DaSquade 0 Posted August 20, 2007 Didn't know where to post and if it would help, but here is my thing. So i got into playing ArmA again and something i noticed that is in my homble opinion a real party crasher. I'm refurring to the run animations. Example: When you want to cross a hilly open section, speed is often the keyword. But i noticed (not sure if this has always been like this), but when you start your run at highspeed (so fullrun animation) and come across a slight uphill landscape it does realisticly reduce the speed and switch to the normal run animation. So far, fine by me. But when you then get over the uphill part the player continues the last normal run animation. To go to full run again i'm forced to stop briefly and hit my double tab key (configured as full run, single tab is normal run). Imho this is a real party crasher as you get forced to stop and double tab again, over and over if in a rough landscape. Not sure if it is due to key settings and honestly haven't tested yet (different key for sprint and run), but somehow this is an issue. Like said, i like the fact the player auto swaps between run speeds, but i don't like the fact it doesn't auto switches again to first input speed animation. I mean, when driving (=same as 'controling' speed of unit, what ever it is) a car it goes again to full speed when over a hill, so don't really see the problem, but offcourse the animation part is different and the main problem. So not sure if i'm the only one feeling this could be fixed and currently have a slight problem with it. But for me this is some kind of gameplay flow...especially if you want to cross a big distance and speed is needed . Offtopic: while at the animation, please add a stand animation with the ability to go into crunch (kneeling) when holding an AT of any kind. This was introducted in VBS1 (one of the patches) and imho this was a very nice and helpfull introduction in gameplay. Not only is it realistic (afaik) but gives you a better change of serving a shot and countershot of armor (quick kneel behind cover instead of dropping yourself etc...). Share this post Link to post Share on other sites
Col. Faulkner 0 Posted August 20, 2007 I have "W" configured for normal jog and "R" for sprint. I don't see the behaviour you describe. If I hold down "R" and point him at a hill he will struggle up it in a slow walk then automatically switch back to sprint when the going gets flatter. Share this post Link to post Share on other sites
Average Joe 0 Posted August 20, 2007 Realistically? Hmm I dunno a 15% incline in ArmA forces a soldier to literally cut his speed in half? Share this post Link to post Share on other sites
Beagle 684 Posted August 20, 2007 Realistically? Hmm I dunno a 15% incline in ArmA forces a soldier to literally cut his speed in half? Try it youself with 40 pounds of equipment...15% suddently seem a lot. I think at least this part of ArmA is absolutely well done. Share this post Link to post Share on other sites
max power 21 Posted August 20, 2007 There are different behaviours for the 'sprint' command and the 'evasive forward' command. The differences in experiences between Col. Faulkner and TOP are probably accounted for by this. Share this post Link to post Share on other sites
guerilla -MCY- 0 Posted August 20, 2007 those issuses have been adressed several times in the last 10 months, unfortunately without any comments by the Dev's, so don't hope for change. Take it as a fact, as it is the same reason why most of the dm/ctf died out alrdy. Share this post Link to post Share on other sites
-Puma- 2 Posted August 20, 2007 if u train abit, u can switch from slow run to fast run without stopping(i have double tab w as fast run) Share this post Link to post Share on other sites
-Puma- 2 Posted August 20, 2007 if u train abit, u can switch from slow run to fast run without stopping(i have double tab w as fast run) IMO movement controls are fine... (sorry for double post ) Share this post Link to post Share on other sites
DaSquade 0 Posted August 20, 2007 @Col. Faulkner: Hm, must be me then, but my character switches from sprint to walk/jog to jog only. Even if the 'face' (as in landscape tile) is only a few degree upwards...Maybe i should make a recording of it. Anyway, but my problem is i'm forced to constantly repeat the sprint key combo to trigger him again to my original speed as every slight slope drops him a gear down. After a period of time this really gets irritated... @-Puma-: Hm, maybe true the stopping is not the bad thing (in the end it is milisecs), but again it is the fact you need to do this (almost constantly in rough terrain) that is the gameplay crashers. Would need to test it, but maybe the double tab key set is an extra pain, but in the end BIS made it us hard (good meant) by allowing so much different key binds compaired to the earlier games/engines..and in the end of the day the ergonomic (mean: key easy and quick in finguer reach) comes to the test. (Wishes one day game and hardware developers introduce key pressure keys ->the harder you press, the faster your character runs or what ever aniamtion gets nominated for something like that). Share this post Link to post Share on other sites
