Bouben
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Everything posted by Bouben
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Well, I save from time to time, because you cannot depend on AI too much. They are too talented to do something stupid (like being stuck in a cover, or kill you by friendly fire etc.) that will force you to restart the whole mission. And that sucks. But since I play mostly totally random, dynamic scenarios in the mission editor I usually don't save at all. Anyway, I am a big fan of ironman mode (no saving) in turn based strategies.
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There is nothing worse in a game than an artificial "challenge" based on irrationality, absurdity and stubbornness. That is not a challenge but bullshit. It is like as if the interface was intentionally stupidly designed so that it can be challenging to do simple stuff. I hate this approach to challenge and difficulty. I am so tired of this thread. I have already written everything I wanted on the topic so I will leave this fatigue bar discussion to the rest of you. In the end, it will be BIS who will decide what to do or not with this. Have a nice day, guys.
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Somebody already explain how impractical would be having sound indicator only in a big firefight... Also, it does not tell you the rate that I am talking about all the time in this thread. I would say the visual rate (climbing up and down) feedback is the most important propriety of the fatigue bar I would like to see in the game.
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Exactly. Or: "do you need to aim through your sights in order to know that you are tired?"
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I think this would not be good. This would actually clutter the interface even more because of GPS (I hate to run around with it being on). Also, I don't think the heartbeat would give enough of needed fatigue info, because heartbeat is not strictly tied to fatigue. In other words, your heart beat does not represent your fatigue. I can be very calm IRL and therefore had calm heartbeat but at the same time very tired and unable to walk because I have 30 km in my legs already and I need to go sleep.
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Notice: I am sorry, I edited my post after you have written this. 1) I simply don't agree as the feeling of being human is too "expensive" in this situation. Realistic amount of information is priority for me in simulation games. Feeling is secondary (but also very important of course). There needs to be a compromise, unfortunately. 2) You don't have to use that information. It could be done in a subtle way and completely optional. Also...seeing cumbersomeness of some really dense interfaces (from mods etc.) and seeing their popularity is telling me that Arma players can handle a lot of info. It is not a casual game, right?
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I believe I already presented a case when such HUD element would be necessary. Problem is that you don't believe it was reason enough. Nothing I can do about it really. I cannot force my opinion on anyone. Also, have you ever played Max Payne? If yes, remember that health bar silhouette? So imagine that in Arma but for fatigue system. The posture silhouette could be simply emptying itself at a rate of current fatigue increase. So no extra space cluttered. It would use already existing HUD feature. ---------- Post added at 17:58 ---------- Previous post was at 17:53 ---------- God damn it, mate... I already explained to you that it has nothing to do with exact percentage or exact numbers. The point is that you can see a rate at which are numbers climbing up and dropping down and that is your visual indicator according to which you are able to estimate how fast you get tired, how fast you get rested and how hard you can push yourself without actually going over your limits. The point is that you will know it before you even get tired. You simply estimate it according to actual rate of changing of values. Simple as that. So with this feature you will be able to keep a certain pace because you will safely know, all the time (as IRL), how much you can push yourself yet without actually getting any of the negative effects that fatigue brings to you. You would be able to prevent such things. That is the point. As Smurf already exactly explained, with such a big amount of variables that can influence fatigue you need a precise information about its current status. So, again, it is not about numbers because the number values could be easily changed to something more abstract like a Max Payne health bar. It is all about seeing the rate of changing of values and not about actual numbers. Got it?
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I never realized that you, "hardcore" players are playing on PUBLIC servers... Also, this has NOTHING to do with being easy and accessible. I would hate Arma to be easy and casual. But I also hate stupid and irrational, stubborn things that are supposed to make the game "more challenging". So this is about current fatigue information being UNREALISTIC. I want more realistic experience and therefore want the fatigue bar. I have a lot more info IRL than in the game about my current fatigue and that is wrong, wrong, wrong. I want more realistic experience and not these stupid, desperate, pseudo-hardcore-difficult-like restrictions that has nothing to do with actual skills but just stupidity of people that are unable to realize that you cannot get realistic amount of info without compromises in HUDs in virtual worlds. An example for you: I would love the ammo count to disappear from my HUD as I really enjoy "magazine feels XYZ" system from ACE. That is a good compromise between reality and game and it is informative enough. I would hate the crosshair to disappear from my HUD as that is completely unrealistic, because without it you have much less info about your gun position than IRL. And no, the argument "you don't see a crosshair IRL in front your eyes" is completely invalid. I will always repeat this: You can also make your game more challenging by playing it with your eyes shut.
