Jump to content

parias

Member
  • Content Count

    5
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

0 Neutral

About parias

  • Rank
    Rookie
  1. parias

    Multiplayer??

    Wait, so there aren't any plans at all to include multiplayer in this game? Ack, that's really disappointing to hear :( I'm going to enjoy the hell out of the final release regardless; if the storyline around the singleplayer campaign is decent then there's no doubt I'll be absolutely hooked, but I was really looking forward to the possibilities offered by multiplayer. I really hope the development team reconsiders this stance for future updates, especially because some of the framework seems to be there...
  2. parias

    Manta hook orders?

    Being a die-hard Hostile Waters fan (where you spend the first quarter of the game having to use choppers to ferry your ground units around), being unable to automate these actions definitely feels awkward for me. Hopefully this is on the roadmap to add in the future.
  3. parias

    Multiplayer??

    I wholeheartedly agree - multiplayer in this has the potential to be quite cool. Speaking as the sort of gamer who prefers co-operative style play (as in, I also only really play with trusted friends - I don't really randomly match up with people online), I don't see this being an issue. I play several-hour-long games all the time with my friends, and even prefer it; our weekend Shogun 2 sessions are the thing of legends. It's not like this sort of thing has never been done before; Battlezone 2 had the same rough concept for multiplayer (one overall "commander", remaining players on a team controlling subordinate units, against other human teams or AI players) so this is hardly a difficult-to-envision gameplay design. Options for either having multiple players managing assets from a single carrier, or teaming up with multiple carriers both carry enormous potential; I hope the development team is putting consideration towards either of these as gameplay options. Some kind of co-op support for the main campaign mode (i.e. story-driven) would be ideal from my viewpoint, but at a minimum I'd absolutely love to see a rendition of the game's strategy mode expanded to multiplayer. Done correctly, it would make this game beyond incredible. Again, though, I'm mostly coming from the viewpoint of somebody who sticks to smaller, co-operative ventures with groups of only 2-3 other trusted players at a time, where multiplayer in a game like this would fit like a glove. From my perspective this is more than enough; I don't know how other people would feel about this.
  4. Recently I tried playing through Harvest Red's campaign in co-op mode with a friend of mine. We had tried once shortly after the game's release a long time ago and found it was a bug-ridden mess, so decided to hold off until more updates could be put out. Now that the game's been patched we tried again, but still had quite a few problems. This included: *Client players dying during certain vehicle transportation segments due to improperly-handled ejection events - in the mission where you start on the APC and then switch to bicycles for example, my friend always got launched from the vehicle before it stopped at lethal velocity, while the rest of us auto-mounted the bicycles. He always died again and again in this mission because of that, and the only way to fix this was to start the mission without him in it, and have him join in-progress after everyone had gotten off the APC. We had a couple other missions where this was the case too - the client's unit would simply die during transportation segments for various reasons unless the player wasn't actually in the game when those segments happened. *Broken gameplay mechanics; client players couldn't really trigger events or properly interact with certain objective items, only the host / team lead player could. This made it a bit more frustrating on missions like Razor Two where we wanted to coordinate our efforts across a large area of land. In a few respects this made some sense (Cooper being the key multi-lingual officer on the team makes him a requisite for interacting with civilians for example), but it was kinda frustrating for some other scripted events which simply wouldn't play unless the host was present. I always had to drop what I was doing and fly to the other end of a map just so some unforeseen, scripted 'attack' event would occur and we could progress in the mission properly - and if we didn't know this attack was supposed to occur, would end up overlooking parts of the mission when my friend passed through an area and saw nothing happened. *What was most frustrating of all for my friend though was the part towards the tail end of the campaign where the base-building comes into play. This is a cool concept from a co-operative standpoint, except that client players never get the chance to command their own squads - they all remain part of the lead player's squad. This means they're cut out of the ability to buy their own units and place them under their command. The bigger problem with this was that my friend kept losing the ability to properly order the AI around during the campaign; I'd give him a tank with a gunner and driver for example while he acted as commander, but the AI mysteriously stopped responding to commands like 'forward, reverse', targeting commands, and firing - he basically couldn't order the crew around at all in any of the tanks he manned unless he did all the work himself, which defeated the point. Meanwhile if I got in the tank, the vehicle's crew responded to all my orders fine of course, so something was just preventing him from properly being able to 'command' the vehicle. I was of the impression players should still be able to do this even if they aren't the squad leader. This was in contrast to the vastly enjoyable experience that Operation: Arrowhead's campaign offered.. it was immensely cool playing that one level where my friend got to work chopper support while I led a ground convoy of tanks, for example, or other missions where we could get a third player in leading their own infantry team - we could work in tandem and use our unique teams tactically to help each other out. In the Harvest Red campaign, client players are just 'slaved' to the host's orders and whatever their single unit can do, which works just fine for the initial smaller-scale missions but fails horribly once the mission complexity opens up a bit more. A lot of these problems feel more inherent to the mission's design than actual gameplay code, so I'm curious if anyone has been able to crack the campaign files open to fix this yet. If not, is there a way to get into this data so that I could try my hand at making the campaign a little more co-op friendly for us? We had a fun time with the campaign but feel it'd be a lot better if it actually took advantage of the complexity Arma2 is capable of and made it available to all players, not just the host - even if this means breaking the sub-characters (Sykes, Rodriguez, O'Hara) into their own individual squads for the "co-op" variant of these levels.
  5. parias

    Arma 2 1.09 releases on Arma2.com

    What exactly does the update do? "Various mission improvements" and "Broad range of fixes and tweaks" is a little.. ambiguous. I've gotta be missing the link with more verbose patch notes..
×