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Arma 3: Community wishes & ideas- NO DISCUSSION

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I know this is already on the wishlist and was mentioned before but with the latest update / the Jets DLC this wish became urgent.

 

I want Earplugs integrated into the basic game.

 

 

Spoiler

 

I am aware that there are lots of Scripts wich does pretty well in the Steam Workshop. Some Mods already come with integrated Earplugs (KotH, Exile, ...) But vanilla Servers with nothing more than "just" Arma miss this features way too often. So the only 2 Options are either stand the noises because you can't get into the menu in the middle of a fight or to open the menu and turn down the effects noise (wich you mostly have to raise later again). This reduces the joy of the game for me and also breaks the play flow.

 

I understand the Arma is not an ordinary shooter, that's why I love it so much and sudden loud noises are part of an authentic/realistic battlefield. But hearing damages from too loud headphones are a serious health issue wich symptoms may just develop in the future. Aside from this have the most modern armies bought ear safety equipment for their Soldiers and employees. So It would be authentic to give access to these in certain situations: Passenger bay of helicopters, Operating fixed / heavy Weapon Systems. As pilot/operator in a fighting vehicle.

 

 

 

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BIS you have destroyed this game with last update. Players are voting with their feet.

After initial 'spike' in player numbers due to curiosity, your latest update changes have stripped KOTH servers of players because of your failure to address the existing glitches and incredibly producing a whole new batch of them for good measure.

After 13 months of 100% Arma (I have played nothing else in that time and have rebuilt/improved/spent $5000 on my PC just accommodate it), I'm out.

Broken broken game....

 

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1 hour ago, Primaate said:

BIS you have destroyed this game with last update. Players are voting with their feet.

After initial 'spike' in player numbers due to curiosity, your latest update changes have stripped KOTH servers of players because of your failure to address the existing glitches and incredibly producing a whole new batch of them for good measure.

After 13 months of 100% Arma (I have played nothing else in that time and have rebuilt/improved/spent $5000 on my PC just accommodate it), I'm out.

Broken broken game....

 

I could bet that BI's priority is definetely NOT KOTH, but the base game itself.

Plus with every new build, new bugs and problems come too. That's just how things go.
You didn't really specify what is wrong either.

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On 2017-5-20 at 7:51 AM, Primaate said:

BIS you have destroyed this game with last update. Players are voting with their feet.

After initial 'spike' in player numbers due to curiosity, your latest update changes have stripped KOTH servers of players because of your failure to address the existing glitches and incredibly producing a whole new batch of them for good measure.

After 13 months of 100% Arma (I have played nothing else in that time and have rebuilt/improved/spent $5000 on my PC just accommodate it), I'm out.

Broken broken game....

 

 

ROFL! So, as you say, you spent $5k essentially to play KotH, an unofficial community game mode, and judge the whole (massive) game on the performance of that and that alone. Look in the mirror if you want to see who's at fault here.

 

On 2017-5-20 at 9:51 AM, peegee said:

I could bet that BI's priority is definetely NOT KOTH, but the base game itself.

Plus with every new build, new bugs and problems come too. That's just how things go.
You didn't really specify what is wrong either.

This +1

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On 2017-5-20 at 7:51 AM, Primaate said:

After 13 months of 100% Arma (I have played nothing else in that time and have rebuilt/improved/spent $5000 on my PC just accommodate it), I'm out.

 

Are you a hedge-fund manager in your spare time?.........

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I would love to see a custom formation command introduced, example: https://resources.bisimulations.com/wiki/setCustomFormation

 

One of my favourite things about VBS was the ability to set custom formations. When on VBS I never used default formations for patrolling, preferring instead to use other realistic choices. It was great being able to patrol into a location using my own formation/s and move into a defensive harbour with all-round protection.

 

Some examples of formations I had set up (and selected through a dialog) for 8-man sections (2 x 4-man fire teams):

//2 Up - Diamond (i.e. Diamond Left, Diamond Right)
_grp setCustomFormation [[2,0,0],[1,-1,0],[1,1,0],[-1,0,0],[-2,-1,0],[-2,1,0],[-3,0,0]];

//Column - Arrowhead Single File (i.e. Arrowhead Up, Single File Back)
_grp setCustomFormation [[2,0,0],[-1,-1,0],[1,1,0],[1,-2,0],[1,-3,0],[1,-4,0],[1,-1,0]];

//Section Harbour (i.e. All-round protection)
_grp setCustomFormation [[_s,_s,0,25],[2+_s,_s,0,65],[2,-_s,0,160],[-_s,_s,0,270],[-_s-4,_s,0,310],[0,-_s,0,200],[-_s-2,_s,0,350]];

 

Another good part of selecting these through my dialog was a spot I had to select the spacing between units, so my full setup was amending each of the above values (as shown in Section Harbour) by the required spacing.

