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sluggCDN

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Everything posted by sluggCDN

  1. sluggCDN

    Ragdoll

    I have to state it right off teh bet - "ragdoll" is a rather loose term describing an animation system; it comes in different games in various states of perfection. It all depends on the devs, how they can make it look real and not overly exaggerated and dramatic. I completely agree with ppl that say well-tweaked ragdoll type of animations will be a great addition to ArmA - however bodies don't have to fly thru the air after hit with one bullet. The thing is the pre-recorded animation system is very inefficient even if considered from the production point of view. If ragdoll is implemented BIS doesn't have to spend weeks on working with all these death animations sequences trying to integrate/blend them into/with the rest of the animation system. Another point about the pre-recorded animation. It's a very strong indicator that there is very little done in ArmA in terms of the realistic physical interaction of the character model with the environment and the character's animation with environment. It's simply impossible to have a limitted set of pre-captured animations that will cover the entire range of character movement in ArmA. Therefore it makes sense to let physics take care of some of the gameplay aspects. There is a limit to what character animations can do and simulate in a game. An animation is a poor substitute for physics. Here is an example - the sprinting animation requires that before the caharacter comes to a full stop there are about 3-5 final extra steps. Your character will not stop no matter what before this 3-5 steps animation sequence is complete. The only solution here is you aim your character into a wall and sprint. The character is stopped by the wall. From aside it looks like your character is trying to push the wall with his forehead. The best solution of this issue is shown in GR:AW where your character simply slides after a sudden stop during sprinting. But the rest of GRAW sucks BTW its BS when ppl say that a person cannot stop on a spot after full-on sprint; I do it constantly and freeze exactly where I need - I don't need a wall to stop me . The lack of the fully integrated physicall engine in ArmA is also the reason why you cannot make an AI/bot budge if you are stuck with him in a narrow hallway or doorway. I died many times like this when my bot simply wouldn't let me thru a door when I was running inside to take cover. America's Army has a well done yet very minimalistic ragdoll-based animation system. There is no drama - bodies just drop or slump. It's a hybrid of pre-recorded and ragdoll type of animation. To sum it all up there are many pros in favor of ragdoll. It looks more organic and unpredictible, simply better, it will solve a lot of character animation problems, and save the devs quite a bit of time that they spend on trying to come up with all sorts of death animations. But having said all that I understand that devs probably invested quite a bit into the motion capture equipment. Plus since there is about 70% of gameplay materials imported straight from the OFP, introducing ragdoll and new physics system will require a serious game overhaul. Saddly enough devs don't see the importance of improving the physical world in ArmA when it clearly has direct effect on the gameplay.
  2. sluggCDN

    ArmA 2 Press Coverage

    I hope sniper rifles don't have tracers... Tracers shouldn't be a default setting but a second selection. It's nice to see devs visiting the forum and reading our non-stop whining In that case I'll add my 2-cents worth. I hope BIS have earned from ArmA experience that the large sweeping vistas of virtual landscape don't really sell the game. Remember before ArmA came out how much everyone was drooling over the "beautiful scenic Sahrana". The fascination was over in the first week of playing. Players would forget about the surrondings and start noticing that the lag is impossible, that the beautiful tall grass we all were sold on is just a present for AI that can see us through it and we can't see sh..t thru the grass. The sniper rifles were firing tracers and like in OFP fallen trees were transparent, see-thru for AI. And the biggest surprise of all was that you can actualy destroy a tank with a few hundred rounds from a machine gun! I'm not even mentioning the character animation/control system where we have to go thru this amazingly long animations and see them thru so that we can do something else after that. Basically in a nutsell - ArmA is still a First-Person-Shooter game. And if it's made very difficult to control one's character from the first person perspective then the game becomes frustrating. If a player can't really interact properly with the game thru his character then the game has a major issue. BIS, please keep it in mind. Better troubleshoot the hell out of the character control animation than give us the hords of wonderfully animated & modeled wild animals in forrest and fields of ArmA2 landscapes. Don't give us the Abrams that can be potentially shot out with a Makarov hand gun.
  3. sluggCDN

