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fuzzhead

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Posts posted by fuzzhead


  1. So I bought ArmA2 from steam. Having some problems with it.

    Downloaded just fine, and the game status says 100% - Ready. Launching it gave me an error, saying: "Game is currently unavailable. Please try again later."... waited for a few hours, and tried to troubleshoot the problem etc, no change.

    Checked the ArmA2 install directory (Steam/steamapps/common/arma 2/) and noticed that there was no arma2.exe in there, so I got Spriggan to send me his arma2.exe through xfire, spriggan also go arma2 through steam.

    Yay now I can load the game with no error! So I got on a domination server (since nothing else avaliable), played for a bit with no problems. Then I got on a berserk server, played for a bit and no problems, so thought everything was working fine now. But it turns out that I cannot join a bunch of servers, including trufrets dedicated test server. When I try to join it just gives me a blank "Multiplayer Setup" screen dialog, I cant see any of the mission info like you usually should be able to - no Mission / Description / Map / Side information. I can see players typing in chat and server messages, and I can press the "OK" or Disconnect buttons. When I click on the "OK" button it will say "Receiving mission file 0 KB / 0 KB" but Ill never get the file and it will just hang there forever.

    I cant help but think this is related to the installation method but cant seem to get any support from steam, I put a ticket in but still waiting 12 hours to hear back.

    The TG server is one of the ones I cannot join, which really sucks...

    So any help from ArmA2 steam users would be greatly appreciated. I wish I didnt buy from steam but it was my only option since game not carried at any retail stores here.

    When I join the server, it looks like this:

    armaproblem1.jpg

    When I click on OK, it looks like this and stays like this forever:

    armaproblem2.jpg


  2. yes I agree with you whisper, let the modders take over and get a gameplay that suits them.

    But you also must agree, that by and large ArmA1 mission designers FAILED to create realistic mission design....

    Look at the state of public arma servers and its easy to see that the 3 most popular missions played that take up 80-90% of the public servers (Evolution /Domination /Warfare), do not have any of this class limiting and is designed for solo gameplay with little effort on realism or teamwork / tactics.

    So I agree let the mission designers have the freedom, but lets hope for ArmA2 the popular missions dont turn out to be like evolution/domination.

    No offense to those who like those missions.


  3. Well thats my point, if the veterans/leaders of the community only ever play on password/locked servers, than how will this community ever grow? Or do you think that its fine having no publically available servers with good gameplay for ArmA2? That its MANDATORY to join a private group in order to have a positive online experience with this game?

    Well if thats the case, you can probably expect the online to be mass chaos as you described, and prety much turn away most potential buyers when they see how horrifyingly stupid the playerbase is... and thats where I think the PR mod has an advantage, there is very little passworded servers (only on special events) and a percentage of the public servers has some very organized teamwork/tactics happening every single night....

    I wish the same to happen to ArmA2 but I fear that its going to go the same route as ArmA1... no control.... mass chaos... immature kids run the public servers and ruin any chance of an open fun community where you dont have to join a private group to have a good game.


  4. Please guys, especially those who haven't played the mod, no need to have baseless criticism. The two games are simular in that they both strive for tactics/realism/teamplay, but their scope and engines are quite different, as is the player base.

    I play both Armed Assault and Project Reality and I believe there is good things and bad things about both.

    Barry1039: I find the main thing that is alot better in PR in is the player base. Typically I've found that players in Armed Assault public servers are of lower quality / lonewolf players, and coming from a Sim background you would expect ALOT more from them. Go to any typical Evolution / Domination server and you will know what I mean. And not just the lack of quality players, its the lack of players PERIOD. The fact that PR peaks at around 1200 players concurrently a night and ArmA is lucky to get 500, says alot about the 2 games.

    I love ArmA (and especially ACE mod for it) and I feel it currently delivers a better gameplay experience than PR (when you can actually get some good players), but I feel there is alot of things that ArmA2 could take from PR as an example of how to develop a healthy public community based on teamwork and realism.

    Heres a post I made over a year ago and I think the points I made back then are still mostly valid:

    http://www.tacticalgamer.com/battlefield-2-project-reality-mod/112828-pr-versus-armed-assault.html

    I wont go into details about what I think ArmA2 should include from PR... but I just wanted to say I hope BIS have a better plan for public ArmA2 gameplay, as I dont think the current ArmA public gameplay is healthy and conductive to good teamwork, no offense but I would rather play some old game like wolfenstein than play with the majority of the public ArmA userbase, and I cant help but think it would have been much better had some better missions come along other than Evolution and Domination.

