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roshnak

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Everything posted by roshnak

  1. roshnak

    Fatigue Feedback (dev branch)

    This is not really true. Difficulty settings do not dramatically affect core gameplay mechanics in Arma 3. The closest they come is the Extended Armor setting or the AFM for helicopters (which honestly feels like a bonus feature). Almost every one of the difficulty settings in Arma either changes AI difficulty or what HUD elements are visible or whether certain things are displayed on the map. And gamemodes usually just change what you do, not how you do it. Bullets always drop the same amount, penetrate the same materials, etc. The basic rules of interacting with the game are almost always the same. Edit: Like, sure Life, KOTH, and a huge scale co-op mission may provide very different experiences, but the basic rules for interacting with the game are the same in each of them.
  2. roshnak

    Fatigue Feedback (dev branch)

    Mods are their own thing. Changing gameplay is pretty much what mods are all about. Nearly every game ever made has consistent core mechanics. You almost never have changing jump heights, run speeds, aiming mechanics, etc. within a single game. You don't have to rapidly jump from server to server for differing mechanics to interfere with your ability to develop an intuitive understanding of game mechanics (because there is no standard which you can develop an intuitive understanding of). I'm not saying there shouldn't be options in Arma 3. I just think that certain things, player movement being one of them, should remain consistent in an unmodded setting so that players don't have to potentially relearn core aspects of the game if they join random public servers. Why would you assume that people posting in the dev branch subforum haven't tried the dev branch?
  3. roshnak

    Fatigue Feedback (dev branch)

    If fatigue were as simple as that we wouldn't be having this discussion in the first place. As I mentioned in my previous post, fatigue impacts many aspects of the game. There would be no consistency for what kind of loadouts you could get away with from server to server. Or how much you could maneuever with each loadout. Or what kinds of terrain it was okay to traverse in combat or for how long. I know "just making it an option" seems like a good compromise, but, as someone else mentioned earlier in the thread, these kinds of core gameplay mechanics (movement, aiming) should be consistent. It allows players to become familiar with their limitations within the game. I want to know whether or not I can safely sprint from one piece of cover to another and still fight effectively with a given loadout. I want to know how quickly I can get from point A to point B and whether I will need to distribute ammunition amongst my team to do so. I want to know whether I can jog up a hill or if I will need to walk up it if I am expecting contact on the other side. I don't want to have to guess or try to remember whether I joined a "hardcore" server. I want to know these things without even thinking about it. That becomes much more difficult without consistent settings to become familiar with. Edit: Of course many of these things are no longer even a concern with the new stamina system.
  4. roshnak

    Fatigue Feedback (dev branch)

    The worst thing about the change to the stamina system is that it ruined loadout balance. Under the fatigue system, you could take excessively heavy loadouts, but would be punished in the form of reduced mobility and more rapidly building weapon sway. That's no longer the case with the stamina system, so BIS has to mess with weapon weights so some weapons are unreasonably heavy and it's not even possible to take certain combinations of equipment. Fatigue had some pretty far reaching gameplay consequences and the change to stamina had a big impact on those. It would certainly be easier, but I don't think it would be a good idea. Under this system, players would have to potentially learn new fatigue limitations every time they joined a server.
  5. roshnak

    Fatigue Feedback (dev branch)

    Uh, weren't you one of the people that was "ranting/lobbying" about not liking the new weapon sway when it was first introduced? Also, everything you have said could be said about not liking the original fatigue system in the first place. If this was just about the devs' vision, then we wouldn't have this change to the stamina system based partly on "community feedback."
  6. roshnak

    Fatigue Feedback (dev branch)

    At what point did BIS say their goal was to make the system more "casual?"
  7. roshnak

    A3 futuristic

    I'm not sure they would work well in a vacuum. My point was that there seem to be more complaints about the aesthetic of Arma 3 than the balance issues caused by a prevalence of FLIR, simplified lock-on system (although this was always a thing in Arma) and magnified optics.
  8. Thanks for the info Chortles. I don't follow DayZ at all so I had no idea any of this was happening. The why part of my question was more related to why they aren't using an already established language, by the way, but it doesn't seem like they have addressed that topic.
  9. roshnak

    A3 futuristic

    If that's the case why does everyone complain about bug helmets?
  10. Hold on, This made me excited Then this made me less excited. What is EnScript and why are they apparently creating another custom language? Is it essentially SQF but faster?
  11. roshnak

