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Everything posted by bad benson
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noticed this when playing the other day. glad it is what i thought it was. very nice touch! EDIT: also random question about eden. i loved how one could easy copy paste the class name fo a placed object in the 2d editor. is there an equivalent in eden? and if not, could it be added? very useful.
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i really hope the mission department will put all pride aside and just add those changes to the respawn system. this whole save game thing, understandable but probably out of scope realistically, aside, i see this as a simple fix to turn something borderline awful into something i can actually see myself playing from time to time. without the mentioned fixes i must say, it's a total waste of everything that went into it. i was really trying to give this a chance since i was really looking forward to something tailored around the specific possibilities the COOP set up offers, but it's just so obviously flawed (still talking about just the respawn/revive) that it's on the one hand understandably frustrating but on the other hand also very easy to fix. and even, if you want to keep your "original vision" intact. at least add those repeated, and i guess kind of consensus, suggestions as options. it would be a real shame, if this was some kind of train wreck for both SP players and COOP players instead of at least being something enjoyable for the COOP people who play this with 2-4 people or whatever the max count is. overall i must say that it would have been way better to make this public for testing way earlier. not saying this to say "i told you so" but maybe more as something that might be good in the future since this game is, even more than all the armas and ofps before, a constant work in progress anyways. i know this community is special in the way it's super vocal and passionate sometimes but that is a good thing, if you filter out the good suggestion out of each shit storm. because that should be what you want after all. put something out there that people actually (want to) play, no? this is a great chance to add something to the list of established concepts that you can search for in the server browser anytime like "Escape", "Insurgency" etc. to find a game where you know what you will get and you won't end up in the typical arma public server limbo of bad mission design and server administration.
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spot on! yes germany had great possession and a lot of chances. but what good is it, if you don't score AT ALL. this really showed amazingly well what is wrong with this team. no one is there to simply score. no killer instinct. just half assed at best lucky stuff. sure the referee seemed biased as fuck and there even was a clear penalty when Schweinsteiger was pushed to the ground. but again. with such a team it doesn't matter, if you score yourself. reminds you that with all this tactical "dominance" the game is still just about goals after all. very disappointed but after what i saw, i can't say that France didn't deserve it. you simply can't win without scoring. also to all who watched it on german television. amazing analysis by Oliver Kahn. glad to hear someone point out the obvious problem after those weird player interviews. i was already seeing it coming after the Poland game and pretty much every game except for the Slowakia game. there simply is not enough will or determination to score. Gomez is the only one but ofc he was missing and Müller turned out to be useless, trying to break his curse of not being able to score instead of passing to people in a better position. good luck to France in the final. there is a good chance with this offensive quality against a team like Portugal who don't entirely focus on holding the ball and defending. after the last two games i see Griezmann being on fire in that game. what a great player. basically embodies everything the german team is missing. but what the fuck do i know...i'm just drunk and disappointed :lol:
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yes. exact same issue with exact same tree (not fixed to location but tree type). also other plants i noticed it on were red bushes and those bushes with the long leaves with yellowish veins on them (sorry for bad description).
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did you play alone or with friends?
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yea. sorry for repeating this but there really needs to be a limit to the respawn. the more i play this the more it gets obvious that this is ruining any sense of challenge or achievement. everything is just a matter of time. no coordination or tactics needed. it also makes revive pretty unessential since you can just spawn on team mates and checkpoints after a short delay. the super short bleed out time further worsens the revive problem. i'd even remove the checkpoints. seems like overkill with the additional squad respawn and also just causes more problems. - limit revives and lives until they get reset by reaching a checkpoint/completing an objective - allow spectating who's still alive - end/restart mission when everyone is dead at the same time these things alone should make this much more enjoyable. would be a shame, if all this nice production value would be wasted on such core things making stuff pointless for no reason. also i honestly think that unlocking the missions one by one would also help that. and to me there is no obvious technical reasons why it couldn't be done like that. another thing is the gear. mostly due to the respawn, but also in general, as has been pointed out, it takes away another tactical layer when you just get restocked after respawn. there is enough enemies to ge loot from and mentioned checkpoints could also be used to rearm. you are eleminating a lot of potential interesting factors that would basically create themselves without extra work just by using this respawn template. i know it's extra work but i feel like making a custom one for this campaign could save this whole thing, at least for me personally. quoting this because it illustrates the resulting gameplay well. as for the unresponsive AI. we tried without any mods again and had the same problem. it almost feels like the difficulty scaling has some kind of error that outputs unusuable values that make the AI useless. first we thought it's a problem with the new silencer hearing range stuff but after removing those from the guns it still happened. it might have been less but that's hard to say without actually debugging the exact skill values. something majorly wrong there. also worth mentioning. it seemed that when only one player was present (by an account of a friend we left behind in the game due to RL stuff :lol: ) the problem was not there. which again supports the theory that the scaling is the problem here.