    Suggestion-list for the final arma patch

    @Rubberkite This is BRILLIANT!!! I was trying to remember one significant show-stopper and the dude upstaged me Some ppl will say whatever, but... This fix hasn't been addresse since OFP times. You can hind behind a tree, but once it's fallen by an explosion or a vehicle it becomes transparent for AI like it doesn't exist anymore. It's even worse than the lovely tall ArmA grass. The fallen tree foliage doesn't block AI's sight. It becomes a nightmare in Evolution very often, when there was already fighting in a city and much of trees there are knocked down. Entering a city then becomes almost impossible, if there is AI behind a knockdown tree you will never see it, but it will pick you up no problem. You will just wonder where the hell it came from. And of course the rusting wheels effects or rusting vehicles. Either assign the total destruction effect to the vehicle and then apply burned/rusty texture or just leave the vehicle inoperable. Vehicles changing colour when shot up just looks like a half-assed programming job in a pre-alpha version. The best realization of vehicle detruction effects has been done in the ArmA Affects mod by Maddmatt. (http://www.armedassault.info/download.php?cat=addons&id=137) BIS, please try it out and see what can be done in ArmA! How difficult is it for you if a modder can do it?!
  4. sluggCDN

    Interview with Ondrej Spanel ( Suma )

    @mr.g-c Sadly I got the same impression from the interview. It also felt like quite a bit was "lost in translation" between Jerry & Ondrej - English isn't the first language for either one of them. Thanks to Ondrej for the straight-up delivery without any marketing "fluff". Ondrej is absolutely right - you cannot develope a market competitive game nowdays with 5-10 man company; even 50 ppl isn't enough. Therefore the tunnel vision approach leads nowhere. You'd think if the lead-programmer is programming something, he got to know what his code will be used in and what features it will support. The game dev team must talk among themselves - that's the most common logic and best business practice; if they aren't interfacing how do they make sure they are on the same page as far as the overall product vision is concerned. If they are all out of sync they will release yet another "ArmA" which will require 4-5 patches to get it right. Does anyone know anything about the new squad controll system in ArmA2? Is BIS killing off the 12-unit squad system. Will it be just a 4-5 men team? Ondrej never said anything concrete about that aspect of the game, only that it will be more intuitive and flexible. If it's true then it will remove yet another distinctly OFP/ArmA feature from the game. OFP/ArmA is all about grand scale and large numbers.
  5. sluggCDN

    Nothing in Arma2 Seems much Different

    Yes, we don't need ArmA2 turning into another console pop-buster. Â But to support my point in favour of special effects improvements in ArmA, just look at the latest ArmA Affects mod, or FFAMM mod, or FDF sound mod and how much they add to the overall gaming experience; it almost makes it a new game. It's very sad that BIS' in-game effects absolutely pale in comparison to something that modders did. Don't be lazy, download ArmA Affects & FDF sound mod and try it out; ArmA is all about combat simulation - the more detailed is the representation of the combat experience thru the game engine, the deeper is the sense of immersion. ArmA already has alot of the non-console style realistic features, sadly enough all these features were just moved from OFP and have never been developed & improved any further past the technological level of the original OFP release. It's just plain and outdated.
  6. sluggCDN

    Nothing in Arma2 Seems much Different

    @NoRailgunner A very valid, articulate & mature comment indeed! I just wonder is it possible for some ppl to handle a civil forum discussion without slipping into flaming exchange and personal comments. I visit this forum to share my opinion without any personal insults to anyone here - and I believe it's a universal rule. You disagree, that's fine. My posting and points in it are just an illustration of a point I make about a game. It's not an invitation for a flame-match. But we still do it in ArmA without consequences - you can't argue this point or my other point. It doesn't mean though u need to flame. Since we are on the flame-war path already - my NoRailgunner friend: peel your ass of your computer chair, step outside & you will discover that the world around you isn't a scripted single-player mission; shits happens and there is NO save/load option. Surprised? I mean what if you are outta your basement and you are hit by a truck. Some may say: well, life is full of surprises, shit happens; others will say: is it possible to be such dumb and stupid to be hit by a truck in the broad daylight? No one needs to go to the Army to know that if your exposed to a wave of a very hot high-pressured compressed air ear drums will be the first ones to pop. This is what they call "R-E-A-L-I-T-Y". Do you see my point? You read me, - but do you hear me?
  7. sluggCDN

