Dallas
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Everything posted by Dallas
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I thought most AAA pre-orders cost exactly the same, but offers withheld content, which will later be released as DLC, to lure people to buy the games, before it's been reviewed. I only bought Operation Flashpoint for it's vanilla content. After playing Operation Flashpoint for some time, I realized I had bought something more, something better. Years later I bought Armed Assault not for it's vanilla content, but it's coming user missions and user content. This whole idea of "I want this and this delivered on launch day", shows you haven't fully understood the game's value and core principle. Isn't never meant to be a finished package, it's an invitation to create your own content.
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1rst Person Breathing noises way too loud and unrealistic.
Dallas replied to big_t's topic in ARMA 3 - GENERAL
It's no shame in unbinding your "hold breath" key to something else than MB2. I use zoom more than I need hold breath. -
My main argument is that there seems to be a discrepancy between the people voting here and the people actually making the decision ingame, just like in the DayZ community. As long as many 1st person players prefer to join a full 3rd person server, instead of joining and help filling a 1st person server, no matter what kind of artificial obstacles you try to place for 3rd person players wont matter. 1st person players need to start congregating on 1st person servers, instead of thinking up measures to funnel 3rd person player on to their servers. If you provide a quality 1st person server, people will soon queue up, waiting for an empty slot. You have to accept that there are many ways to enjoy ArmA and that some people have other preferences than you.
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No need to remove a popular feature, just because you can't fill up a first person server. If first person is so incredible popular as the poll shows, why are you having problems filling up the servers? No need to shame people, who like what you define as "n00b" features. People had similar issues in DayZ and DayZ had similar polls. First person view players, voted and voted, thus demonstrated how many people, wanted to experience DayZ in first person, yet they couldn't fill up their servers, because they, themselves filtered servers based on player count and obviously joined the nearly full third person servers, instead of joining a half full first person server and help out filling it up. They admitted, they'd rather join a full server, than join a first person server. The great thing about ArmA is that you can modify every aspect of the game even difficulty, so you can get it just the way you want. Some people prefer mostly Veteran settings, but with crosshairs enabled, some with 3rd person enabled or others want to micromanage and tweak AI skills to their very specific needs. Instead of removing modable difficulty settings, you should put in an effort to build up your own server populations and it is in fact possible to populate your first person server, if you provide a stable and reliable experience with reasonable and vetted admins. No need to penalize everyone else, when ArmA allows you to dictate whatever difficulty feature you want on your specific server.
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Understandable if their modelers are sick and tired of the M4 variants and humvees, they've been making for the last decade.
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I always get a little alarmed when I see developer diaries of high production value. You know, interviews switching between multiple camera POVs, sexy titles and MTV editing. Operation Flashpoint: Dragon Rising and Aliens: Colonial Marines had great developer diaries. I wouldn't mind a little insight about the people behind BI and ArmA 3, but I also like the way BI often has lead the community and it's engine do all the talking.
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I can't find anything bad to say about DayZ, the ArmA 2 sales provided by DayZ was free money. Free money BI could throw after development of the DayZ standalone and help them make some of the decisions around ArmA 3 a little easier. I was 15 years old once too, I wasn't 15 when I started plating OFP, but I was 12 years younger than I am today. I've always thought that if you play on public servers, you have to suffer whatever teammates the internet throw at you and for me OFP and ArmA always offered the best experiences on well administrated servers. ArmA 3 is as much a milsim as OFP was and ArmA 3 is also as much a sandbox as OFP. OFP was the original sandbox, it came with OFP/ArmA's most beloved feature: Wide open access for user content and an easy to use editor. ArmA 3 is not a hardcore milsim, nor was OFP or ArmA 2, but it made it easy for the community to push it's limits, whether they went for advanced realism or LEGO modifications. OFP and ArmA come with no expiration dates, not because they're always released in a perfect state, but because BI allows and encourages it's community add years and years of extra content.
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Thank god it's over and he better get used to wearing orange.
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That's what was reported 12 hours ago after the first initial contact, but it's correct that it's now 12 hours later. This was reported in the wake of a massive barrage of gunfire and hand throw explosive devices.
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There were reports about long guns on the police/EMT scanner 10-12 hours ago in the after math of the initial firefight.
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By hard evidence you mean like engaging police officers with grenades and assault rifles.
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Rebind your collective to W/S.