    Alex[Dev]72 maybe youve played on different servers than I have, but the VAST majority of ArmA players play exactly like that: a bunch of kids without any clue as to what real modern combat is like.... not trying to say I'm better than them or I have experience of modern warfare, but just to say that majority of ArmA public gameplay I have encountered is a complete "chaotic mess"..... maybe Im playing on the wrong servers.


  5. While I dont want to be rude, I agree with MaxRiga on some of his points.

    Issetea you are extremely talented for creating SL and all the excellent scripts in it. Sahrani Life has so much potential to become a sort of first person MMO (the very first of its kind), which I believe could become extemely marketable as its never been done before. SL has all the necesary ingredients to become a huge success.

    But right now there is some serious flaws, all which of could be easily remedied. I could make a list of those flaws, but basically what it boils down to is I believe you need to shape the gameplay and player behaviour through game balancing. In my experience, if everything is equal, players will always gravitate towards simple deathmatch game stlye without fail. If there is nothing stopping them from doing such, players will go back to the basics of just shooting each other over and over. So there needs to be systems in place to ensure that sort of gameplay is very difficult to accomplish. SL is an RPG mission and deathmatch players kill it; they frustrate players who are trying to play the game with more depth and basically kill the population and any more complicated gameplay that might be occuring on a server.

    You need to encourage players to use the systems you have in place; such as the new factories, the drug running, buying and selling of vehicles, etc. And you need to DIScourage players from simply finding the nearest rifle and shooting everyone that you can. Right now there is simply not much reason to use these systems in game. Once you get enough money for guns (which is really easy to do), there is NO point in using all the cool features of the mod, and it becomes a killing fest against cops/civilians.

    Also I notice a distinct lack of vision for the civilian side of the game. It has so much potential to become about gangs (or like maxriga said 'political parties'wink_o.gif. 2 or more rival gangs vying for power over sahrani, swallowing up smaller gangs and using proxy wars, spies, assasinations, blackmail, etc. Fighting over territory, the ability to claim towns as your own, income from towns, etc. But instead of any of that what do we have presently? All the civilians going to terror island so they can kill the police. That is just so limited and gets old so quickly, its so black and white when it could really be a very in depth part of the game, which would TREMENDOUSLY increase the replayability of the mod.

    I really believe the player population would evolve and go along with your vision but you have to 'encourage' them by controlling their behaviour. A players natural behaviour in a game like ArmA is to grab a long distance rifle, find a great spot overlooking lots of other players, and start killing. So you need to take measures to ensure this type of behaviour is either extremely hard to do, or extremely time consuming to get to. This would mean you would force the players into doing other things, such as the mayor role and the amazing guild system that you worked out. So many possibilities would open up if players actually used that system, yet it remains completely unused because it does not have enough perks for the players, and its just as easy to go alone, making money easily to get the readily avaliable weapons.

    So what is the solution? Well I think you should hear out the fans a bit more (and not the ones crying for more sniper rifles). See through your vision and know that others are playing this mod and being amazed by its potential. Listen to players and server admins who regularly play. Find out what most annoys them and disrupts gameplay, and keep that in mind when tweaking the gameplay.

    I think maxriga came off as being too rude, Issetea I really do think this mod has such a high potential, it could be much bigger than evolution/berserk or any of those other arma mods, you just have to get the right combination in gameplay dynamics.

    Anyways just wanted to say Thank You! for an amazing piece of code/art.

    Sahrani Life + VON = Whole New World in online gaming.


  6. Deadmeat: yes it was a quick demonstration just to show you that, yes you can hide in grass, and that, yes the grass draw distance sucks.

    In those pictures however, I can with ease, have a clear shot on the target, with no 'terrain' getting in the way, only the grass (I took the shot after the pictures were taken, much to Johnson's families sadness).

    Ill make some better pictures and demonstrations when i find a suitable spot for it.

    My main point: being at range, the grass not drawing makes it not worth drawing in the first place, because the whole point of grass is to conceal at range! go prone 100 meters from each other in real life in the wilderness, and good luck seeing each other...


  7. Second that sounds highly suspicious of bullshit...

    Ive carried around the carl gustav + 1 round and rifle with a few mags, and its extremely bulky and heavy to carry.

