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ladlon

Still no full game manual (NOT editing manual)?

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Wow, look at the discussion my little thread started! hehehe

Ya, physical manuals are great. I have the original Falcon one right here! Certainly nicer to read a physical manual out on a sunny balcony, rather than clumsily fumbling through an eyestraining PDF.

But, I'm actually cool with the normal concept of a small (physical) starter manual, and then a complete PDF manual. Printing does cost money and add weight to the package (...although arguments of profit and where money is better spent can go on forever!). Problem here (with Arma2) is that there IS no such 'complete' manual. Agreed, a PHYSICAL 'complete' manual for Arma2 would probably be the size of a phone book! PDF!!!!

For previous players of Arma1 or similar sims, the transition is easy. But, for those new to this sort of thing, there's a lot of 'common sense/knowledge' things that are anything but! And the dynamic, dangerous game world... combined with the many shared controls/keys that change their function due to context (often unknown to the beginner player), learning by 'just trying' can be confusing and frustrating.

Granted, there's bits of info here and there, but that's a lot of time spent searching online, etc for things that really should just be in some PDF. Again, I'm not talking about complex things like advanced scripting in the Editor.... but simple stuff... like throwing grenades!! It really DOES feel like this sim was assuming you've played previous version... and it really seems like the training/manual for actual beginners assumes they are not going to do much but goof around, doing only the basics.

I think perhaps that since the sim IS being played (mostly?) by players of the previous versions, that even some of the community itself don't realize all that is missing in the training materials (since it's all common knowledge to them). No fault to them....

But, ya, I"m still tinkering around (simple Editor scenario with my one squad and a copter), trying to get everything working, and spending MUCH of my time trying to figure out what 'context' or event is causing my commands NOT to work (or even exist in the menu options). That's the real tricky part right now. Stuff like 'Why can't I heal this guy?', 'Why won't my copter pilot fly to the place I'm telling him, even though he's acknowledging the order?'. There's just so many 'context affected' things here (and such a huge variety of contexts, due to the dynamic nature of the world), that the resulting lack of 'consistency' (as far as the commands available and their effects) make it quite tricky to often know 'what the hell is going on'.

Remapping some of the keys is DEFINITELY in order too. The shared keys/mouse buttons is definitely a culprit in some of the 'WTF is it doing that for?!' moments.

Great to see a lot of very supportive forum users here. I'm VERY impressed with the game (more so each day, as I discover things, and figure out how to properly utilize things.... The Ambient Combat module, for example, is BRILLIANT... basically giving me the random, ongoing gameworld that I was SO hoping for!). The bugs and rough bits are totally forgiven, due to the amazing scope of the sim, as well as the obvious interest and care of the sim's creators towards the paying customers.

Man, I just wish there was some YouTube video where someone went through ALL the menu items and explained them. Granted, I know a lot of them, but still it's great to hear the 'full story', just to verify what you 'know', as well as point out any little bits that you didn't. Same with using each of the weapon groups and equipment (grenades, mines, laser designators). Most are pretty easy to figure out, but again, there's a few things that new guys won't instinctively know (...ex. Do you have to keep holding the 'fire' button for the laser designator, or is it like a snapshot type thing? Do you have to laz the target until the weapon strikes it, or is it just a 'here's where it is, okay I'm out of here' type of operation?).

It's often just little things like that which unfortunately leave the beginner left confused and frustrated (especially in the heat of a battle). So frustrating to FINALLY get to the point where you are supposed to do something cool (like laz a target), but then fail because you aren't really sure HOW to do it!

But, ya, all that said, I'm VERY happy with Arma2. The graphics are really nice, and it runs surprisingly well on my system (...after hearing the stories of how much of a CPU strain it was to others). The Armoury section is brilliant and MUCH appreciated (...I hate 'games' that forbid you to try anything, and 'wander around', etc). And, the fact that it then throws little challenges/enemies at you (so you aren't just wandering around a dead, empty world) is nothing short of perfect. The randomness of it is also a HUGE plus and draw for me. This just seems to get better and better as I discover things.

---------- Post added at 11:23 AM ---------- Previous post was at 11:15 AM ----------

@76: Although I totally understand why companies avoid printing out large physical manuals, you do bring up a very interesting point about how a printed manual can be a motivator to buy a sim/game!

I personally buy games, and like to support the makers... however I DO get SERIOUSLY pissed when they shaft you (with security/system endangering DRM, or (for lack of better words) fascist registration. I like to buy my product, then not have the company's fingers in my life/system. I should be able to just make the 'money for product' exchange, and that be the end of it... without any of this 'you have to log in, give us info, let us live in your system, let us control things' type of nonsense.

Good to see that BI has been quite respectful so far, from what I can see.

But, ya, the draw of a solid, physical manual (with lots of good reading, aside from the quick start type of approach) has an undeniable draw... especially in the case of sims, where a large part of the experience IS the knowledge (systems, weapons, history, etc). So, the manual becomes not only a 'how to play this' instruction, but also an informative book on the subject itself... which I think, based on the general crowd who play this type of sim, is of interest to the customer.

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I think BI realised they may have not done the appropriate amount of documentation when they put out the Dev Diary tutorials (not sure if you have looked at them yet Ladlon - but if not may be worth doing so. Maybe a bit too basic but it shows what control to use in order to do some things in tutorials no.1 and 3, but no.2 is about the editor). Sadly they have only made 3.

Also, with regards to the Dslyecx tutorial, it does help explain how to use the compass, map, gps (basic rifleman section) and the vehicle radar (vehicle usage), so I hope those parts may be more suited to your needs, although they are only a small part of it.

But I agree, there's not enough help for those not familiar with the series.