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Yea, it seems like the stealth melee idea becomes more and more complex trying to incorporate itself into ArmA. It just doesn't fit into the core gameplay/engine. Especially when you think of an engine that also frowns on bunny hopping, it's probably not interested in the type of knife/defibrillator close combat seen in other shooters.
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Already posted here and here: http://forums.bistudio.com/showthread.php?151433-Rifle-slings&p=2352858&viewfull=1#post2352858 http://forums.bistudio.com/showthread.php?148108-Changing-weapon-while-moving&p=2326159&viewfull=1#post2326159 :)
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I don't really think that the traditional FPS upwards jumping belongs in a game like ArmA. I also think ArmA's areas and objects are designed with that in mind. ArmA just isn't a generic fps and nor is it a generic assassin game, where all buildings are designed with invisible parkour paths in mind.
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Player's avatar should Automatically raise their weapon after closing the Map
Dallas replied to -=seany=-'s topic in ARMA 3 - BETA DISCUSSION
Semantics... just joking. I guess I meant ND :) -
SUGGESTION: Auto lower weapon when against walls
Dallas replied to Jex's topic in ARMA 3 - BETA DISCUSSION
Or it's what's make ArmA so great, that it allows you to modify the game so easily. I like that I have full control of my rifle and it doesn't lower itself automatically, when I'm busy in CQB. -
Player's avatar should Automatically raise their weapon after closing the Map
Dallas replied to -=seany=-'s topic in ARMA 3 - BETA DISCUSSION
Got my map assigned to 2xM, seems like whenever I close my map, I'm standing in a forward reaching position and when I press fire, my player model quickly, switches to a kneeling position, then stands up and raises his weapon, which obviously can't be intended. Btw by ADs, I mean Accidental Discharges. -
Player's avatar should Automatically raise their weapon after closing the Map
Dallas replied to -=seany=-'s topic in ARMA 3 - BETA DISCUSSION
Too many ADs already, anyways it only takes a single click to raise your sights. -
Player's avatar should Automatically raise their weapon after closing the Map
Dallas replied to -=seany=-'s topic in ARMA 3 - BETA DISCUSSION
Prevents ADs when coming out of map view though. -
Am I missing something totally obviously here, my control options haven't got any slow and fast walking options? My walk/run toggles correctly between walking speed and running speed and my Combat pace also toggles between Running and Combat pace.
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I find the posts are more confusing than helping. It's confusing when you guys begin renaming the four movement types into slow and fast walking, slow and fastrunning. You want Combat Pace to be a walk modifier, instead of a run modifier correct? I don't really care whether Combat Pace is "fast walking" or "Slow running". But in a situation you describe, where switching to running, only to discover you're in Combat Pace, will get you killed, me, I'd consider that an emergency and use my emergency key: Turbo, speed over accuracy. Here's all the options for moving forward: Move Forward. Fast Forward. Slow Forward. Turbo. Turbo Toggle. Combat Pace Combat Pace Toggle. Walk Run Temporary Walk Run Toggle. ArmA controls offers a lot of options, this means you can trailor your controls to your liking, but you don't have to use all options. If you have all options assigned, I can understand, why you'd get confused in unexpected situations, where you need to react fast. By keeping your controls simple, avoiding overlapping or redundant key assignments, you can minimize a lot of reaction time. I keep my options to a minimum. Move Forward. Turbo. Combat Pace Toggle. Walk Run Toggle.
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I don't think the mouse wheel is a perfect solution for neither stances or movement speeds, there are times when you want to switch from walking to sprinting without having to change though four gears on the mouse wheel.
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I'm really pleased that ArmA is standing out from the generic modern day shooters, which all follow an identical FPS recipe and they all include the made-for-console scripted quick time events, press X now to automatically stealth kill. People are a lot more resilient and hand to hand is always unpredictable and messy. You don't simply snap bad guys necks like-a-chicken and knives aren't instant and perfectly silent. ArmA simply has another focus, they attempt to getting close to realism, rather than on Hollywood fantasies about omg what would delta do gameplay. There are plenty of games, well if not everyone else than ArmA, that offers these so called cinematic experiences. ArmA is ArmA is ArmA.
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Problem is even with a keyboard, you run out of keys. The best thing you can do, is to load up the editor and invest a little time reassigning your keys. When you've found a decent solution and compromised a bit(you have to because you run out of keys), spend a little time getting used to your keys, getting a little muscle memory.