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KorJax

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Posts posted by KorJax


  1. I accidentally corrupted my bin.bpo file... some guy told me to try the no blur mod someone did for the demo, didn't realize that it was really for the retail game and the mod over-writes the bin.bpo file which is now corrupted.

    Any help?

    This isn't warez by the way, it's for the demo. I'd rather not have to redownload a 2GB demo.


  2. It would help though if when joining in a game in progress the game let you know the situation, what's going on, mission details etc.

    Right now for the demo the game is very unforgiving for players. I find the sim aspects intriging but I can't get into them whenever I join a game and find myself magically appearing in the middle of a field with a map that doesn't work (or was disabled by the server, which most of them appear to be), and be expected to be actually useful. It's seriously bad...


  3. When I first tried ArmA1 I felt the same way. I didn't know what was going on. But once I learned the ins and outs of the game, I was hooked.

    Like the other guy said. Join a clan and you wont play any other game.

    You get on teamspeak and use the tools that game has to offer. Yes, this isn't as easy as COD4 or AA. But when I get lost, my team tells me where they are at, pull out the map, use the compass, and bingo.

    Arma has a very steep learning curve. But once you learn it, forget about. My wife wants to throw my pc off the second floor.

    I deleted my AA3 as soon as I say the map on HUD. I'm tired of run and gun FPS.

    I miss the old Ghost REcon style games. This is a closed to that atm. it just has Vehicles.

    I loving this game.......

    Well, this is ironic because you said AA is very run and gun and if anything it's just about the farthest thing from that.

    AA is pretty much ArmA, except much more refined in controls, better designed in missions, and the gameplay is geared twoards small scale CQB battles between two squads.

    If you run and gun in AA, you die. The radar doesn't do anything except show you were teammates are (simulating real life technology being used in the military right now), and a topography of the area... that is it.


  4. Korjax.

    I know where you are coming from and to a first time user the original ofp, ARMA1 and ARMA2 can appear like a broken FPS game.

    This is far from the truth. You cannot compare this game to COD, Crysis, Frontlines or any of those limited map shooters. None of those are simulating anything apart from atmosphere which they do a good job at most of the time.

    ARMA is more of a military simulator. Let the game spread across the US and watch as more servers popup which are created by people that know what they are doing.

    For example have you watched saving private ryan or platoon? see how the squads work together, did you watch Blackhawk down? again squads working together in a logical methodical way can cause carnage against many times their numbers.

    Games in ARMA can be and generally are, on good servers, like this. A squad of real players will have a target of somekind, a town, an outpost in a forest, some military installtion or just release POW's from an enemy camp. There are hundreds of possibilities all which get modded by the community and once you join a squad and play using Teamspeak or something similar there is nothing else like it, trying to stay alive is so enthralling.

    Hang in there, read more forums, join a squad. This is fun but if you expect it to be a login, kill some people in 2 mins and log off fest after respawning 5 times then this game is not for you.

    P.S you can create your own server and play multiplayer scenarios on your own as well, just lock the server, I have done this, or you can play multiplayer but use AI to fill in your squad members and give them orders.

    I understand that. The major problem I have with the multiplayer isn't the gameplay or how it's structured, it's that there isn't anything in place to let the player know what's going on or what to do/where to go/who to follow, which is a fatal design flaw.

    You can't have a pure military sim, short of setting up a specific scenario for strict clan-only play, and blocking out all other avenues.

    Problem is, you can join mid-game. This instantly destroys any argument for a pure military sim, because IRL that's not possible to do. And IRL you would prepare for a battle weeks or days or even hours in advance so you would know what to do.

    This is not possible, both from a game standpoint and a limitation standpoint. In the end, when a player joins mid game, he expects to be given the information on what is going on, what they need to do, and etc. I've only seen one server so far that has had a remotely functioning map too.

