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almanzo

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Everything posted by almanzo

  1. almanzo

    Where did all the official servers go?

    There are very few, true.
  2. I kind of bought Apex for the COOP campaign, as I didn't expect my community to adopt to Apex for a long while anyhow. I got the DLCs and has never been able to use any of them for the same reason, as long as everyone doesn't have it, it's not feasable to use in a community. I had very low expectations though, as the campaigns since OFP has gone downhill, but I still was dissappointed. Someone here mentioned that they have opted for a story driven campaign instead of a gameplay driven campaign. While I both find it weird that there should be a choice between the two, now that they have choosen a story driven campaign, they should at least has made sure the story was good and play on the strenghts and uniqueness of the game. Unfortunately, they didn't. It is by far the least engaging story I've ever played in an ARMA game, and it is among the most booring campaigns of any game ever in terms of the story. Even compared to the shitfest that was the Battlefield 4 campaign, but it makes the very same mistakes Battlefield 4 made. They think we all want to run around as heroes saving the day by ourselves. As such, they try to create a scenario where one tiny team of 4 people conduct a series of operations that somehow has an impact on a global scale... Fuck that, it's not relatable and it's very unlikely. What made Cold War Crisis great, regardless of it's flaws, it's inconcistencies and it's development was that in CWC they told the story through the players eyes instead of trying to make the story about the player himself. The story was about confusion, fear, anger, injustice and revenge. You where just a regular Joe, fighting against a foe with unknown origin and intentions, knowing that you mattered close to nothing in the larger picture... But you did matter, just not in a geopolitical sense. You mattered to your squadmates and you mattered to the very few civillians you encountered. It was a story of how war impacts regular people. I will allways remember when you return to Everon taking back the coast with the epic sound track in the background with the lyrics "taking it back, taking it back, yeah!". You felt that you where a part of something larger, and that was both empowering and intimidating at the same time. It was more about survival of you and your friends than it was about killing Guba, you where just a part of it. It was great because of the same reasons Band of Brothers is great, it was about regular soldiers (and spec ops was casted as what they are; specialists, not super human one team armies) and their experience of war. Killing Hitler had little to do with the war of individual soldiers in World War II, what matters was you, your friends and killing individual opponents before they could kill you. In OFP you where small and vulnerable, and encountering a tank was shit scary. It was large scale, but in small pieces. In the first mission of the game you had infantry, helicopters and tanks working together from the get go, it was playing to ARMAs strenght, being combined warfare. And then you had the different characters allowing you to play both infantry, pilot and tank crew. It's not required that you include that, but if you are going to make an infantry focused campaign, make sure it focuses on how you as an infantry is just a tiny piece in a complex machinery. Gameplay comes into this as well. Playing as a grunt is a nice way of easing people into it. Later in the game, allow the player to command and as long as the objectives are set, allow the player freedom. Make recon valuable, as someone else pointed out with the supply lines in the spec ops mission in OFP, and allow for at least some level of planning. There was none of that here, no contact before the AO, but once you got there enemies came from all over the place. A coop campaign shouldn't have respawns in my opinion, or at least should have the option to turn respawn off and be scaled accordingly. You can't punish someone for dying if it was no way to counter that death though, and at a lot of times I felt like the mission makers cheated me. Furthermore, the amount of enemies spawned are also quite ridiculous, I had over 20 kills in general in the missions when playing with friends. I'm guessing the enemy numbers where around 60-80 AI at least, and even some vehicles. That's just insane. If you stayed alive for an entire mission, you didn't even have enough ammo to kill all the enemies you had to kill. Oh, and no civillians... I never understood why I should care about anything in this campaign. Why am I killing these pirates again? Am I going to meet someone they have wronged? How am I going to care if I'm not able to relate to any of the characters in the entire campaign at all? Aaaand beside the voice work, I hated the cut scenes too. A bunch of macho tacticool lingo and nonsense bullshit with satelite imagery and so on. No context, no emotion, just nameless dudes talking about something dull.
  3. http://www.pcgamer.com/a-deep-dive-into-the-new-arma-3-apex-release/ So, Bohemia appairantly have payed for coverage over at PC gamer, and while I can understand your approach please do not do this Bohemia. The mere fact that it has been common place for developers and the games media to collaborate on such a level doesn't make it ok and I would have hoped that you wouldn't fall for the temptation. You shouldn't have to pay someone to cover your game, and the outlets shouldn't ask for payment to write about you either. It breaks the allready weak trust that consumers have for the games media, and trying to make money by abusing the little trust they got left isn't the way to go. Please do not contribute towards this horrible development. Have faith enough in your product that it will stand on it's own against real scrutiny, it really shows very little trust in your own product if you have to pay people to write positive stuff about it. I'm very dissappointed both in you and in PC gamer this time. This is simply a complete lack of integrity on both of your parts in my book.
  4. almanzo

    What Makes a Good Arma Campaign?

