sniper pilot 36 Posted September 21, 2006 ....Once the AI saw me they tried to hunt me down and kill me at all costs. But is that smart? Share this post Link to post Share on other sites
chipper 0 Posted September 21, 2006 Well it's the first time in OFP I've been aggresively pursued by enemy AI infantry. They also used grenade launcher's correctly, they spotted me about 300m out and where using them it was crazy. I suggest everyone download wgl5.1 Share this post Link to post Share on other sites
bravo 6 0 Posted September 21, 2006 I don't get what you mean about "spicy" realism. arf, with more realism in every way. edit: i would like to add this from other thread And let's not forget, the real point of any game is for people to have fun... I hope BIS feels the same way. Well, I cannot speak for the whole BIS crew, but this is not what I view games to be - fun is too narrow. It is like movies - you have commedies, whose real point is to have fun, and then you have other genres, thrillers, historical movies, war movies ... War is not nice, and war is definitelly not funny. We really want to portray this well in ArmA, as I hope we did in OFP. Share this post Link to post Share on other sites
martinovic 0 Posted September 21, 2006 Quote[/b] ]ultra realism doesn't sell It sells to me! I don't buy BF2 type games that are sort of based on reality but are totally surreal. IF it has to be an arcadey game then atleast the creators should think up a nice little universe around it... Share this post Link to post Share on other sites
bravo 6 0 Posted September 21, 2006 Quote[/b] ]ultra realism doesn't sell It sells to me! I don't buy BF2 type games that are sort of based on reality but are totally surreal. IF it has to be an arcadey game then atleast the creators should think up a nice little universe around it... i agree Share this post Link to post Share on other sites
Zander 0 Posted September 21, 2006 BIS gives us a powerfull moddable engine this is the only thing we need. Share this post Link to post Share on other sites
Garcia 0 Posted September 21, 2006 Quote[/b] ]ultra realism doesn't sell It sells to me! I don't buy BF2 type games that are sort of based on reality but are totally surreal. IF it has to be an arcadey game then atleast the creators should think up a nice little universe around it... i agree And if you 2 was enough for BIS, I'm sure they would make it as realistic as possible, but for most other, ultra realism still doesn't sell. If BIS wants to attract new players, and not just have to stick with all the old buggers, then they need a game that is balanced, not too arcadeish, but still not so realistic that it makes the game boring... And besides...if your screen was filled with bloodspatter from your dead buddy and your leg was hurting and bleeding from the bullet that hit you in the game, you would probably not find ArmA that fun Share this post Link to post Share on other sites
Heatseeker 0 Posted September 21, 2006 Well, I cannot speak for the whole BIS crew, but this is not what I view games to be - fun is too narrow. It is like movies - you have commedies, whose real point is to have fun, and then you have other genres, thrillers, historical movies, war movies ... War is not nice, and war is definitelly not funny. We really want to portray this well in ArmA, as I hope we did in OFP. I hope that was a promisse... I also hope the game delivers the same brutal experience of OPF and better. OPF was not what i considered fun, it was challenging, imersive, serious, even dramatic but not your ordinary fun game. I hope the game is even more serious and mature. Share this post Link to post Share on other sites
jotte 0 Posted September 21, 2006 Hmm did a little more oogling on those videos and the G36 with a short barrel seems like a mix of a K and C model... Shorter barrel of the C but the higher handel/sight module of the K. Then again I guess by looking at a comparision picture of the C and K that the higher K handel might acctually fit on the C model too. Share this post Link to post Share on other sites
maxqubit 1 Posted September 21, 2006 Well, I cannot speak for the whole BIS crew, but this is not what I view games to be - fun is too narrow. It is like movies - you have commedies, whose real point is to have fun, and then you have other genres, thrillers, historical movies, war movies ... War is not nice, and war is definitelly not funny. We really want to portray this well in ArmA, as I hope we did in OFP. For me it worked that way in Elite. The immersion. Many a times i gazed at all the dead bodies lying around (even of the 'enemy') and thought 'What a waste'. 'Battle at le Port' tells such a story. Many times i went to check out what happened to my guys in a designed mission only to see the dead bodies scattered around with me trying to figure out what the heck went wrong. Good stuff BIS, hoping for more un-glorified serious warfare in ArmA. Share this post Link to post Share on other sites
Trueman 0 Posted September 21, 2006 In This part of the ArmAShootingRange movie we can see clear that BIS is still using that 5 year old ofp engine. The outdoor sunlighting reflects on the soldier inside the bulding. Also the rest of the lighting and shadows (if there are) effects inside are wierd. I thought that BIS said that ArmA was build around a complete new engine. Wat are u ppl try to sell here, a new game or a remake. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted September 22, 2006 I thought it was obvious that Armed Assault uses a vastly improved OFP engine. No? Share this post Link to post Share on other sites
sniperuk02 0 Posted September 22, 2006 Yep, its never been said that it was a completely new engine, only an update of the ofp engine so we have something to play while they work on game 2. Share this post Link to post Share on other sites
llauma 0 Posted September 22, 2006 Yep, its never been said that it was a completely new engine, only an update of the ofp engine so we have something to play while they work on game 2. But they have implied that ArmA uses the same engine (Real Virtuality 2) as VBS2 which isn't true. They said same technology but ArmA is only using small parts of it, the rest is filled with the technology from OFP:Elite. Share this post Link to post Share on other sites
Zander 0 Posted September 22, 2006 In This part of the ArmAShootingRange movie we can see clear that BIS is still using that 5 year old ofp engine. The outdoor sunlighting reflects on the soldier inside the bulding. Also the rest of the lighting and shadows (if there are) effects inside are wierd. I thought that BIS said that ArmA was build around a complete new engine. Wat are u ppl try to sell here, a new game or a remake. its why i asked lightmap for buildings, not a lightmap generator for O2 but at least support of multitexturing so we can get good interior lightning. i wanted to use the same diffuse texture for all walls + lightmap grayscale textures to give them some details but maybe arma engine cant afford this... Share this post Link to post Share on other sites