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I absolutely don't agree. Read my posts if interested. I am also against dumbing the game down. HUD-less FPS are dumb. EDIT: Also, have you noticed that we would like it being an optional feature?
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Friendly AI convoys are going to be very noisy indeed... :-))))))
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Exactly.
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Yes, I believe servers can make fully custom profiles and therefore there is no need to connect it to a specific difficulty level. I believe it would be a win-win solution for everyone as hardcore players rarely play on random public servers anyway.
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I would not connect it to difficulty as it has nothing to do with it (I believe). I agree with it being completely optional, of course.
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I am affraid you not read everything I have written. I have already stated that exact numbers does not matter. See my previous words here: "You don't understand the point of the percentual indicator. The point is you can see the rate of percents climbing up and therefore estimate how far you can run yet etc. This is nothing about numbers. You can substitute percentual indicator with an animated bar going from 0 to 100 without numbers. The rate of climbing of values is crucial here. Not exact numbers." "IRL your knowledge about your current physical and mental status is much more precise than what we currently have in the game. And that is simply wrong." So no, I don't want to calculate exact numbers of meters I am able to run yet. I just need in-game substitution for feelings and intuition from real life. And because amount of gear you take with you is completely variable you need more precise indicator that is able to show you effects of your current loadout. When I put a lot of gear on myself IRL, I am perfectly able to tell what I can do with it physically and what not. I am not able to tell it in the game, because I have to get fatigued in order to tell it. And that is too late. If I see the fatigue meter climbing fast, I am able to keep a certain pace at which I can safely move around. I can choose a tempo and keep it without constantly having to guess if I can make 10 more meters or not. IRL you don't guess on short distances and on normal terrain. You simply know. In the game, currently, you have to guess constantly and count every meter because you never know it well. And that is simply wrong and paradoxically unrealistic. This chase for HUD-less realistic game, in this case, makes the game less realistic. I don't want to dumb the game down. I love challenge but I hate irrational stuff like HUD-less games. HUD is absolutely necessary for some things and fatigue system in Arma 3 is, I believe, one of those things.
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Thank you Centipede for understanding my point. IRL your knowledge about your current physical and mental status is much more precise than what we currently have in the game. And that is simply wrong.
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Now that you are discussing the first aid modules. Is there any mod for Arma 3 that will give AI the ability to revive you? I would love to have it.
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[OPEN BETA] [SP] bCombat infantry AI Mod
Bouben replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fabrizio, do you plan to improve behaviour of infantry squads with motorized/mechanized units? Currently they send their vehicles on suicide missions or continuously embark/disembark their vehicle in order to move just few meters. In short, it is a complete, almost unusable mess. Thank you in advance for your answer. Love your mod. -
You don't understand the point of the percentual indicator. The point is you can see the rate of percents climbing up and therefore estimate how far you can run yet etc. This is nothing about numbers. You can substitute percentual indicator with an animated bar going from 0 to 100 without numbers. The rate of climbing of values is crucial here. Not exact numbers.
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The information about level of fatigue is good when you have to run through a risky area. Thats when the fatigue indicator would be helpful so that you can prevent the slowdown in the middle of a field without a cover. With fatigue indicator (percentual) you would be able to estimate how far you can go or when you are ready to run in full speed again etc. So I am not talking only about weapon sway here. Fatigue influence more than that. But as I see you guys panicking about it already... :-))) ---------- Post added at 18:09 ---------- Previous post was at 18:08 ---------- No. ---
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Well, if the indicator was percentual, then it would be possible to estimate when you are ready to go and give that information to your mates. I have to agree that any other indicator than exact percentual would probably be pointless as the breathing and swaying are indicating general fatigue enough. Anyway, percentual indicator is something that would cause rage in the anti-HUD community so I think there is no chance to even discuss it. :-D
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Dependent on skill settings...that is the part I will probably never understand... ...but whatever guys I already put my cents here. No need to repeat myself.
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This is a still valid and serious AI issue: http://feedback.arma3.com/view.php?id=13952
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So you want to have it more difficult in the game than in the real life? I don't. I want to have instant information about my "feeling" in the game because I have instant information in real life. Not having the fatigue indicator is just an artificial increase in difficulty. It is the same principle as playing with your eyes closed. It would be difficult but that is about it...
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Guys, you are completely in a different territory with these comments. Fatigue feedback indicator has nothing to do with dumbing the game down.
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Many things in real combat are annoying sound-wise, yet we have them in the game. Those sounds are crucial as they can help us discover a static tank behind an obstacle.