    In regards of story, add a bullet point about the story being told through the main protagonist rather than being about the main protagonist
  5. There is a huge difference between a commercial and payed editorial content. Journalists should not be used to make commercials, they should be used to write content. Regular commercials are fine, editorials are not no matter how well they are marked. I agree that a paid review would be worse, and while I share your concern for the dwindling revenue stream of news and media sites but I strongly fear the development this is part of. Editorial independence is crucial for any journalistic institution, and journalists should work on writing journalism, not commercials. It's not their job. My issue is in that it's editorial, not that it exists. I respect that you disagree, but I still think it's worth talking about it. Even before editorial marketing was a thing, the lines between developers and journalists have been blurry. It's kind of hard to take a review seriously when it's surrounded by commercials for the same game the review is about. In a perfect world, all publications would be subscription based without commercials at all.
  6. I agree that it isn't the worst example, but content marketing is the mark of how media companies now are selling out in order to survive. Usually, integrity was the main currency that media company had in order to gain an audience. Now they are commercializing our trust, and I strongly believe that editorial and commercial content should be kept seperate, and with a clear distinction between them.
  7. almanzo

    Way to find "the real" missing addon?

    A top directory is a custom directory for mods that has the shortest path possible. So in your case, it would mean making a new directory at the top level of the drive, that being C:\. So it would look like this "C:\ARMA3mods" or what ever you would like to call it. I don't know if long paths is an issue with the vanilla launcher though, but it is worth a try. It is possible to set up your own custom mod folders with the default launcher as well.
  8. almanzo

    What Makes a Good Arma Campaign?

    This! In terms of mission design, I fall in line with the "less is more" approach. Large scale can be effective too, but the developers should realize that ARMA isn't a good game for creating hollywood-esque experiences with lots of explosions and over the top action. There is plenty of action to be had, but in very different ways. Open designs with objectives that can be approached from different angles is the way to go. If you can priorize your own assets at some level, that's good too. However, at least in my personal experience, the low tech assets are way more fun to master than having everything at your disposal. As such, it's more fun (in terms of vanilla content) to utilize a technical as insurgents than it is to do a mission in a hunter. Storytelling: So, on the topic of storytelling, and of the quote from Nkenny... I think what CWC did right was to not attempt to make the story about Armstrong or any of the other characters, but to have them be the eyes we experience the story through. The character with the most influence in OFP are Guba, and it wouldn't be interesting at all to play him. People with power are usually not on the front lines, so it's stupid to try to make the campaign about one single or a few very important characters. It's not genuine, at it gets old fast. You can have a character arc and a story for your protagonist though, but do not fall for the temptation it is to let the world revolve around him. In a game like this, it's best to allow the story to be told through the enviornment and the people around you. In addition, the stuff that isn't told is equally important, creating mystery and even fear of the unknown. Develop the character through dialogue, and give us an insight into his fear, his grief, his hopes and his happiness. Allow us to get to know him by observing him, but do not make him into a hero that saves the day by him self. He is just part of something that is bigger than he is. Introduce shorter, more personal storylines. Have a teammate become injured or meet a civillian you need to help. You might not save the world, but let the main protagonist be significant to those around him. His squad mates or any other people he encounters while on mission. Allow the main protagonist breathing space and let him feel that he matters to someone regardless of how insignificant he is in the larger picture. But also allow him to question himself, by forcing him to reflect upon his actions ("Why am I killing all of these people, when I do not even know what I am fighting for?" is a question that can be persued for example. For reference, there is a BBC documentary that is based on interviews with people from WWI, where several tell stories about feeling alienated or confused by having killed someone over a cause they didn't feel was noble in the least. For them, the political goals didn't matter at all, they fought for their lives, their families and their comrades). A good example of this kind of storytelling that isn't CWC but that is modern, look towards witcher 3. Even though Gerald is somewhat important, the story does not revolve around him. He is a support character in many ways, as he mostly are around to help Ciri. She is the most important character there, and especially in the Witcher 2, the main story isn't about Gerald at all, it's about the war between different factions. His impact is not that big in the grand scheme of things, but for the people around him he is important. Furthermore, the side quests in Witcher 3 are brilliant in that they are all shorter and smaller stories where you do infact matter a lot and have a huge impact... But not on the world itself, but on some (even though they are minor) characters that inhabit that world. Killing that waterhag doesn't matter at all in the grand scheme, but to that farmer with his family it's a question of life and death. Finding that missing girl in the forest won't stop the wild hunt, but it will mean the world to her mother and aunt. You'll catch my drift, think smaller and more personal. The most impactful stories are the once we can relate to. Most of us can relate to real human emotion, but struggle with abstract concepts such as saving the world or ending a war on our own. Use the main story as a backdrop to explore the human condition. And for the love of god, women are important even if you find it to difficult to add them as soldiers. At least let us have women (and even children) civillians, and let us encounter civillians that are more than just backdrop or headless chicken running around. Make us care about them, after all, they are often the reason we are given for why we are there. Who cares about the fate of a bunch of silent, headless stupid men dressed as tourists running around in our line of fire? Make us actually care for them, let us know how this war has impacted them. Let us interact with them, let us experience their contempt or their love for us. Let them throw rocks at us and let them embrace us as heroes... Because to them, we are just that... Someone they hate for ruining their lives and for making their future uncertain, or someone who might liberate them from the horrors of war. Work around the limitations as they did in the good old days. There are games 20 years old with way more limitations of what they can present in terms of story than what ARMA can that was brilliant examples of good story telling. Myst was able to create more of a story with 8 bit imagary and a few pages of text for instance.
  9. almanzo