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@Hotshot: Yup, saw those. They were great, but as you say, stopped short! Had they continued on with the other features/commands, that would have been perfect! But, as I said, it seems that most of the tutorials, videos, documentation all explain those main basic things, but then stop short at (virtually) the same spot.

There's a number of guides on YouTube, but many of them are hardly guides at all, but just video of a guy playing (with no explanation). I'm still digging through YouTube, trying more specific searches (...ex. right now, I'm trying 'Arma grenades' to see if SOMEONE out there is showing how to use grenades!). Just so much crap vids out there (either non-commented 'guides', or guys goofing around or showing off their impressive rigs).

I keep returning to that Dslyecx guide, hoping I may have missed something. I'll give it yet another read through... since I'm learning a few little things here and there, and some of the previously 'irrelevant' stuff might be of value now.

One user pointed out the Arma1 Editor guide (I think), which had a nice little chart of all the weapons, vehicles, etc. Didn't give full explanations, but it's at least a start to see them all in a chart, categorized, etc with a photo so you can put the name to a visual.

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there is a arma 2 pdf file with all classnames in the game, it also has a short description of each weapon... can't remember the exact name but it's on armaholic somewhere

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No offence to OGN (I hope they come back) but I would have to disagree with this to an extent. Everytime I come on it's the same rambo domination being played. I gave up on aussie public servers a long time ago, however, check out the link in my sig and it my intentions may interest you :)

Bro... we are a very diverse, we are nothing like the rest of the A2 Aussie community...3FL, OCB, GSA,GAU, Internode etc etc all suck imo, you haven't been around in the aussie scene for a long time if you think we are like the rest of the aussie servers, and secondly I have edited all domo maps so that no more than 3 missions can be selected, furthermore OGN hasen't run domo or evo for a long time... we pride ourselves on being the only real PvP solution in Oz.

You've been gone too long my friend ;)

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Especially when it comes to command and control, the game's so-called manual is horrendous. Is there another .PDF out there that explains the following in much more detail?

* Communication

* Taking Command

* Quick Command

* Complex Commands

* Teams

* High Command

They crammed all that into 5 "tiny format" pages and the lack of help is a little ridiculous. I've done the tutorials, but there's so much missing I hope there's a guide out there I can print, then sit down with for good late-night reading. Thanks! :bounce3:

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Hey, jpinard... Welcome to my thread!

As you can see, I was in the same boat, and totally agree with you.

I found a FEW bits of info in the Arma1 manual, which IS available in PDF format. Just do a search for Arma manual (...it'll be for Arma1).

Still quite a few holes in it, though... like using support (air strikes, artillery, and UAVs)...

I too am really surprised no one has made a COMPLETE manual for it. The dslyecxi thing is quite detailed, but more of a guide to playing than a 'press these buttons to do this' type of manual that you may be looking for.... at least from what I read on it. I'm not sure it relates to single player (against bots) either.

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Hi all

The ArmA II manual comes with the game; if your publisher did not provide it check with the publisher to get it and inform Placebo from BIS so he can find out why your publisher is not including the manual.

There is a specific ArmA II section of the wiki

http://community.bistudio.com/wiki/ArmA_2

There is a Hints and Tips section where you will find much of what you need:

http://community.bistudio.com/wiki/ArmA_II_Hints_and_Tips

I have also transfered rotkeps AI squad command manual to the wiki

http://community.bistudio.com/wiki/ArmA_II_AI_Squad_Command"

Kind Regards walker

Edited by walker

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There doesn’t appear to be anything much on High Command. High Command appears to be a bit of a prototype feature, that requires more design and development. Is BIS going to make this feature a fully polished feature of Arma 2 in the near future? It would be good if it worked in multiplayer games as well, but I’m not aware that it does.

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The full 50 page manual is available in PDF format from the Steam website:

http://store.steampowered.com/manual/33900/

Doesn't contain all that much about tactics and such, but at least it sort of covers the problem of you not being provided with a manual.

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Thank you. Does that come in PDF format? I'd really like to print it out for reading in bed.

Might come in PDF but you have to pay i think?

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I remember when i got Falcon 4.0 it came with a HUGE manual.... i never read it just used the keyboard layout sheet.

I read the entire manual for Falcon 4.0 (much of it twice) and got a lot out of it. It vastly improved my simulation experience. Those were the days... I think the cost of those manuals is higher than they used to be, but I'd rather pay an extra $25 for a complete manual than $10 extra for NOTHING - manual or otherwise - in, say, Modern Warfare 2 (which I have not done). I purchased the bound paper manual for DCS Black Shark (though a complete ArmA 2 guide would not need to be this ambitious even).

The ArmA II manual comes with the game; if your publisher did not provide it check with the publisher to get it and inform Placebo from BIS so he can find out why your publisher is not including the manual.

The manual which comes with ArmA II is really more of a quick-start guide for a sim/game of this complexity. It's hardly a manual, especially to the extent the OP is talking about. There are so many menus and submenus in all levels of the game. Trial and error is fine, but takes much longer across the board than compiling a simple itemized explanation. A few people at BIS doing the work in the office would save many people a lot of time in the field. All due respect to BIS because it is hands down the best combined-arms sim out there.

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The manual really doesn't cover that much, sadly. You will learn most of what you know through late nights with Mr. Editor.

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I actually wish there was an official editor manual. Everybody says to download Mr. Murray, but that is for Arma 1, and some things have changed and are not updated. Also it is not native English and it shows in places.

"Arma 2 Editing for Dummies" ... that's what I need being new to the game

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The community should make a game manual. Take the estructure of the official game manual and expand it from there, also adding more sections. Every action and mechanic in the game should be explained, every weapon capabilitie, vehicles, warfare...everything.

It is too much work for one person so a wiki could be a good tool. I am sure a lot of people would be ready to collaborate.

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