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A. Lietuvis

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Posts posted by A. Lietuvis


  1. In Final Strike (Steel Pegasus) I noticed jarring enemy and enemy fortification pop in. It mean that in spite of being an IFV, I couldn't make use of my superior optics to assist friendlies from further away and had to drive in dangerously close. While this might have been fine for Houston, St Jose and others which you can only really engage from close up, the fact that I had to drive in so close to assist Bravo who were on the outskirts was frustrating.

     

    Also in Breaking through, if you go back to rescue the wounded, one of them never boards the vic, meaning that you have to kill him in order to continue.


  2. On 9/17/2017 at 2:24 PM, Vasily.B said:

    Why you need ace 3? VTN have almost every important module like ace itself, you can delete some of ace features and use VTN instead. Also you can ask ACE developers for such compatibility.

    I mean to put it simply, they've only now added backblast.

     

    I understand they have a certain vision, but fact of the matter is that it is not ACE3 with variation why most people want to try and get the mod into their communities, it is the beautiful, well made and varied US and Russian assets. And even then it clashes with RHS a bit in terms of content, making it hard to justify. 3CB is ACE3 compatible. RHS is (mostly) compatible. NIArms are ACE3 compatible. CUP is mostly compatible. Noone wants to throw away 3CB, NiArms, CUP and others just because, while it has very high quality assets, VTN mod insists on a proprietary system. It's like when a program makes it own file extension - unless you are going big, it's just going to help drown your program.

    • Like 1

  3. Isn't the old system 10x more casual then this new stamina system? Seems this new update restrict just about everything

     

    The new update is basically step by step recreating the old system. Ow stamina draining while jogging and increase in it when going on bad terrain? Wait a second, that's what the old system did too!

    • Like 1

  4. In „OPREP core mechanics refinement“ BiS said this:

     

    So people could not figure out how fatigue works and because of this they could not strategize loadouts and movements that would be benefical fort hem. They became fatigued without knowing why, lost their ability to aim and (more annoying) their movement became slower. Naturally they did not like fatigue.

    Important: The root cause is „could not figure out how fatigue works“.

     

    So how to fix this? RiE kindly provided us the design goals fort he new stamina system:

     

     

    So how do we get there? Here’s my suggestion:

     

    1. Keep the mechanics from fatigue

      I know this is not what you want to read, but bear with me please! Fatigue achieves design goals 1 to 4, so it should be easier to work with this than to start from scratch (or use "industry standard" as a base wich only acieves design goal 5 while falling flat on its face for goals 1 to 4). Also the root cause is „could not figure out how fatigue works“, so we only need to fix this (design goal 5). „Fatigue is too complicated“ you might think and yes, learning all the many things it does in detail might be asked too much - at least for beginners. But the thing is: People do not need to know every single mechanism in the system to be able to use it in a fun way! If they get the general concept* of it, it’s good enough to have fun. Heck it’s probably enough for most of them to realize that it tries to mimik real life (like so many other systems of Arma) instead of just copy the industry-standard systems.

       

    2. Have fatigue/stamina be a topic in the field manual

      Now I do realize that many oft he people who find fatigue to be not transparent enough are also people who do not read the field manual. But it is still important to have a place where they can (be pointed to to) find more information about the system, therefor I mention it here. (Note: It is allready a topic in Field Manual>Tactical Guide>A06 Fatigue and Stamina - maybe it should become its own topic and be somewhat expanded)

       

    3. Changes to the Inventory Bar

      In most games your inventory meter (be it a bar or a numerical value) simply states your maximum load you can carry. It’s usually a binary system: Either you are within your limits (up to full bar) and receive no penalty, or you are above your limit and receive maximum penalty (i.e. can only move painfully slow or not at all). Some games simply render you unable to pick up things if it would bring you above your limits. That’s probably what a lot of players assume the bar to be in Arma. We need them to notice that it works different.

      So we need a way to indicate to the player that they should consider loading less than full. A text prompt on the Inventory Bar itself stating „light load“ (at up to 25% load), „medium load“ (25-50%), „heavy load“ (50-75%) and „verry heavy load!“ (75-100%) would probably go a long way: It would signal that there is more going on than just filling a bar to its maximum. Players know the concept of light, meduim and heavy classes from other games and could probably conclude that a light load means less firepower/protection but more mobility and vice versa.

       

    4. Add the Stamina Bar

      This is arguably the main thing missing. I personally like the breathing noise indicator, but i allready understand how fatigue works. Most players not familliar with Arma3 however are used to the industry standard: Character is able to run/jump/stunt indefinitely without penalty no mather the loadout and has a (limited) ability to sprint. However thats not how it should be in Arma3**. To learn that they loose stamina/gain fatigue off of other actions than sprinting, players need to get feedback direct feedback. The stamina bar does this in a way players are used to from other games: a bar depleting (and changing colour for additional clarity).

      When the bar moves there are little chevrons indicating if it’s going up or down. These could be futher improoved: The number of chevrons could go up for fast drain/regeneration and down for slow drain/regeneration. This would help players getting a feeling wich actions cost more or less stamina.