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Better explosion modelling, particularly inside buildings. Shockwave effects along corridors, window and door blowouts including debris scatter plus nice crunchy and bass-heavy sound effects to go with it.

The current 'pop' of a grenade exploding is just pitiful...Would help immeasurably to improve immersion in CQB.

 

Probably a bitch to Programme, but this IS a wish list after all... 

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As I've just started running a dedicated server for coop sessions and downloading lots of missions, I've found that the mission browser could be much more user-friendly, not least because mission makers don't really stick to any standard nomenclature.

 

The main improvements I'd love to see are as follows:

- A search function for the mission list (anything that allows me to quickly look for a specific word or other search term)

- The ability to switch between the browser showing mission names (as defined in mission.sqm) and file names (mainly because I can standardise the file names, but standardising PBOed missions is a bastard)

- This one would be great, but I'm not holding my breath: the ability to filter missions on the list, e.g. by mods, number of available slots, whether there's a slot for Headless Clients or not etc.

 

Any one of these would already be fantastic.

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Make the AI of Arma3 better. Finally, at least some of these omissions must be cured..

 

1. AI-Gunners of light armed vehicles not able attacks VTOLS.

https://feedback.bistudio.com/T124591

 

2. On the battlefield the wounded AI wait medic-support in full erect position.

https://feedback.bistudio.com/T124222

 

3. AI-drivers, not leave light vehicles (Plowler LSV, Qilin LSV, Offroad Armed) if the gunner is dead.

https://feedback.bistudio.com/T123678

 

4. Ai with waypoint "Seek and destroy", after too short time stop your searches.

https://feedback.bistudio.com/T123627

 

5. AI do not deploy the static weapons 100% accurately.

https://feedback.bistudio.com/T124298

 

6.AI not able use suppressive fire command against player.

https://feedback.bistudio.com/T117528

 

7. After players order, the AI not able rearm/reload your weapon from alied units.

https://feedback.bistudio.com/T85921

 

8. AI does not react to a fallen grenade near to him.

https://feedback.bistudio.com/T85491

 

9. AI informs about the enemy, even when he sees an ally.

https://feedback.bistudio.com/T84974

 

10. AI not able use Anti-Personnel Missiles against infantry, which carry in the their backpacks.

https://feedback.bistudio.com/T83138

 

11. AI not does not react to any allied contact (treatment, reload, inventory)

https://feedback.bistudio.com/T82407

 

12.  AI not seek/penetrate into buildings, if this AI uses waypoint "SEEK AND DESTROY"

https://feedback.bistudio.com/T80772

 

13. AI too fast at detecting distant, barely visible/audible targets (if enemy uses sound supressors)

https://feedback.bistudio.com/T80218

 

14. AI passes through walls. (pathfinding problem)

https://feedback.bistudio.com/T125744

 

15. If the tank loses all fuel, then the AI crew, will not leave this tank.

https://feedback.bistudio.com/T125760

 

BIS, thanks for your work! :don11:

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Important things that should be part of the game by default but are not...

 

1) if there was one lousy feature I could have that would shut me up from this point forward it would simply be the ability to drag/carry wounded (A2-OA had this, various scripts have this, ace has this)

 

but since this is for all wishes, I'll continue...

 

2) mag repacking/consolidation (Outlawed's script does this, ace does this)

3) a vehicle cargo system (Igi did do this, ace does this)

4) helo fastroping (Take on Helicopters had this, ace has this)

 

The point I really want to make is that save for two of these items, cargo and mag pack, they have all been part of previous BI titles related to the ArmAverse.

 

 

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Please add an graphics option to change the color of the HUD of helicopters and jets.

 

Spoiler

While i completely understand that this might not be in the specifications of some of those vehicles, it would be a quality of life feature in arma because there are quite a few servers with limited view distance and ~3 km almost certainly means white hud on white background while flying.

I know you can still barely see the hud but it is such an unnecessary inconvenience that it gets infuriating over time.

 

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You know what i think is possible; and would be cool. If either a modder or bohe made the following.:supercool:
1. gave the atv lean physics so in  mid air you can actually control it (like you can in life)

2. make an off road racing atv dlc out of it

3. add a couple sport atvs or one sport atv to accomplish it would be like karts but off road atv i think the physics are more than ready for it i bet someone could do it.

 

I cant make mods and gave up trying ill just stick to installing a/c's and what not but im just throwing an idea out there if anyone even wants it. So general discussion...

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Ridden the exact Yamaha Grizzly that's in the game and can say that ATV physics don't exactly hold up to expectations.
Arma 3 ATV lacks the torque and power that the real one has. The suspension is also too stiff and there is no rebound. It's like the thing doesn't weight much.