Col. Faulkner 0 Posted August 20, 2007 There should also be a special anim for the guy randomly falling on his tits when running over rough ground Share this post Link to post Share on other sites
Commando84 0 Posted August 21, 2007 haha lol Col. Faulkner i would hate if the game had that in it but maybe if someone makes a anim for it and maybe make it scripted in a config mod or into missions that it can happen if you run on certain parts of the island or at certain times, like every 15th minute or so. Share this post Link to post Share on other sites
ArmaVidz 0 Posted August 21, 2007 Realistically? Hmm I dunno a 15% incline in ArmA forces a soldier to literally cut his speed in half? Try it youself with 40 pounds of equipment...15% suddently seem a lot. I think at least this part of ArmA is absolutely well done. I have to agree. Share this post Link to post Share on other sites
Average Joe 0 Posted August 21, 2007 Alot yes, however I've done many a PT session up hills with a 30Kg Bergen. However stamina is depleted not cut like a car hitting a wall therefore I find it strange that the soldiers completely change pace that drastically. I can live with it! Im just saying Share this post Link to post Share on other sites
frederf 0 Posted August 21, 2007 I will never complain about having to hit a key twice to sprint when that's 0.0001 calories of finger motion to make my character sprint his brains out whenever I want. People wouldn't be so cavalier about running about if they actually had to expend the effort normally required. Any extra key shuffling is a feature not a bug IMHO. Share this post Link to post Share on other sites
kklownboy 43 Posted August 21, 2007 what a topic. Heck lets have "always run" option so we can be super Soldiers, and wait lets have a jump so we can hop hop hop!, oh oh wait, lets have full screen nite vision! and full screen zoom, and and and lets play some CSS BF2 hybrid game that lets me respawn anywhere!. pifft, the run is too easy still in this game. Like anybody could run the way you player does, heck the grass must be just perfect and no rocks ,weeds ,roots ,gopher holes, ect on the terrain. Oh oh , i want to reload on a full gait, pifft. And what about rain? the turf would get slippery... but it doesnt NOW thats a bug/ lack of traction model. Share this post Link to post Share on other sites
Average Joe 0 Posted August 21, 2007 Now your just being plain SILLY! Share this post Link to post Share on other sites
Col.Flanders 0 Posted August 21, 2007 Ok, maybe I'm doing something wrong but I kinda get where the topic starter is coming from. When I hit the smallest incline I go from full sprint to walk. Sometimes, if I turn and run at an angle to the slope, I can get back to a "jog". Other times, not...nothing more than a walk. I do find it annoying since I'm not talking even a 30 degree incline. I'm talking somewhere in the region of 5-10 degrees difference in terrain. The worst part is that sometimes I can't really distinguish that the ground contour has changed and I'll go into the walk from sprint (maybe it's because I was originally toggled on walk mode?) and then when I hit sprint again my character does this *SPRIN..no, walk.* "SPR...walk.* <-if that makes sense. I reckon it's to do with the character anims limited/no transitions. (at least that's why it doesn't feel intuitive.) Share this post Link to post Share on other sites
hypno toad 0 Posted August 21, 2007 Realistically? Hmm I dunno a 15% incline in ArmA forces a soldier to literally cut his speed in half? Try it youself with 40 pounds of equipment...15% suddently seem a lot. I think at least this part of ArmA is absolutely well done. 40 pounds, Is that all? Share this post Link to post Share on other sites
DaSquade 0 Posted August 21, 2007 Col.Flanders, well it could be you are running with still the slow walk 'in the background', meaning once the change of speed is triggered (xx angle of terrain face) he will go to raise weapon-slow walk mode. But afaik this isn't the fact as sprint always cancels the slow walk...but could be wrong. And somehow this is what is the problem with the sprint. Liek in your 'problem' the charater remembers the run mode after he does his walk with the engine triggered. So, why doesn't that apply to the sprint then? @kklownboy: Maybe you didn't took the time to actually ready my starting post or maybe i didn't explained it too good. But like i said, i DON'T mind the auto. response of the engine to deside what motion animation fits the surface angle the best. But i do get the tits because it doesn't switch back to the users first input, where like in the situation col.Flanders it does it for slower types of motion. As for the rest of your post, can only ask...'and how was your day, mate' Frederf: I agree it isn't that big deal, altough after a 3h mission play you start to ask yourself where the logic left (as the other motion animation have logic). Anyway, was just checking if it was me (keysettings) or not and in last a slight suggetion troughwards the devs to fix it in the name of gameplay. Share this post Link to post Share on other sites