    Way to find "the real" missing addon?

    One more thing that you might try, if your modlist is significantly long the install path can be an issue as well. Our community thus require our members to have their mod folder on a top directiory, such as D:/A3mods or the like. And regarding the loading order, we struggled with this a looooong ass while before we figured it was due to the load order.
  10. almanzo

    Help with bug caused by mods

    Managed to find what caused the issue. Identified two computers that had the issue and was able to have them both physically in the same place, allowing us to make a lot of tests. All of the mods was loaded according to the expantions menu, and all of them had the same version. This was tested both on a dedicated and a localhost solution, the problem occured in both instances despite running the same mods. However, we noticed that the load order in ARMA Sync was different between the two clients, and after resetting load order the issue went away. So yeah, that was the issue, it's the first time I've experienced load order issues in ARMA, and from what I've seen not many people have experienced this. Hopefully, someone else will find this useful, it has caused us pain for weeks, but after applying the fix it works as it should and we can hear eachother fine, even when running JSRS =)
  11. So, there are a couple of mods we are using together and it has been causing us some issues... So I wondered if anyone else has experienced any of them. https://www.youtube.com/watch?v=SNs8c2gODec In addition to what you see here, we also experience no sound and fire animations for RHS rifles sometimes, but the thing is that it's not consistent, it happens for some people some of the time. If I am not mistaken, this is TF47 launchers.
  12. Hi! I am currently porting an ARMA II mod to ARMA III, and there is a few differences I need to cover. To begin with, I would like to copy a civillian unit and have it appair under the NATO faction, CSAT faction and FIA faction. So I would simply like to copy paste a unit from the civillian factions and have them apair in the editor as belonging to the other factions under a different name. I am going to add support for modded factions as well, at least RHS to begin with. So if anyone can give me a hint on how to do this, I would gladly appriciate it.
  13. almanzo

    Help with bug caused by mods

    Thank you. =) What if the mods are in a different directory?
  14. almanzo

    New modder starting out, need help

    The mod in question was never released, it was an inhouse mod we used in our group back in ARMA II.
  15. almanzo

    Help with bug caused by mods

    We've used the same mods for ages, this problem started appairing after 1.60 was released. We have removed JSRS from the mod list this week to see if this is the cause, but from my understanding JSRS only replaces vanilla sounds, so it shouldn't impact sounds from other mods but instead won't do anything to change them, no? We have considered the possibility though, so we will look into it. And Jackal: We use the launcher to make it easy for everybody to update and launch the game. If it would be possible to distribute a batch file easily, it is a possibility. Do you mind sharing an example file? That is .bat, no?
  16. I'm running the game vanilla in this example. Launched the show case "Supports" and took the screen shots at the spot I spawned. The first picture is with the gun lowered: http://images.akamai.steamusercontent.com/ugc/259337077211658434/FC42660754DF0FDD122C67861C7B35969A246A62/ The second picture is with the gun raised: http://images.akamai.steamusercontent.com/ugc/259337077211658249/F073146BABB93BE00191961E275E64841D27B43F/ It is not as obvious in these screen shots as it is in games, but if you look at the grass in the lower right corner next to the gun, and the grass in front of the barrel, you notice that it appairs much brighter than the same spots when the rifle is lowered. I have experienced this with other guns as well, and it's also true for the pistol. I don't know what's causing this, but if anyone has any idea I would be glad to hear them. I get that the weapons are nice and all, but from what I know they are not holy and should not have a glowing aura around them.
  17. almanzo