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pretty much the reasoning i expected and was trying to hint at. however. i see two questions not fully answered. 1. will progress be saved on the profile so you can continue another time? basically which of the missions from that apex protocol lobby are completed. not mission internal progress. if not, that would be a must imho. otherwise you always need to play the entire thing to reach where you left off. that would be ridiculous. would be great, if the missions you choose from are based on the hosts saved progress. which of the missions he/she has completed while being the host and also as a client before. pretty much liek any other coop game. 2. what exactly is being scaled? enemy numbers or only skills?
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i'd prefer a proper game mechanic solution though over just ignoring an obvious flaw. maybe respawn points could be generated dynamically close to squad mates or near the last death spot but further from the closest enemy to make it work for lone wolves. i agree on the respawn being far from optimal how it is now but i still don't see how save games fit in there, at least for MP. or are you talking about for single player only? if not, consider that a main feature listed by the devs is "drop-in drop-out" design. loading and saving the mission state globally for everyone goes 100% against that. i feel like the idea is more a continuous flow. although it seems like they tried to achieve that by any means possible. i'd love to see a checkpoint system combined with how Celery did it in Chernarus Apocalypse. that could work well with the slots approach too. maybe have revive limited by a certain number, preferably one time. then if you die again you spectate until the remaining survivors reach the next checkpoint. if they don't you have to restart. pretty much like l4d, nazi zombies (sniper elite DLC) and everything else that works well. nothing better than cheering for the last man standing hoping he'll reach the next one safely. that would then pretty much work out of the box with autosave on those checkpoints like you described without having to repace and rebalance the whole thing. but still, a pretty different design to the current one. but we've been surprised by BI's flexibility before. maybe it'll happen. so far it seems almost like you can't lose and you keep grinding until it's done. but i could be wrong. maybe the mission ends when everyone is dead at the same time, like in Escape which works well that way too. just didn't happen to us yet. that would at least add SOME sense of danger, challenge and achievement once you overcame it. not sure we're talking about the same thing. you got an example? i was talking about games along the lines of l4d. obviously there is persistent progression but that's pretty different to classic save games. i mean at this point it's becoming about semantics. are we talking about a checkpoint system or are we talking about that SP-feeling that has been requested at the start of the thread. feels like things are getting mixed up here. ... anyone else having super unresponsive enemies? could totally be the mods the host was running but just making sure, if it's a known issue.
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dude. how about you list those amazing points again instead of repeating yourself and just accusing me of random stuff repeatedly. what points did i not address that are directly related to my points? i mean for someone telling others they are unable to read or lazy it's kind of astonishing how vague and not at all related to what i wrote your statements are. at least quote specific things i said because so far there is not much to go by to engage a meaningful discussion with you. and yes i didn't read, memorize and address every single post so far, obviously. why would you even expect that? why would i need to, to make these specific points i made? if you want them to change stuff you might want to focus on making a good case for your view towards BI instead of engaging half assedly in this witch hunt. all i was saying, just for you again, is that it's unrealistic to ask for save game implementation into something that is obviously designed for coop/mp. you act like it's so simple to just put it ontop of something that is intended to work totally different. thinking save games work well in a coop/mp campaign is pretty outlandish tbh. yes an SP version would be nice. i said that before. but i don't see it happening just because it would need to work pretty differently. happy to be proven wrong though. now to you since you seem to have it all figured out. how exactly WOULD it work? how do you make the two things (respawn and SP saving) play well together without a large amount of extra work that goes into making two versions? let's get productive here. or are you just asking for a second version of the campaign? or even worse are you just saying "i want this, now go figure it out BI"...? starting to feel like you haven't put much thought into it. based on some scripting and mission making experience i just don't see it working well or at all without a second different version of the campaign. ontopic: we just played some and we also got this weird forward spawning of a team member after death. with something this "streamlined" i think it would make more sense to use simple on squad mate respawn to avoid these weird situations. preferibly with an enemy close restriction a la classic insurgency (arma mission). overall repsawn needs meaningful restrictions because as metalcraze has pointed out it totally kills team play when respawn makes you totally independant. it would also be appreciated to get a quick run down by a dev on how exactly things work internally so it's easier to give specific feedback. same goes for difficulty scaling. is it enemy numbers? is it aiming skill? would really love some more details from the devs on this.
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that might be due to difficulty scaling though. as in the campaign thinking you are alone but you weren't. i'd love to see AI mates and i think it's totally in the realm of possibilities.
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oh yea. listen. just to be clear. my expectations were very low, no offense to anyone. but you'll have to agree that it's possible to use respawn in a good way. i guess not for BI by the sound of it. as i said. save games have their own value but we're talking about something designed for MP. eventhough poorly at that it seems. you can make a shit/good campaign with or without savegames/respawn. so i fail to see how savegames are the solution to overall design and balancing issues. i'd honestly rather have them fix THAT instead of turning it into an SP campaign since those problems you describe will most likely occur with more than one player too.