    Lets see some pictures of you carrying around a rifle, 3 rocket launchers and normal grunt kit (entrenching tool, ruck, sleeping valice, grenades, 8 mags, rations, radio, underslung grenade rounds, smoke, etc)

    Hmm dont have any?? weird....


  8. this has already probably been mentioned, but if any of you have BF2 and dont really dig the gamestyle, but think it has potential, check out www.realitymod.com

    Its got a great small community of realism fans, its got amazing squad teamwork. Ambushes, Assaults, Defense lines, Cover & Movement, the works!

    Gunner / Driver positions (like OFP) for the tanks/apcs/aa vehicles...

    Check it out anyways, its what Ive been playing while wiating for armed assault. The developers really listen to the community too and often will try their best to implement suggestions.


  9. A list compiled by me of peoples comments as well as my own opinions

    despite all these i still think armed assault is a worthwhile purchase, however i really hope that most of these issues are addressed as they WILL affect the longevity of the games replayability.

    ===========

    INTERFACE:

    ===========

    - New action menu is very buggy. If a body has a differant weapon than you you get a menu to take the weapon and cant get into the whole menu to take indivdual items. Same with vehicles, Hard to get in if they have ammo. You get the ammo menu instead of the get in menu.

    - Each time you bring up the map in ArmA you get a 'load screen' when you switch back to the action. It's short load of perhaps 5 seconds. But its a huge issue in CTI where you send AI all around the map all the time. This really must be fixed.

    ===========

    GRAPHICS:

    ===========

    - textures sometimes not loaded or they blink.

    - THE GRASS IS NOT REAL COVER. Its just like BF2 where it disappears after 30 meters. The AI will shoot right through it, although stuff like bushes and trees, does get rendered at range. The grass hinders the sight a lot but provides no visual concealment at over 30 meters.

    - Every building colapses like the world trade center. They come down 90 degree to the ground, after the dust settles all thats left is a small pile of bricks. There are no damage levels, its either normal building or completely destroyed.

    - During night time: The radius of the streetlight's, should be greater.... Should lit up a much larger area, and should be seen from a long way off as a 'haze'.

    - Need better explosion effect when hitting tanks with AT weapons.

    ====

    AI:

    ====

    - problems with AI (RPG man shooting on tank after his destruction, somtimes fail AI - slow reactions and others)

    - AI drivers still really prety bad.

    - Playing the Single player mission called "Commander". Towards the end of the mission you enter a large town and the AI decided that they weren't moving. No matter what I did, the AI just stood there. I tried to get them to follow me accross a bridge, 2 did, the others ran around on the banks of the river. I tried to get them to follow me to where the vehicles are (which involves navigating through quite a few buildings) they just stood there again. Then the AT guys decided they were going to go off on their own. I kept telling them to return to formation and to move beside me, they didnt care, they continued to move around autonomously.

    ==========

    SOUNDS:

    ==========

    - Voices are sometimes damned annoying at times, they are sped up (sounding like one of the chipmunks)

    - old favorite from OFP - the distance relative to sound being WAY off.

    ===========

    CHARACTER:

    ===========

    - Animations of taking out binoculars, taking out weapons etc sometimes are really long. I die 80% of the time because my character is scrolling through an animation. When you die, the animation will play out, and then you will play the 'dying' animation. For example, you are prone, looking through binoculars, you see an enemy, you switch to your rifle, enemy shoots you while switching. YOU WILL CONTINUE TO SWITCH TO YOUR WEAPON! Once your weapon is out, you will then die. Its confusing for both the shooter, who keeps shooting cause he doesnt know if he hit you or not, and the guy being shot at, because it appears like hes still living but hes actually a dead man just carrying out his last animation. It would be wonderful to make a button to just drop whatever action your doing and hug the ground. The 'Oh Shit!' button. You drop your rifle, you drop your binoculars, drop whatever it is your doing and hit the fucking dirt!! This is both a realistic response and would make it alot less frustrating for players constantly getting shot waiting for the animations to cycle through.

    - Because of the recoil it is very hard to kill enemies. You have only 1-2 chances to make a shot, otherwise the AI will go prone immediately and return fire, usually killing you instantly.

    - Gun movement when looking down the sites is horrible. The only way I can put it is its like they put a small delay on the movement to smooth it out and make it more realistic. But because there is a delay you tend to move beyond the target. VERY FRUSTRATING!