    Nothing in Arma2 Seems much Different

    @ NoRailgunner Strangely enough ppl associate the shockwave & shaking camera effects with hollywood, - probably because they only saw it on-screen. here is my train of thought: if one bullet in the chest in Arma means death, why by the same token when a person stands next to a firing tank cannon nothing happens? Does anyone here know what happens to a person if he is within 20 feet of a firing tank cannon? Total knock-out, with raptured ear-drums, shell-shock and impared vision as a result, blood coming out of mouth, nose and ears. That pretty much goes for all explosions one is exposed to when within blast radius - grenades, bombs, shells. So why do they replicate only one aspect of combat and forget about all other; quite a few casualties in RL are the result of these very "hollywood effects". Is "realism" just a marketing buzz-word that's supposed to sell the game. BIS already made a milsim without any sense of immersion beside the one every player creates in his head trying to justify 40 bucks he just spent on the game. They did it fairly well. Maybe it's time to take it to the next level. I'm just saying that if they take away the scale of large formation command in ArmA2 what are they gonna be left with? SP campaign driven game title with scripted combat sequences - and deathmatch/capture the flag MP? Even Evolution wouldn't be possible if such system is adopted, forget about CTI or the likes. That will be exactly CoD4 or GR without special effects. The only way out is to make it a realisticly simulated experience thru the special effects, because, gentlemen (I'm sorry for bursting someone's bubble) the onscreen experience is the only experience we have in PC gaming . What else, if not thru special graphic & ambient/sound effects, can create the sense of immersion in an on-screen interactive experience. What you see is what you get, guys!
  8. sluggCDN

    Nothing in Arma2 Seems much Different

    Just to clarify my point: if BIS decides to take away the large formation tactical aspect from ArmA2 they would have to compensate it with amazing/realistic special effects, very user-friendly, flexible character animation system, very believable immersive atmosphere and environment. Environement already looks great - what shouldn't be overlooked are the combat special effects i.e. explosions, smoke, hit and wounding effects, shell-shock, "shaking-view" blast shock effect, vision blur, vehicle damage system etc. In other words if they sacrifies some good old proven features they better make up for them in other aspects of the game. ArmA2 cannot impress anyone anymore by large open vistas and picturesque sunsets. It's all been done very well many times in other games. They should at least stay on the par with other titles. IMO they should really study the combat effects/atmosphere in Crysis. Of course no one is asking for Nano suit, but SFX are absoluetly believable and fairly true to life in that game. The level of details in it is amazing.
  9. sluggCDN

    Nothing in Arma2 Seems much Different

    its great that now RPG stance is upright, that makes me think u can shoot it upright and kneeling. Great! New more flexible character animations. I think stepping away from the 12 unit squad command system is a wrong move if this will happen. I know it's an attempt to try adopting Arma to console, due to the latter limmited key set. That would also mean you won't be able to include armor in you squad like in OFP/Arma. I just wonder what kind of effect it will have on the overall gamestyle - it can be a bit shocking to the old-school OFP/Arma crowd. What's heard about RPG-gamestyle system in Arma? Are they still pursuing that idea. I just hope BIS doesn't get too creative like they did in OFP-Arma transition, biting off more they can chew. RPG requires alot of balancing & testing etc. They just don't have that much time and human resource. Arma as is now great in terms of gameplay. Taking away the larger formations aspect will reduce Arma to something like Ghost recon style. But GR has effects - I doubt ArmA 2 will. This whole small-ops teams initiative is just moving Arma in a very different direction, STALKER-like or Crysis-like gameplay. And that's a lot to contend with... The bottom line is that if u take away the tactical large-formation command system from ArmA what will it have left? That's pretty much 50% of overall ArmA experience. Then you are left with very dry effects, crappy sounds and somewhat clumsy animation, almost no physics and so-so damage system w/ no wounding effects. Even if the above mentioned aspects will improved, it may not be enough for ArmA2 to stand above the crowd; you still have to provide a very good storyline SP. I'm not even talking about MP here. The lack of large formation battles will be a very serious minus for Arma2.
  10. sluggCDN