    Help with bug caused by mods

    We run with a custom mod pack, so we do not allow people to run different mods. Gear is fixed as well, so it is a bit odd. Roadk1ll: Ace, ACRE, JSRS, RHS (all of them), ST_Hud, ST_stamina, ST_mapgestures, MCC, tf47 launchers, HLCmods core and ak, Leighs opfor pack, TPW cas, a whole list of terrains and some inhouse mods that sorts out our gear scripts and AI settings. There might be an issue with our list exceeding the string limit of the startup params, we use ARMA sync for mod management, but I don't know. Nobody gets any error messages or the like, so it has shown to be a pain to hunt down.
  18. I'll post some screen shots tomorrow. It's basicly all of the europe based maps, so it includes the new ones also. The weird thing for me is that it seems to be better further away, but up close it looks very artificial. I am off to bed now, but will look into it tomorrow.
  19. Oh lord! On a different topic, I have read through the thread to see if there has been any comment on the lighting situation, but I wasn't able to find any. The whole pack seem very, very off with the new lighting when it's sunny and no clouds. It allmost hurts my eyes, and the very shiny light green is horrid. Not you guys fault, as it's a result of the new lighting system but I am wondering if it is possible for you to do something about it?
  20. I agree that mission makers are responsible for balance. And yes, there are ways to take out a Hunter, but small arms fire is rarely a threat to any experienced team using a Hunter, as your optics and thermal capabilities allow you to engage at superior ranges, where infantry with regular weapons can't effectively engage you. But that is half my point, the other half is how much more interesting and challanging it is to use an iron sighted vehicle such as an M2 Hummer. That requires cooperation and coordination engaging on long ranges, with one person designating and guiding fire and the other one operating the weapon. The advanced optics are simply booring to use, any "idiot" can use the Hunter GMG effectively, to effectively deploy a Hummer or a Technical requires skill. In general, force multipliers are risky to use for a mission maker and should be used with cation. That being said, I do not have any issue with people using Hunters and such in their missions. But the thread is asking why people have an issue with thermals or other forms of technical equipment, and this is some of the reasons. Personally, I find the Hunters really booring and my group uses mods so that we can use Hummers. Even when using vehicles, we usually only use one or at the most two armed variants for this exact reason.
  21. Of course it's not cheating, but where the real military actively seeks to get an advantage over the enemy in real life, in terms of gameplay this might result in less fun scenarios. As I said in my previous post, vehicles illustrates this quite well. The Hunter provides a weapon platfom that is well armored, and that can engage targets at ease out to 1000 meters without having another player supporting the gunner with optics. The only threats against the Hunter is larger caliber rifles and different kinds of AT. Given the Hunters wastly superiour range and it's optical capabilities, it becomes a very strong weapons platform. In a milsim scenario, this requires a mission maker to spawn a lot of enemies to compensate, and even then it's difficult to find a real threat to put it up against that is within reason in terms of power. A helicopter or another vehicle could easily pose a threat, sure... But that rules the vehicle out as a support asset for infantry in most cases. Compare this to a Hummer with an H2 or even a technical. A Hummer is armored, sure. But the gunner is exposed, meaning that even small arms fire poses a threat. Further more, lmgs and other common weaponry might pose a risk to the vehicle itself. It's lack of optics also results in shorter engagement ranges, at least if you want to keep mobility. For longer engagements, it requires a seperate operative to guide the gunners fire with the use of binoculars or simular. This requires more finesse, training and coordination, but as a result provides a better sense of achievement. Again, there are situations where deploying a Hunter could be feasable, at least in large communities, but it is a huge force multiplier. FLIR only makes it worse.
  22. I actually find that Operation Flashpoint has stood the tides of time better than ARMA I
  23. Depends fully on the gamemode or type of game you play. In a proper milsim situation, you should have infantry to support the tank (or rather, the other way around) where the infantry helps out scouting for potential dangers to the tank. In a situation like Wasteland, of course you are volunerable... But this must be up to the mission makers. As a different example, from a gameplay perspective: I am somewhat happy for the new light attack vehicles in Tanoa, even though I think the weaponry is a bit to strong, especially the mounted MG on the NATO one. But using Technicals or Hummers with M2 is alot more fun in a milsim situation, as it requres alot more skill from the gunner and it requires another player to range and guide the gunners fire. Further more, it requires supporting units to help out guarding the vehicle as it's still a hefty power multiplier, yet it comes with a cost. If you replace the M2 Hummer with a LMG Hunter, you have the ability to engage way further out with ease, resulting in the mission maker having to place alot more enemies to compensate. Low tech is often more fun, as it forces you to adopt to the situation. I'm not saying that there aren't situations where both the Hunter and stuff like FLIR can be fun and challanging, but as a general rule I tend to avoid such things in my missions as it requires me to crank up enemy numbers, resulting in a loss of FPS and no real bump in performance. In certain scenarios it can be used, but for the most part I prefer not to. Hell, at the moment we avoid using LAVs even.
  24. almanzo

    Squad radar improvement

    If it's togleable, I would say I agree.
  25. I would say it could be worth it, but not based on the vanilla content (except for Cold War Assault). But buying it would allow you to download and play the CWR2 mod in all it's glory, and that I do recommend dearly!
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