    - Most player movement is prety bad. To look down your sights takes for ever. Its fine if your not in combat but when your under fire you usually get hit 6 times before the gun is up. In 3rd person view the camera zooms into 1st person and then you bring the gun to your face, making it majority of the time useless to use the sites..

    - Your character cant be prone on a gradient. If yer prone and try to crawl down it stands you up, then you get shot. The gradient is not very steep.

    - Your character never slides or falls off a hill (Like in BF2), even a super steep hill he will keep his balance.

    - Weather effects are totally client side. They are not synced in multiplayer gaming at all. Meaning, if one man sees the sun in his eyes, another man might see it cloudy. I have confirmed this on a LAN game. The thunder does not sync up (players will hear thunder at different times). A player might hear and see it raining for up to 5 minutes before another player would start to see signs of rain. This is confirmed on a fast LAN with 0 ping.

    ================

    WEAPON SYSTEMS:

    ================

    - The general response time for weapons don't feel as good as they were in Flashpoint.

    - Grenades are prety useless! M203/GP25/Frags have about a 5 meter kill radius. When they blow up, it looks like a ballon popped in the dirt. AI are good with grenades because they hit precisely on your position (less than a meter).

    - Aiming with rifles feels choppy. You can move that slider to the left, so that the sensitivity isn't so much, but then moving around is awkward and not fluid. Wish there was a seperate slider for just aiming.

    - PK gunners are still SNIPERS!!! Hit you at a very great range with a single round.

    - Smoke grenades look/are crap. There is very little smoke volume, and it spreads to about 5 meters squared and doesn't move realistically at all (wind etc). Tactically, this is totally useless. It would never help strategically move a squad at all.

    - RPG Splash damage versus infantry: if you don't directly hit someone with an RPG it won't affect them. Basically less than 2 meters splash damage.

    ===========

    =VEHICLES:

    ===========

    CHOPPERS:

    - They are very user unfriendly. They seem to fly like a fixed wing now and are VERY TWITCHY!!!

    - the smallest movement will make drastic changes in the altitude of the chopper.

    - Chopper flys like a fixed wing aircraft in that if you nose down and lean left on the stick it should do an almost instant 180. Not here it flys on a glide path like a plane. The whole chopper banks left and follows a wide radious to turn.

    - Cobra Chopper takes 5 Hellfires to kill 1 T-72.

    - Harrier has no VTOL capabilties

    - Harrier wheels are static (they do not rotate)

    - 80 ton tanks can push themselves around by turning the turret so the barrel hits a building. When driving through forests, you can use the turret to 'mow down' the trees.

    - Sabot and HEAT shells are stopped by chain link fences.

    - Tank Shells that hit lamp posts seem to vanish.

    - shooting at car tires of a humvee or other car, they dont go flat (like OFP) they turn rusty! dissapointing.


  10. I will show you exactly why the grass is such an issue for so many people.

    I am in the group that thinks, if its just being used as eye candy, get rid of it!!!! Here is a couple pictures demonstrating why grass would be great at range, and yes it would conceal you alot of times. But with it only drawing to about 30 meters, there is no point in having it.

    This is a picture taken of my unit, hes 10 meters in front of me.

    TEST1.jpg

    This is a picture taken, Im in the exact same position, only this picture is taken in third person so you can see where my troop is.

    [im]http://i2.photobucket.com/albums/y14/captain_fuzzhead/project%20reality/TEST2.jpg[/img]>100kb

    This picture is taken of me back about 30 meters away from my troop. Notice, hes no longer hidden at all, because the grass is no longer drawing.

    TEST3.jpg

    Now for those of you saying 'well, you cant hide in the grass all that well anyways!' Well how the hell would YOU know if you've never been able to try it anyways!!! I guarantee you that if the grass was drawn at a distance, it would be a very hard time to discern if that tiny lump out there was a prone soldier or a rock. The fact is, thats exactly what the prone soldier is thinking, hes thinking, with all this grass around me, its going to be very hard to see me if I sit very still. But of course he isnt covered by grass at all, the game is lying to him.

    This is a huge issue for alot of gamers, its cheap, dirty 'wow that looks cool' tricks that up until recently mostly only console games used. But now computer games (BF2, Oblivion, now ArmaA) are starting to use too, and its a low blow to us realism fans, who love WYSIWYG.

    Please make the grass a server side option. In its current state I want it permanently, DISABLED.

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