet Share this post Link to post Share on other sites
CarlGustaffa 4 Posted September 7, 2012 @shephart: Not a single link in your post worked. Use the URL button to avoid having them be truncated by the forum software. To make post good :) Cross access support for sounds (and graphics for that matter): From mission or addon scope, allow us to access a sound defined as one class system (i.e. cfgSFX) to be used as another class system (i.e. cfgSounds), also without requiring more (sound) memory to do it - resource space should be shared. Share this post Link to post Share on other sites
destroystheovik 10 Posted September 7, 2012 More comunication between squadleaders in the same platoon. AI high command. Ask AI squadleaders for ammo, backup etc. Share this post Link to post Share on other sites
instagoat 133 Posted September 8, 2012 I asked a friend of mine to come up with a simple gun jamming thingy. Idk. The idea of this is just dirt based, basically, however what I could also imagine would be an ammo+dirt based system with different types of ammo, each affecting the jamming rates. A lot of jamming isn´t related to dirt buildup, but also to bad ammo/magazines or even user error. Add a SPORTS animation for different gun systems (AR platform, AK, Pistol, Bolt action, belt fed MG) and voilá. Gun jamming is supremely important and would add another layer of depth to infantry combat. If at all feasible, it´d be wonderful if it could be implemented. Thanks to Eliza from the Wyvrncity channul who took two minutes to type this out for me. class Gun: gun_dirt_amount = 0 # a flat increase to jamming chance ammo_buildup = 0 # the more you shoot, the greater the chance of jamming. native_jamming = 0 # the chance of a perfectly fine gun jamming jamming_threshhold = 1 # when the gun actually jams ammo_buildup_weight = 0 # how important the amount of fired bullets is for jamming gun_jammed = False # whether the gun is currently jammed def __init__(native_jamming, gun_dirt_amount=0, ammo_buildup=0, jamming_threshhold=1, gun_jammed=False): self.native_jamming = native_jamming self.gun_dirt_amount = gun_dirt_amount self.ammo_buildup = ammo_buildup self.jamming_threshhold = jamming_threshhold self.gun_jammed = gun_jammed def fire(): if not isJammed(): self.ammo_buildup += 1 # Do whatever is necessary while firing. Gun heat, etc. def isJammed(): jam_score = random.rand(0, 1) + gun_dirt_amount * (ammo_buildup * ammo_buildup_weight) if jam_score > self.jamming_threshhold: self.gun_jammed = True return self.gun_jammed def unjam(): self.gun_jammed = False self.ammo_buildup = 0 Share this post Link to post Share on other sites
jubxxxjub 10 Posted September 8, 2012 (edited) The editor needs a drop down menu to assign squad IE: "1-1-A", and an easier way to make units playable! In the editor, I'm making a 150+ player mission. Two things I hate the most about the editor is that I have to, in order to have say first platoon above 2 platoon in the slotting lobby, is 1.) place the units in order*this bothers me because I copy paste* 2.) The second thing I hate is that I have to make EVERY UNIT PLAYABLE ONE BY ONE. It's a real bother guys; please fix these things. Edit: Adding a little flash so it's not missed. Edited September 9, 2012 by jubxxxjub Share this post Link to post Share on other sites
lolipoyi 10 Posted September 9, 2012 I´m a bit reluctant about posting in this thread as I get the impression a lot of posts will just go unnoticed, but here I go: Could you try to make the RV4 engine compatible with the Hyperformance mode found in the Lucid MVP Virtu software? This would enable the use of the integrated GPU found in recent cpus in conjunction with the dedicated one I´m pretty sure everyone here has. The performance improvements are big (based on no extended research,so please correct me if I´m talking non-sense), so such an engine could indeed benefit from the extra horsepower that would otherwise go wasted. Just give it a thought or even better... maybe an answer? :rolleyes: Share this post Link to post Share on other sites
Kristian 47 Posted September 11, 2012 I'd like to see more prototype / fictive guns, or guns used today, but modified to look more modern, maybe adapted to use the new ammo introduced in A3. FN2000 and M14 EBR (or whatever variant it was in A3) and the Tavor sure are nice guns, but I somehow doubt (but I can't know now can I?) they'd be used by NATO armies in 2030 or so. Go to the pimpmygun application bang and go nuts. I think its a great game to help designers design futuristic guns that do not exist, or modify existing guns. Sort of afraid to say this, but I think crysis 1 had it right. Marines in it had nice fictive futuristic gear, VTOLs were in large use (Heavy lift VTOLs, combat variants and such), and I think ArmA could use something like that if its gonna portray future. I'm not saying we have to go nuts and copy everything from crysis, but BIS should use their creative freedom they have given themselves. Instead of copying the Osprey and Merlin from ArmA 2, they could take them, modicy them, maybe add jet engines to Osprey and make it bit more blocky to give it that stereotypical stealth look of F117. Also, around the time Osama was killed, there were rumors of Stealth version of the blackhawk or such shit, XH60 or something. I think this'd be a great rumor for BIS to exploit. Share this post Link to post Share on other sites
NoRailgunner 0 Posted September 11, 2012 Visible + working damage/destruction for things like binocular, radio, NVG, FLIR, box/crates, backpacks, static weapon, searchlights and some destruction/damage for roads, runways, wooden planks (boat bridge). Some different sized explosion and bomb crater would be nice too.... :) Share this post Link to post Share on other sites
MrSanchez 243 Posted September 11, 2012 Something for the editor that allows terrain editing like making roads, using a brush or so.. maybe a module for ingame :) Share this post Link to post Share on other sites