frederf 0 Posted August 24, 2007 I understand my response was pretty jerk-y. The real, kind, sensible answer is below. I do think if you use "Fast" instead of "Evasive Forward" then when you return to a sprintable surface you will automatically resume sprinting instead of having to re-engage the command. It would of course be nice if running and terrain had a smoother interrelationship. For example you could gradually slow down after hitting a hill over 1-3 seconds or have your stamina QUICKLY drain to let you know what a burden this is on the soldier. A running start to a small hill could be helpful for example. Going from prone to straight up a hill could take some more effort. Game2 written all over it. Share this post Link to post Share on other sites
Dudester 0 Posted September 2, 2007 guerilla @ Aug. 20 2007,20:04)]those issuses have been adressed several times in the last 10 months, unfortunately without any comments by the Dev's, so don't hope for change. Take it as a fact, as it is the same reason why most of the dm/ctf died out alrdy. Agreed. Its also about time BIS said somthing, or fixed these animation/transition issues. The server count with people actually playing is a joke, and it proves this is somthing that needs fixing and quick. I remember in Ofp, someone from BIS would comment on such talked about topics like this. How many more times does it have to be said about the animation/transitions untill someone from BIS says somthing on the subject. It would be nice to atleast know if it is somthing that is been looked into. Share this post Link to post Share on other sites
guerilla -MCY- 0 Posted September 2, 2007 they not gonna say anythink as it isn't their direction of game. as we could see, not even arma2 i gonna use another anim system nor do they plan to have ctf's or dm in the game like stated by maruk @ GC: Less is sometimes more "In ArmA 2 we mainly concentrate on 2 game modes, not on game mode number like in the previous games," replied BI chief on question about multi-player. One of the game modes will be about controlling the island, where teams are gaining territories, in return the team gets money/credits. Each team selects its commander that can use money/credits for buying vehicles and building factories. It's a very interesting combination between FPS and strategy, which success proves mod for Half Life - Natural Selection or unofficial mission for Operation Flashpoint, which creator is even cooperating with BI. Of course this mode can take few hours. Second MP mode is based on campaign and you cooperate with another human players against AI. Bohemia Interactive is trying to port as much goals/missions from single-player to multi-player as possible. The most important information is, that the game progress, including all changes in game world would save, so you could continue later. This upgrades the most popular ArmA mission Evolution. Well sometimes less is just simply less ... Share this post Link to post Share on other sites
Dudester 0 Posted September 3, 2007 guerilla @ Sep. 02 2007,19:06)]they not gonna say anythink as it isn't their direction of game. as we could see, not even arma2 i gonna use another anim system nor do they plan to have ctf's or dm in the game like stated by maruk @ GC:Less is sometimes more "In ArmA 2 we mainly concentrate on 2 game modes, not on game mode number like in the previous games," replied BI chief on question about multi-player. One of the game modes will be about controlling the island, where teams are gaining territories, in return the team gets money/credits. Each team selects its commander that can use money/credits for buying vehicles and building factories. It's a very interesting combination between FPS and strategy, which success proves mod for Half Life - Natural Selection or unofficial mission for Operation Flashpoint, which creator is even cooperating with BI. Of course this mode can take few hours. Second MP mode is based on campaign and you cooperate with another human players against AI. Bohemia Interactive is trying to port as much goals/missions from single-player to multi-player as possible. The most important information is, that the game progress, including all changes in game world would save, so you could continue later. This upgrades the most popular ArmA mission Evolution. Well sometimes less is just simply less ... LOL, talk about another kick in the teeth for many Ofp fans. So, the answer to there mistake is to get rid of CTF/DM. To dum down the game in Arma 2, so that people cannot complain anymore. Well ok, thats fine, if they want to do that in Arma 2, fine, aslong as they fix the game i have now. Wich includes CTF/DM. Promises, Promises, that always turn out to be aload of lies. That first game mode he mentions "control the Island" sounds alot like CTI, wich was suppose to be part of the Arma we play now. I really hope they get the player numbers for there large island (NOT). Maybe they should make the island 1 mile square to make sure. As for the current game. Well, i am still waiting on those 100 player battles we were promised. The animals like Sheep/Cows. The better Ai....ect....ect  Share this post Link to post Share on other sites
76 0 Posted September 3, 2007 Remember this is Beta Game 1.5 and you're all unpaid testers... expect heaps of bugs and unrefined aspects and play if for what it is... a gap filler... a revenue raiser for ArmA2 (Game 2) Share this post Link to post Share on other sites