    Damage Model

    Totally agree with these points. In fact in OFP damaging tires has been done brilliant and simple. A wheel after being shot up would become non-functional, the wheel's model/geometry would simply sink; I think they just applied an animation whereby the wheel geometry would simply slide vertically off its central axis, along the "Y" axis. But visibly it looked like the tire just deflated. And yes, it's no lie you can destroy a tank in ArmA with MG fire. BMP for example can simply be destroyed with 2 frags!!! 1-2 frags will make the crew disembark. In about 30 seconds the vehicle miraculously changes colour to burnt/rusty and the BMP explods. Bottomline - hitpoint system should be completely discarded. BTW the character control/animation system should be completely re-worked as well, but it's another topic. If BIS just wants to sell ArmA2 they can simply slightly modify ArmA and sell in a different packaging - another "cat in the bag". But that will be their end as a viable company. If they do indeed want to stay on the market a lot of common sense should be applied in ArmA2 development. No rusty wheel crap, please.
  11. sluggCDN

    CWR Mission Sharing Thread!

    THIS IS AWESOMENESS! has anyone tried running MFCTI with CWR?
  12. absolutely agree!!! 100% The issue here is not so much the fact that we cannot reload while running as it is the fact that we can not do anything while reloading; we are deprived of mobility and ability do switch to other actions for the duration of the reloading animation. It's the major shortcoming ArmA inherited from the outdated 8 year old OFP game engine. The loop-based character animation system also affects other aspects of character animation/control. Here is another atrocious example: You are looking thru your binocular but your view is obstructed by a bush or a branch. You naturally cannot just step aside with the bino up - it's ArmA ppl. You have to switch to your rifle so the "put-away-bino" animation is played followed by the "take-the-rifle-of-your-shoulder" animation. These actions are chosen from the Action menu. Imagine now you accidently miss "Weapon Rifle" action & select  "Weapon RPG Launcher"; so now what happens u got to go thru the theatrical act of the endless stupid animations: put away binocular, take the RPG off the your shoulder, then put RPG back on your shoulder, take your rifle of your shoulder. WOW finally YOU ARE READY to make that one step to the right to get yourself unobstructed view thru your binocular. One thing I don't understand why we cannot move with a binocular in our hands. I just hope BIS is working on the completely new animation/character control system; otherwise if they just address "the-reload-on-the-move" issue it's gonna change very little in the character control area.
  13. sluggCDN

    Nothing in Arma2 Seems much Different

    No it's not a bullshit talk at all. I remember when the BIS released the first screens of ArmA with high knee-deep dynamically rendered grass. Ppl were raving - I though I can't believe they are doing it. I knew right there that we are gonna have serious probs with visibility and AI when it can see thru grass and we can't. I tried to raise sh**t storm on the forum, no one listened. Look, right know hardly any servers run maps with grass at "high" - so much complaining was done about this "innovation". If BIS could only listen and think it thru maybe they wouldn't have to go thru the pain of correcting it with patches. I believe it's better to make constructive feedback beforehand than complain after. Ppl say "we don't need GFX" - well but do u need perfecty animated wild life running around you in ArmA2 while the AI is still OFP-grade intelligent? I'd rather have special combat effects than rabits in grass field. If BIS confident they can do both combat GFX and such little thing as wild life in the new game then great. But if they are animating rabbits while, for example, the special effects or vehicle damage model are still untouched then they are probably working on a wrong simulator; maybe they should release ArmA2 as an ultimate hunting sim then. U know what I mean. It's all about focusing on the areas that matter the most in this genre.
  14. sluggCDN

