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bullet purveyor

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Posts posted by bullet purveyor


  1. Nice job salvaging stuff guys! 🙂

    I'll guess the irony here are that so many was worried of Steam and their release of the workshop. What would happen to all mods uploaded there when Valve decides to pull the plug?

    Then the bastion community site of the Arma franchise just vanishes over night 😧

     

    Game companies should maybe have a tighter relationship with volunteers guarding a huge part of the history of their game. So they can rescue the legacy made by thousands of people in case someone just decides to shut it all down. Imagine Nexus closing without warning. I'm wondering if Bethesda have any backup of the vast library of mods for all their games?

    I'm gonna miss checking in on Armaholic to see whats new in the armaverse 😢 I hope Foxhound is okay

    • Like 1

  2. 16 minutes ago, haleks said:

     

    Haven't played GM yet, but this has been worrying me ever since I learned part of the campaign focus on a tank platoon.

    AI driving, as it is now, seriously limits what can be done in mission-making, given the number of issues it inevitably causes, including in the most straight forward settings.

     

    It is one big part of gameplay that is broken, and quite frankly it's a shame that it has been left in such a state - especially now that the CDLC initiative has kicked off : it's one thing creators will have to get by, and it will reflect on the overall feedback.

     

    Yes I agree. Was really hoping Bohemia would make an effort to upgrade certain aspects of the AI during the arma III life span. Everything including infantry and vehicles operating together very often ends in comedy or broken missions. Sadly it's basically the same or worse than it has been for the last ten years.

     

    It's really a shame, because I truly enjoy to play single player missions in this game when everything work as it should, but more often than not the AI goes and does some incredibly stupid manoeuvres that just ruins the fun.

     

    Maybe a parameter to force AI infantry to keep X metres away from friendly vehicles could solve a lot.

    BI, I would happily pay for an AI enhancement DLC 🙂

     

    • Like 3
    • Thanks 2

  3. Gongrats on the release!👍

    Had fun on the first mission until it bugged out. Like the ofp-feel and the nice performance on the new map.
    The good ol' arma AI puts up a good fight against a pleasant gaming experience though.

    Literally a few seconds into the first mission an apc-driver flattens one of my squad members in the street😁

     

    Spoiler

    After clearing the second town, my squad just stands in the middle of the street doing nothing. I guessed from experience of past arma missions that one enemy soldier was lurking somewhere, blocking the progress. And sure enough, after running around like rambo shooting in the air to provoke an attack, a Russian popped up at the  edge of the village.

    Then we where ordered into a apc for transport, after a huge ordeal getting everyone aboard. We just sat in the street for a couple of minutes, then drove 100 metres before it just was idling in the street forever.
    I suspect one of the Ai squad member was stuck somewhere in town.

     

    Looking forward to future updates. Some air assets would be nice, just some simple unarmed bell for troop transport.

     


  4. I also whish BI focused more on missions and campaigns. I think the amount of single player content is lacking with all the DLCs.

    I realize a new campaign this late in the games life cycle may be far fetched, but maybe they could do something like an official monthly scenario. Where they make a small mission and showcase all the possibilities of the engine and all the assets available to the players, that have been added since the release of the original campaign and showcase missions.

    Make these missions open so that community and new mission makers could learn from them, and a small monthly mission blog could supplement this.

    • Like 2

  5. The game looks all wrong with a forced high field of view. Everything is distorted and the sizes of objects is all wrong

    Dynamic FOV must never return, It's absolutely awful. Use the zoom out toggle key if you want a wide FOV.

     

    This is how it needs to be in all vehicles. A standard default position in the middle of max/min fov, then players can choose to zoom in/out them self.

     

    • Like 1

  6. 1 hour ago, RacerX said:

    "That could be my TrackIr also. I can fix this problem by sitting back from the TrackIr camera. Thing is though when I do this it feels very un-natural. I have my joystick and throttle controllers on either side of me on my desk. Leaning back to zoom out with hands on controllers does not feel natural. (this is why I didn't make a video. Picture this: place your hands on desk like you are using your mouse. While doing that move head back away from computer monitor. This is the un-natural feeling I am referring to)

     

    just lean in towards the screen a bit when you use the TrackIr reset button, then when you sit in normal seat postilion the fov will be further back than normal. A nice little TrackIr trick that work in all games with zoom in/out, when you need a little wider fov on the fly.


  7. It's been a while since last time I played it so things may have changed in the latest updates, but I've mostly played single player, it's works fine.
    ED doesn't have a real multiplayer anyway, you can jump back and forth between single and multi player as you like.

     

    So if you want to trade and explore in SP without the chance of being hassled by others, stick to SP mode.

    And if you want to try some pvp or coop action you can jump into MP mode with all the assets you have built up in SP.

     


  8. As a TrackIR user, the forced dynamic fov was absolutely awful. If you plan to reintroduce it or add something similar please make it player optional.
    Also the default cockpit/3d person view should be placed right in the middle of max and min FOV. Then players can use numpad +-, if they need to adjust.


    There should be consistent default FOV in all vehicles. Now, there is a mishmash of different FOV values. E.g the with the Jet DLC planes, you have the default FOV pushed all the way back with limited zoom, completely different from any vehicles you have made previously. Why is it done this way?


    Of course the best option would be if players them self could set a default FOV position in aircrafts, land vehicles and infantry in the options menu/config file.

     

    • Like 4

  9. Unfortunately most public arma PvP went down the drain after the DayZ boom.
    The arma server config had 3P enabled by default, and the hundreds of new servers popping up run by new server admins not knowing better. Kept the configs at default.

    Now all the new players are accustomed to the 3P crutch and it will be impossible to do anything about it.

     

    All the excuses with realistic FOV, awareness, headache etc, don't rectify having a drone camera hovering above your head giving you a birds eye view.

    Nobody would have accepted 3d person mode in Squad, Battlefield, CS, or any other PvP game. It would have been the same as cheating.


  10. Its ridiculous that this isn't on the Workshop. Your choices are either the slowmaholic or your non-working personal website. Seems we'll need a hero to upload JSRS under a different name to the steam workshop!

    People uploading other peoples work to steam without permission are not heroes. They are assholes.

    • Like 1

  11. Is it known that fog is still broken on Tanoa in the current DEV build?

     

    Using 0 setFog 0.3 on Altis produces a slight mist, but it gives a wall of fog on Tanoa, you can't see beyond 3 meters.

    I have to use 0 setFog 0.03 to achieve something similar - it's like fog values are increased by ten for this terrain?

    Fog settings has been bugged since the visual update 1.60 patch. Couple days ago there was only max fog or no fog at all. Today when you move the fog slider in the intel screen, it seems like fog is at max value when slider is at 10%.

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