    Fatigue Feedback (dev branch)

    I'm not sure if it's really helpful or necessary to make assumptions about the kind of gameplay people prefer or to attack them for their prefered gameplay styles. I think this is a valid point. The stamina system penalizes players by impeding their ability to attack, but does little or nothing to impede players' ability to escape being attacked. Basically, taking an improper loadout might make it more difficult to shoot people, but you can still run away almost as well as everyone else. The fatigue system penalizes players who take bad loadouts by impeding their ability to both attack and evade by lowering their movement speed. In Arma, I prefer this option.
  12. roshnak

    Fatigue Feedback (dev branch)

    No. A sprint is a sprint. Running is running.
  13. roshnak

    Fatigue Feedback (dev branch)

    This was never a thing that happened in Arma. With the default AT Specialist loadout at 89% maximum load you can jog with your weapon up for approximately 210 meters before you start to slow down. It takes roughly 530 meters before you are forced to a walking pace of 7 km/h, which still quicker than the default walk speed. 4 miles per hour is a little under 6.5 km/h, which is only 1.5 km/h faster than the default Arma walk speed of 5 km/h, which still accomplishes a 12 mile run in just under 4 hours. You can walk in Arma forever at any load and actually lower your fatigue value while doing it. While I acknowledge that it would be pretty annoying to have to continually switch movement speeds, it should be no problem to (probably significantly) outpace 12 miles in 3 hours in Arma 3, and be fully rested at the end of it, under the fatigue system. Edit: Actually, I just did a quick test, just jogging until you start to slow down and then walking until your fatigue level drops back down to zero, it should be possible to cover 12 miles in about 2 hours at 99% load. Basically even stuff that seems like it would be hard for actual soldiers to do in real life has a tendency to feel slow and unimpressive in video games.
  14. roshnak

    Oculus support

    I'm not an expert in VR or anything, but, as I understand it, you're still going to need a high game frame rate because the display is just showing you pictures that the game is sending it. When you move your head, it changes the view and you need to see a bunch of new pictures to make that movement look smooth. If the game isn't sending enough pictures, the display can't do that much to fill in. CV1 is 90.
  15. roshnak

    Fatigue Feedback (dev branch)

    I think you might be confused, because that is actually very good game design. The last thing you want is for players to be able to sprint further in a KOTH mission than in a co-op mission with all other factors being equal. You wouldn't want ballistics to change from mission to mission, why would you want your movement capability to change from mission to mission? Ok, for what other mechanic is this true? These are all good ideas, but I think it's unlikely that BIS decides to return to the old fatigue mechanic at this point (although I thought it was unlikely they would completely ditch it in the first place, too).
  16. roshnak

    Fatigue Feedback (dev branch)

    You could make this argument about literally any mechanic in the game. Also this.
  17. roshnak

    Fatigue Feedback (dev branch)

    Actually it's one of the worst ways to do it. It's not a good idea to mess with players' mouse control. It makes playing the game feel bad. There are plenty of good ways to balance heavy weapons against lighter ones, several of which have already been mentioned. How would this affect the ability of AI and players to move together in groups, though?
  18. roshnak

    Oculus support

    Virtual reality requires a solid 75-90 FPS to prevent people from getting sick. I don't see that happening in Arma any time soon.
  19. I think it's pretty funny how many people in this thread are acting like most users don't care about authors' rights or something when in reality those users probably just see Steam Workshop as a convenient way to get mods and in all likelihood haven't even read the EULA for Steam Workshop, Steam, or even Arma (because no one reads EULAs).
  20. Are you guys planning on fixing atropine so it doesn't lower heart rate? Also the new medical ui options are super cool.
  21. roshnak

    RHS Escalation (AFRF and USAF)

    http://www.rhsmods.org/page/updaters Under "setting up the updaters."
  22. But the point is that you shouldn't need modifers or separate keys for selecting weapons and navigating the command menu. It should be contextual like every other shooter. Number keys should select weapons by default, but when the command menu is open (either by pressing a key or by selecting squad members) the number keys should stop selecting weapons and instead be used for navigating the command menu. No one is going to be switching weapons while their command menu is open, anyway, so why make things more complicated than they have to be?
  23. roshnak

    ACRE2 Stable Release

    Is anyone else having trouble changing the keybindings? Nothing is showing up under "configure addons" for me, even in-mission.
  24. roshnak

    Why Bohemia Why?

    I can't even tell where the goal posts are anymore.
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