CsonkaPityu 0 Posted September 22, 2006 I have a big pretty-please to anyone who has the preview version. In the earliest russian videos we can see a bridge collapsing. [ http://ofp.gamepark.cz/index.php?showthis=9681 ] I am veryvery interested in seeing this bridge more in depth, please someone, if you have the time and the GC preview version, find this bridge and make some clips of it collapsing so we can tell if it is dynamic or not. Share this post Link to post Share on other sites
xnodunitx 0 Posted September 22, 2006 About the AA/VBS2 thing,they said AA is an upgraded flashpoint engine which has some of the added abilities and extensions of VBS2,they run on similar engine but not the same. And that video only shows the soldiers lightened on the inside on the first person view,on the other soldier you see him as being shadowed. Share this post Link to post Share on other sites
goodguyswearblack9 0 Posted September 22, 2006 Does anybody have a list of pistols in game? Share this post Link to post Share on other sites
dreday 1 Posted September 22, 2006 And if you 2 was enough for BIS, I'm sure they would make it as realistic as possible, but for most other, ultra realism still doesn't sell. If BIS wants to attract new players, and not just have to stick with all the old buggers, then they need a game that is balanced, not too arcadeish, but still not so realistic that it makes the game boring... Realism is a relative term. I don't think that adding more realism to the weapon handling our vehicle damage model could possibly hurt this game (and subsequently its sales). At the same time too much realism in mission design (where 90% of the time you would not see any action, like in the real life) would be unacceptable for most players. I believe that most of the people on this board are smart enough to realize this when they make their suggestions for improvements. Even if not, BIS is sure as hell smart enough to realize this. That's why I think that it is silly when people (I don't mean you specifically, I know that you have made good suggestions in other threads) point out the obvious by saying that "You can have too much realism". Sure you can, but as of now there are still plenty of outstanding realistic additions to make that will only improve the game play. As for realism not selling... I personally don't believe that. I think that realistic games sell just fine, provided that the game offers the players more than just realism (i.e. the graphics, sound, UI are all top notch). All else being equal, mature gamers want more realism not less. That is why most military games that come out these days tout themselves as being "authentic", "realistic", "designed by military experts", etc; even though in most cases they fall short of their promise. Obviously realism is a big selling point; otherwise they would not base their advertisements around those claims. The real reason that you see so few realistic games right now is because the developers lack creativity and determination to do their research and make realism work (same reason why you see so few realistic war movies). However, on a rare occasion when the development team is willing to invest their time (original OFP development took more than 5 years) to make a realistic game that does not neglect graphics, UI and other game elements; such game enjoys great success with the consumers. OFP: CWC is a clear example of that. Peace, DreDay Share this post Link to post Share on other sites
icebreakr 3159 Posted September 22, 2006 Hopefully we won't be firing "SABOT" rounds from all the guns. in OFP there were no proper bullet weights, not to mention that bullets acted like laser guns without ballistics. Guess what, bullets don't fly in the straight line until they hit something... This is the priority on my list, and after seeing bunch of movies, I now seriously doubt we will get hardcore milsim in that field. Share this post Link to post Share on other sites
Pierrot 0 Posted September 22, 2006 Hopefully we won't be firing "SABOT" rounds from all the guns. in OFP there were no proper bullet weights, not to mention that bullets acted like laser guns without ballistics. Guess what, bullets don't fly in the straight line until they hit something... Galileo threw two balls which have different weights from a top of Torre di Pisa. The two balls landed at the same time then he concluded the weight of matter doesn't affect its ballistics. BTW, OFP already has a propper ballistics. No bullet in ofp acts like laser beam. Share this post Link to post Share on other sites
dslyecxi 23 Posted September 22, 2006 Hopefully we won't be firing "SABOT" rounds from all the guns. in OFP there were no proper bullet weights, not to mention that bullets acted like laser guns without ballistics. Guess what, bullets don't fly in the straight line until they hit something...This is the priority on my list, and after seeing bunch of movies, I now seriously doubt we will get hardcore milsim in that field. Are you trying to tell us that Flashpoint didn't have bullet drop over distance? You're saying that all Flashpoint weapons fired like lasers, with no drop whatsoever, no matter how far you were shooting/ If that's what you're saying, I question whether you've ever played Flashpoint before. The game clearly models such ballistics. Share this post Link to post Share on other sites
Journeyman 0 Posted September 22, 2006 Galileo threw two balls which have different weights from a top of Torre di Pisa. The two balls landed at the same time then he concluded the weight of matter doesn't affect its ballistics. It does because the 'heavier' projectile will have a lower muzzle velocity due to inertia, but will maintain its velocity for longer due to momentum (which is greater for an object of higher mass). The 'slower' projectile gets to its target later so has more time to succumb to gravity. Â Share this post Link to post Share on other sites
berghoff 11 Posted September 22, 2006 Wat are u ppl try to sell here, a new game or a remake. It is impossible then to make it compatible with old addons then would it? I think it is an hugely improved OFP:E engine. Share this post Link to post Share on other sites
icebreakr 3159 Posted September 22, 2006 I've simply said that original game (without modifications) didn't have proper bullet weights, velocity, etc. if you compare it to RL counterparts. Share this post Link to post Share on other sites