    Nothing in Arma2 Seems much Different

    I think OFP already had the winning formula, just had to expand on its outdated engine and keep all the good stuff that made it the hit. Unfortunately - due to lack of understanding or otherwise - ArmA was created with the whole array of annoying "innovations" which can hardly be explained from a rational point of view and was missing quite a few good features that it used to have. One just have to hope that BIS shakes its head up and straightens its act. Big OFP pros: OFP had amazing for its times 3D world, nicely balanced freedom of action and milsim aspects. OFP cons: OFP always lacked in immersion and combat atmosphere like its contemporaries - GR original series or R6 for example. How did GR did it? - soo simple, just a bit of camera-shaking effect to simulate shockwave from canon fire or shell/nade explosion. One thing BIS failed to capture in ArmA is the visceral nature of combat. It simply has to have the effects that draw a player into the game world: when a 'nade goes off 15 feet away from a player, the latter has to at least temporarily lose his hearing, if not the sight. The AI has to scream, communicate and show some "life" - otherwise they just act like zombies charging headlong at you. BIS should definately check out combat & effects in Crysis. Crysis is a SiFi FPS, but it has some great realistic features: wound and concussion effects, weapon handling, AI behaviour, personality, character. If you look at how vehicle damage model is done in Crysis I think it's the best available out there. It's quite a sight to watch a lit up tank in Crysis, how its ammo is cooking off sending fireworks into the sky. They did their homework. Don't get me wrong - I'm not trying to glorify Crysis. I'm using it as an example only. I don't like it, but I like many of its aspects. Look at it this way - if BIS incorporates the cooking-off ammo effect in tanks it doesn't mean they are trying to copy Crysis. No, by no means no! They would incorporate it because this is what happens when a tank is lit up and burning, just like a house fence would collapse if a heavy vehicle drives over it or fuel barrel would explode if it's lit up. BIS - don't be greedy with effects. I just hope they listen.
  15. sluggCDN

    Crossfire work on arma??

    TurokEvolution, how did it go? Is it runnign any better? I tried CF but uninstalled it due to insignificant performance improvement.
  16. sluggCDN

    Do the Bis Team hate Russia?

    It would be very, very boring without the good old "bad" Ivan. No one could quite kick American's ass in OFP like Russians did and make it realistic & plausible. They give you a run for your money like no one else does. As far as the BIS staff is concerned - they might have been running away from the Soviet propoganda growing up in the People's Republic of Czechoslovakia, to be had in the end by the good old Uncle Sam and his informational warfare machine - owned for the rest of their lives. So please leave the Russians in ArmA2 - otherwise they will feel left out.
  17. sluggCDN

    reloading and changing weapons in Arma

    I believe in all the existing FPS's the reload thing is best implemented so far in Crysis. You can reload while walking or jogging. But when running reloading is inaccessible. BTW despite the overall unrealistic Robocop nature of Crysis the special effects (explosions, shockwave effects, wounding effects, concussion, "shaking camera" effect) are handled with amazing amount of care and detail. - splendid! I was/am a big proponent of implementing these effects in OFP/ArmA for years on this forum, but ppl tell me it's not as important as the MP anti-cheating features etc. Atmosphere is everything. If BIS is sweating blood creating amazing 3d world, the combat effects would have to be up high on their list as well. Original Ghost Recon did it back in 2001-2002, HL2, Americas Army, BF2 etc. A milsim doesn't have to be like chess or a boardgame.
  18. sluggCDN

    reloading and changing weapons in Arma

    here is the ArmA2 videoclip link where I believe I saw a guy changing the clip while sidestepping - watch close. if this is what it will be like in ArmA well then is just awesome. I hope they do something with AI - it's as stupid as it's now in ArmA. arma2 reloading link
  19. sluggCDN