       

    5. Make the AI lower their weapons in aware state

      AI set on aware should lower their weapons during movement to save stamina. This would help scenario creators and players controlling AI teams.

     

    *: The heavier your load, the more exhausting your movement the more fatigued you get. Fatigue gradually affects your aim and ability to move quickly.

    **: As I pointed out earlyer as long as stamina is only affected by sprinting, it becomes almost non relevant. Medium to high loadouts will be viable in most if not all circumstances (fail on Goal 1 and 4). Sprint will only be used when one's plan goes wrong (failing goal 2 and in combination with failing 1 and 4 it will also fail on goal 3).

     

    This is probably the most right thing to do. The problem is not with the Fatigue system being overcomplicated, it's all about not communicating properly. Add an ACE 3 style weight indicator and a shacktac style stamina bar and you're set.

    • Like 1

  5. The biggest communities are Altis Life and KOTH in my opinion. The devs should first cater to these as a business plan, then ALLOW hardcore communities to turn it up a notch....not force it onto the rest of us. I paid for the game aswell but I am interested in different gamemodes than hardcore players, though I often will enjoy hardcore modes, I enjoy casual gamemodes like Altis Life all the much more.

     

    But those communities only came in very late ArmA 2 - ArmA 3. They aren't reliable. They don't stay. They get distracted by another thing and they look for it - look what happened with DayZ standalone.


  6. here is the thing , if i recall correctly , most special forces require soliders to jogg 20km with 40kg packs,

    granted they look like hell after it but its been done , the current fatigue system does that after 2 km,

    if it was 10km id be fine with it, but it isn't.

     

    I tried the new system , the only issue i see is when you use up all stamina , i feel the more you are in the red the more severe the penalty should be,

    i mean IRL you would start to expirience pain , slowing down animations sounded like a good idea , but i feel , oh how do i sum this up , well its sort of like a gaus bell curve the pain , you start normal , then slowly the pain rises , but as you persist you get used to it and you just carry on , and it doesent bother you as much.

     

    i feel the new system should reflect that.

     

    also when you stop the longer you where in the red you should expirience appropriate pain levels. 

     

    The problem is that, in game if you run 10 clicks, you usually end up on the other side of the island. IRL AOs are much larger, the amount of forces is bigger and everyone has much much more time. ArmA has to downscale so that it doesn't take forever, but that includes downscaling the fatigue system aswell.


  7. I don't like fatigue, be it online or in my own missions. It's the first thing I turn off and it's the biggest reason I leave an MP server.

    Because the reality is in most cases, I have to run 2km to AO (Invade & Annex). Now, doing that with fatigue turned on means I go from a 5-10 minute jog to something like 30-45 min.

    Before I even get into any action. Why would any sane person do that?

     

     

    But that is not the problem with the fatigue system - it's problem with you and your team not being able to manage logistics properly. If helos have to land 2  clicks from AO because command can't get an IFV in there to take care of AA or some spotters to arty the AA, it's your and your teams fault, not fatigue system's.


  8. I find the suggestions how animations should get slower on less stamina, and how inclines should affect stamina, and how jogging should affect it. Why?

    Simple. That was the old system. It was exatly that - movement, accuracy and animation speed affected by stance, amount movement, terrain and loadout. Heavy loudouts moved less and had to focus more on setting up bases of fire, charging at the enemy would leave you barely able to stand. Meanwhile lighter loadouts were perfect skirmishers - moving around alot, excellent for urban combat.

    The old system was working perfectly fine, sans a bloody stamina bar. If it ain't broke, don't fix it.

     

    But looks like BI is hard-headed to try and fix what ain't broke (and what they worked on alot clearly, since development of fatigue begun in Alpha and was steadily polished!) in what feels a bit of a lazy and arcady way.

     

    All we can ask at this point is that we would be able to switch to the old system, and not via a mod that every bloody guy who joins the server has to use, but by a simple parameters in the difficulty settings. That would leave both tactical veterans that make up the loyal fanbase and the arcadey new Altis Lifes and Wastelanders happy.

     

     

    Again I'd like to repeat:

    Speed/Movement, Encumbrance, Terrain, Stance and Wounds need to somehow combine to determine if stamina is lost, gained or stays neutral during any action. Not just the type of movement should determine if something eats stamina, as is now.

     

    You just described the old system - true in places it was a bit harsh (cmon let me crawl), but that was the old system. Wounds affected fatigue. Load affected fatigue. Stance affected fatigue. Terrain affected fatigue. And fatigue affected movement and accuracy. You feel like you can't aim at anything after hiking up a hill with a MMG? That's why the bipod is on your gun, friend. Feel too slow while carrying that HAT? Give a rocket to carry to the lighter rifleman next to you. The old system was fine, just needed fine-tuning. Not a lazy and arcadey redesign.

    • Like 4

  9. This is nonsense. Fucking Battlefield ArmA. WHat is this. Fatigue was what made ArmA 3 ArmA 3, not just ArmA 2 with better graphics! Bloody  Altis Life players, screwing over the veterans of ArmA. I can't wait for a standalone Altis life game, so that they all dissapear. Alas tho, seeing the way development is heading, that might simply be ArmA 3 in the future.

    • Like 1
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