    Currently you join a game and you just *appear*. You look at your map, and it's just a mess that doesn't let you know of anything. This is extremely bad and will just turn off people from wanting to play it. The idea of a large persistant military sim battle is to make it so players who join feel comfortable with whats going on and to be able to quickly and efficently get a "sitrep" on the situation and be able to quickly and efficently contribute to the battle. ArmA2 doesn't do this at all.

    The SAI (situational awareness indicator) for Americas Army 2 is a good example of this working. Even though it's an "unrealistic" radar (that is optional and only showed teammates in your LOS), the reason it exsisted was that it simulated teamwork that happens IRL, and situational awareness. It was making up for the fact that in a game you can never have the same level of situational awareness that you can in real life, to enhance the teamwork and tactical realism as a whole.

    Actually all this kind of ties into a somewhat minor issue I have that involves a lesson in game design "rule" over all: forcing a straight port of realism just for the sake of it actually hurts gameplay realism more in a virtual environment, because a virtual environment by nature is not realistic. It's impossible, IMPOSSIBLE to make real life work 1:1 in a video game. Why? Because the virtual battlefield only exists in a 2D plane you see infront of you, with very limited field of view. Things like TrackIR, Novint Falcon, very large monitor setups and other gimmicks can alivate this problem, but these are expensive and impractical solutions.


  5. Posted in another now locked thread, though I would post it here:

    Major problem with multiplayer isn't the maps but the game modes appear to be designed rather horribly.

    AA was confusing as hell with it's objectives and it failed to clearly tell the player what exactly they are supposed to be doing or what to do (big game design problem there). However once you learned to open up the briefing screen, and mess around with buttons on there, the objectives of the map were easier to understand. Plus, it showed roughly where an objective was.

    However ArmA2 one ups that, by not explaining ANYTHING, having no objectives/scenarios marked on the map, only a basic waypoint that sometimes leads nowhere, what is actually going on, where to go, etc. And the map is something you have to pull up, there isn't a "radar" or compass that points in the right direction. Which can be good, assuming the map and mission screen tell you what you have to do in the first place.

    Spawning isn't explained at all, vehicles (and how to take care of them) are seemingly completely random. There's no way to change your weapon that you spawn with as far as I can tell, and often times you die, only to magically re-appear where you died at with a magic new weapon and you get spawn killed.

    What the hell? It's almost as if the developers didn't even do anything except take a landmass, made some multiplayer code, and just slap it on there and call it "done".

    Can someone please answer this... when I join a multiplayer match, what is my purpose? Where do I go? What do I do? Please, if someone can reasonably explain this then I will give them a cookie.

    Right now the design is so messed up that in my eyes multiplayer is utterly broken. Big maps and spaced out firefights are great, but not a horribly designed gameplay mode.


  6. Major problem with multiplayer isn't the maps but the game modes appear to be designed rather horribly.

    AA was confusing as hell with it's objectives and it failed to clearly tell the player what exactly they are supposed to be doing or what to do (big game design problem there). However once you learned to open up the briefing screen, and mess around with buttons on there, the objectives of the map were easier to understand. Plus, it showed roughly where an objective was.

    However ArmA2 one ups that, by not explaining ANYTHING, having no objectives/scenarios marked on the map, only a basic waypoint that sometimes leads nowhere, what is actually going on, where to go, etc. And the map is something you have to pull up, there isn't a "radar" or compass that points in the right direction. Which can be good, assuming the map and mission screen tell you what you have to do in the first place.

    Spawning isn't explained at all, vehicles (and how to take care of them) are seemingly completely random. There's no way to change your weapon that you spawn with as far as I can tell, and often times you die, only to magically re-appear where you died at with a magic new weapon and you get spawn killed.

    What the hell? It's almost as if the developers didn't even do anything except take a landmass, made some multiplayer code, and just slap it on there and call it "done".

    Can someone please answer this... when I join a multiplayer match, what is my purpose? Where do I go? What do I do? Please, if someone can reasonably explain this then I will give them a cookie.

    Right now the design is so messed up that in my eyes multiplayer is utterly broken. Big maps and spaced out firefights are great, but not a horribly designed gameplay mode.

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