    reloading and changing weapons in Arma

    I wasn't in the army, but I stayed at American Express... kidding, NA folks will understand this one . I play airsoft where we use exact replicas of RL weapons. We load mags in airsoft as in RL too. Changing mags on the move is doable, but you got to be walking slowly. You can't do it on the run, espeically in a forest with logs and twigs to trip over. There is more to it than just changing clips. You got to release the mag, take out the full one from the pouch insert it in the mag well & put the empty mag back in the pouch since u'll use it later. Of course you better be in the cover while doing all this. Yet unlike in Arma if your position is compromized in RL you can displace. In ArmA now when you find a hiding spot to change your clip, you pray an enemy is not gonna just pop up in front of you. Then you are screwed, not being able to do anything till the reloading animation is over. In Arma you always choose your approach and the course of action with the thought in mind as to how long your mag will last and where you'd have to go to be in a safe position to change the mag. This in a way turns ArmA into chess - which other game has these perks in it - chess and crazy lethal action in one package.
  20. sluggCDN

    What made OPF better?

    I make such posts with an intention that devs read it and try not to do the same crap in Arma2. I'm not whining I just want to play ArmA2, a true successor of the glorious OFP, and not be a subject to another marketing scam by BIS. OFP was great for its time. ArmA should have taken all that was good about OFP and make it better. Instead seems like BIS completely dumped all the fixes and improvements that have been done to OFP leading up to 1.96 version, and built an upgraded version of OFP on the "bugs-infested" 1.46 version of OFP engine. In the process they also introduced new bugs along with the new content. This kinda stuff completely undermines my faith in BIS ability to actually make any sound rational decision about introduction of new content. Damaging armored vehicles with 2-3 fragmentation grenades feature or introducing tracers to sniper rifles are just two of many examples of BIS "innovations" in ArmA. I don't want to list them all because ppl will accuse me of whining and complaining. ArmA is regressive in some areas while making some incrimental improvements in certain aspects of gameplay. I just hope BIS actually sees those issues clearly otherwise they are losing their time with ArmA2. What would you guys think if ArmA2 will inherit all the bugs that ArmA has now, despite all the fixes we have with the version 1.08. I just hope they straighten out their act and we'll all be happy
  21. sluggCDN

    What made OPF better?

    @sickboy imagine a firefight situation where u have to take out infantry that swarmed upon u and start popping around your/friendly APC - not an impossible scenario in urban setting. Lets say there are too many of them and u are low on ammo and have to use frags. Yes, you will flush out enemy infantry but you will also damage your own APC. AND JUST WITH TWO FRAGS! You definitely couldn't do it in OFP. Why such a choice by BIS then? oversight or intention?
  22. sluggCDN

    What made OPF better?

    @Dallas do you know that u can also destroy Abrams with 10-15 fragmentation hand grenades? Now thats realism! Since BIS did such extensive studies on modern militry equipment and used it in ArmA we can firmly say Abrams doesn't seemed to be as might any more!
  23. sluggCDN

    What made OPF better?

    @ Sevan you are right it was largely off topic. I don't think OFP is better. I completely agree with SickBoy - if you disregard the absence of SP campaign in ArmA it offers a quality new "feel" especially in MP. Yet since a FPS player experiences a game through its character control system, ArmA hasn't progress very far from OFP in that respect; it's OFP 1.5. From the point of view of MP gameplay it's miles ahead of OFP, better suited for MP gaming. However it regressed in a few other areas of gamplay if compared with OFP. In OFP many shortcomings could have been blamed on the fact that there weren't technologies available in 2000 to fully realized OFP's revolutionary features. Today many of ArmA shortcomings are simple oversight on dev's part since the technologies are available and could have been used (as they are in many other games). Here is my personal opinion about OFP vs ArmA. As many ppl said already OFP was a true breakthrough for its days. It helped to create and shape up a brand new genre. OFP was revolutionary. But in this world of ever evolving technologies a game cannot last for 6 years. It's bound to become obsolete just by virtue of the technologies used in it. ArmA hardly offers a brand new gameplay experience if compared to OFP (it has different feel, not exeprience). In some respest it's plain worse like the vehicle damage system that lets you disable an APC (BMP2) with 2-3 hand grenades. Modding is what really keeping ArmA afloat now. The FFAMM mod is the proof to it. It brings so much atmosphere into the game. Interesting how devs fail to realize this one point that graphics aren't everything in such a game as ArmA. It's amazing what FFAMM managed to accomplish with just a set of new sounds, tracers and explosion effects. So overall ArmA is better, but the novelty will VERY SOON wear off since it's only based on somewhat new graphics engine. Once ppl play it enough and get used to the graphics all other bugs will start surfacing and become too aparent. And ArmA has too many bugs which can easily offset whatever positive experience it evoked initially through its updated graphics. ArmA has all the bugs vanilla OFP had and quite a few more introduced along with the new technology. OFP was a far BETTER polished product when it was released than ArmA. But as a game ArmA still manages to surpass OFP.
  24. sluggCDN