Plus the tendency to flip and too quick steering are big problems.

Few things that should be further looked into. The power, handling, weight, suspension. And some further love like working speedometer and fuel gauge.
E: I forgot, driver and passenger flying off ragdolling in big collisions and first person camera "inertia"(?)

 

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The game boasts to the user, its bullet penetration system through various surfaces, however in the case of grenades and glass we have a complete mess. Player has problems with grenades and glass in the game.

 

@BIS, please make a adequate physics when grenades hit window glass of buildings.

 

1) The  UGL grenade is not capable to break window glass - https://feedback.bistudio.com/T82591

2) The hand grenade flies through the glass of buildings, without any physical contact - https://feedback.bistudio.com/T126046

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Make the non-satellite-view of the map (m key) viewer friendly. It is such a glaring pos thing on screen when gaming at night time. The map without the satellite photo, shows more clearly the hills and height levels of the terrain, but the super bright background color burns the eyes.

 

The non satellite map ought to have a "50%" gray background with a brighter colored lines for the map lines showing the elevation.

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Add some export version of the UH1D helicopter (it has to be the D version). Prefereably something other than some boring camo. Gray is ok (dark sea gray), or some funky coloring. Licencing issues? I think most helis are so boring to fly, except for the UH1-D and the MH-6 Little Bird.

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Graphics in A3 is great, it looks really good. What could be added is water evaporation in hot days - fog about 1 meter over water ponds. Another thing is hot air movement from heated barrels and visible bullet vapor trails.

 

Arma has a lot to improve, but to name one thing - throwing grenades - I would want easier way to throw a grenade 1 meter from me (smoke grenade), throwing over a wall/fence just behind it, throwing it behid a corner or to a room without exposing my body when executing 90° throw (just to show a hand).

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When you drop your primary weapon, your char stand up from a prone position, how about fixing that.

When you are looking at an item like weapon on the ground, you can't intuitively pick it up, how about fixing that.

 

Never change BIS. Your game is a joke.

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Required action/animation to throw on the ground the current useless weapon.

 

 

If a player wants to throw on the ground useless weapons (when the player runs out of ammo and near there is no possibility of recharging), then for this simple action player needs to do three steps:

  1. OPEN INVENTORY
  2. CLICK ON THE USELESS WEAPON
  3. CLOSE INVENTORY

It complicates a simple action and during this moment, the inventory menu obscures the vision of the player. Several second enough to get the bullet. If the game will have a special button and special animations for throw the current weapon, then it would be good.

Thus, we replace three actions by one!

 

About animation. Today, when in Arma3 the player wants throw on the ground (using three steps in the inventory menu) useless loucher/primary weapon. then, instead of throwing to the ground the player sees the animation as a soldier puts his invisible weapon on his back. In this case, we see empty hands of soldier with inappropriate animation. At least it looks ugly. BIS please add special throwing animation also.

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Destructable doors.

 

Many times I asked myself a question. Why all the doors in the Arma3 indestructible? It cannot be destroyed by anything, even from tank! 
BIS, Please make this moment realistic. Almost all doors in the game maked from wood. Doors are should have hit point limit and player should be able to destroy any door, using a hand-grenade or grenade launcher, launcher and more heavy weapons.

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Mine-detector has no beep.

 

If a player has a mine-detector and detects a mine within radius, then he says to himself about it! For the player, this moment looks silly. I think mine-detector in the moment of detection enemy mine, should have special sound signal.
At this, not necessary to remove the voice of the player-character - "I see mine". BIS, you can leave It in some cases.
Thus the player will always respond to danger mines, during the special signal and this moment, will seem more realistic.

 

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BIS please make actions/animations of reloading or treatment interruptible.

 

When a player run reloading or self-treatment and suddenly finds himself under enemy fire, he can do nothing, because the game continues these animation. Animation continues and the player can only watch as the enemy kill his. Especially it looks not good, if player reload a machinegun or launcher (long animations). In this cases, the player gets hits and continues to reload this weapons, during 5-6 sec. This reloading-animation can contribute not only killing of the player, but also it is not realistic action in the game, because man can't get the bullets hits and at the same time to reload weapon.

 

BIS, Please make these animations interruptible at the player's will, or automatically, after hits of enemy weapons.

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BIS, Please teach the primary weapon to remember the fire mode.

 

If to switch the primary weapon to automatic shooting or on fire of queue (on three shots) and after, to replace this primary weapon with any other secondary weapon (a pistol or launcher), then Arma3 does not save the previous shooting mode. Thus, after each weapon change, the player's primary weapon always will be on a single fire. Always need to activate the previous mode, again. Or if you lift the weapon from the ground, after switching it to automatic fire mode, this weapon will always be on a single fire mode. Please correct this, because the weapon must remember its mode.

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