    What made OPF better?

    I don't know about you guys but I absolutely love the fact that now in ArmA we can destroy an APC with 6 hand grenades!!!! THIS IS SO COOL & EXTREMELY REALISTIC! I think BIS has finally delivered what we all been waiting for! I think once Codemasters & BIS have parted the better half of the OFP dev team migrated to Codemasters. I just hope Codemasters are working on the kinda stuff in OFP2 that BIS was promising us in ArmA. Because as far as I can see now BIS is working on beautiful sunsets and bunny animations for ArmA2. BIS had all the chances to make ArmA a great game and they just repackaged and sold us a 6 year old product, with all original vanilla bugs from OFP ver.1.46 - Collectors Edition. You just got to look at ArmA as a temp substitute till the Real Thing comes out in 2008. I just have a feeling BIS will always be BIS and ArmA2 will be another "ArmA" - lotsa hype & average final delivery. The time will tell, the ball is in Codemasters' court now... If anything ArmA2 can't be worse than ArmA.
  25. sluggCDN

    New interview with Maruk

    I completely agree - switching to console will kill the game completely. ArmA may run on console well, but for its type of gameplay and genre there is no audience in the console-minded teenage crowd. "Run-n-gun-flicker-n-shine" isn't ArmA's description. What BIS has to do with ArmA2 if, as it seems, ArmA1 is beyond salvation, is optimize the new game; not on words, but in practice. Here is the thing if the game engine is optimized for ArmA2 and isn't just a straight conversion of OFP monster than switching to consoles for the sake of stable ingame performance won't even be a question. The point of optimization brings me to another point - if the game engine isn't optimized all the efforts BIS is putting into creating an amazing detailed gameworld in ArmA1/2 will be totally lost upon the audience. We'll simply never be able to experience it ingame - looking at screenshots would be a more satisfying experience than looking at the in-game slideshow at 5 fps. All the beautiful special effects, all the detailed textures and 3D objects will simply be unseen by the larger crowd - they simple won't be able to bring the level of graphic settings high enough to see the game in all its glory. There is something else I hope BIS is looking into and doing some serious work on - it's the character control / animation system. BIS, please get away from the closed loop animation model. ArmA is a realistic first person shooter where a player experiences the gameworld primarily through interaction with his/her character; therefore, if you make controlling the character frustrating you are not making yourself any favors. For those who don't understand what I mean - right now there is a lot of awkwardness in the way many character animation sequences transition from one to another. You cannot move till your character reloading animation is complete. You've got to use walls and trees for you character to not overrun an intended stop spot while sprinting. AI characters death animation is delayed till its current animation is complete - this particular one sometimes makes you wonder whether AI is still alive or it's just the old OFP "thing". Got me killed many times ingame when I kept on shooting into one guy thinking I missed instead of switching to another target that's already engaging me. ArmA animation system is as old as OFP and is absolutely outdated. It was used at the time in OFP because of technology/hardware limitations. But it's different times now - I believe BIS can do better. Stop animating rabbits and seagull flocks and give us properly animated & controllable human character models.
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