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i didn't comment anything about the campaign but on what people commented compared to the steam page...don't try to make it look like i'm making shit up please. 10-15 is a realistic kill count? also you write stuff like "kills WERE LIKE". that's hardly a direct comparison. besides, it's kind of obvious that you kill more enemies when playing a coop campaign with respawn on your own compared to something balanced for SP where in addition AI kill them too. still you will 100% definately also classify as a rambo after playing the altis campaign or some missions of it. i find that comparison pretty silly overall. you want AI buddies? fine, reasonable. but stop with the retarded COD and rambo comparison. or at least come up with a new one. every coop game out there has that structure and approach. if you paly them alone you HAVE to be rambo to get through. as for the flanking in that campaign mission. it literally forced you to go back. how does placing mines, in a small area the AI will run through for sure (much tactics..wow), change any of that? you still can't flank how you want in the game with the giant maps. it literally told you to go back bf3 style. if you aren't bothered by invisible walls like that but by a too high kill count then i guess there are just very diverse sensibilities when it comes to immersion and freedom. totally fine. and don't worry. i will comment on the actual gameplay once i played it, just waiting for buddies to be ready to play this, since it's designed for that. and so far, as always, there is already a lot to go by in this thread that doesn't need hands on experience of the campaign to be "allowed" to be commented on. savegames: if you load a save game over and over you do literally the same thing except you can tell yourself "no no i went back in time, i didn't respawn, i'm still going here". pretty nitpicky to ask them to balance the a coop campaign to recreate that vague difference, if you ask me. i 100% get the value of a fully SP designed campaign and the immersion it can create due to that feeling of going through it in one run but i don't see how at any point BI said they are going for that (if someone can post a quote we might have a real conspiracy on our hands here but so far...). feels more like people are trying hard to make a case against something they had wrong or too high expectations for. or in short. BI made a coop campaign when some people were expecting a sp campaign that can also be played coop.
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this is from the steam page. i haven't played any of it yet but it seems the complaints about SP with saves missing are more like a mismatch of expectations rather than BI delivering something else than what they announced. the above quote pretty clearly describes what you guys described from your playthroughs. drop in drop out MP design. seems to me like expectations overall were way too high for some reason. i could easily apply the COD comparison to the arma 3 campaign. i haven't played it fully because i got tired of rushing from A to B shooting a bunch of dudes on the way and not being allowed to flank even 100m when i was supposed to defend a crash site. also pretty sure one would classifiy as a mass murderer after few missions in that too. but i gotta say it overall sounds way more simplistic than i thought the way you describe it. shooting a lot of stuff is awesome but i was expecting some more GTA-like making use of the large map recovering vehicles while others cover from a helo or something. seems like the only use they made of it being COOP is revive.
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didn't look at the actual model but maybe it's simply too low to climb over? in that case it should be walkable i guess.
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those look very well ported. and great to have some female models that fit in well with vanilla BI stuff.
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ok, let me quickly go and fix that model...oh wait. shit. i can't. :P please refer to the first post for known issues. this mod doesn't handle things per object. that would be crazy. you'll have to forward that to BI and tell them to make consistent collision geometry. EM literally just gets you there. what happens there (up there) is down to what will be under your feet. i won't soften offsets and shit just to compensate for broken and missing geometry. that will just lead to more and other problems. EDIT: mission maker guide updated in the first post (very bottom). i will also post it in this post. basically just updated the info to match the current state. i will also most likely add a module to this so peopel can easily change these values. not a fan of modules for that purpose because they add a dependency to the mission but since you can change hte struff without a module too, it should be fine.
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Scripting Discussion (dev branch)
bad benson replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
what could also work is have the event handler work similar to handledamage and inventoryopened. as in returning the killer so you can overwrite it with custom output. not sure if that could work well since both the mentioned EHs just use booleans. basically i mean feeding the killer right back into the engine and making that output overwritable. not sure if that makes sense. jsut a random thought.- 1481 replies
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i don't think this applies anymore. but if it does, it's easy to fix.
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Jurassic Arma - Raptor Pack
bad benson replied to mcruppert's topic in ARMA 3 - ADDONS & MODS: COMPLETE
isn't that a good thing? please elaborate on what exactly you need. i could add a faction or side filter to the new module i'm working on. the AI is 100% new and performs waaay better both in terms of effectiveness and performance so there is still room to add additional things. i recently added damage and speed modifiers too so you can make the raptors faster/slower and stronger/weaker. the idea is to have as much useful options as possible without going too far. but a side/factrion filter is actually a good idea. Tanoa plus these new improved raptors give me a small new spark of inspiration so i might actually update the models a little bit too to make them look more high res. we'll see. not trying to make any promises but the release is right around the corner since i reached a fairly stable state already. the cool thing is that due to the way i evenly spread the load now increasing raptor numbers will not have such a great impact on FPS anymore, which was really needed with Tanoa being so heavy in that regard. -
only if it's the exact same model with the exact same UV layout which would mean it's a port of an old A2OA model. is it?
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we'd still need a sample texture though for the proper UV layout but i guess that changelog entry implies we'll get one in the samples.
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HandleDisconnect with remoteExec
bad benson replied to Naiss's topic in ARMA 3 - MISSION EDITING & SCRIPTING
is this a mission or a mod? if it's a mod you could hack the menu UI and have your own cool down timer on ESC and stuff. i mean sure there's still alt+F4 and game crashes but to that i'd say "shit happens" :lol: -
i feel like the textures on most fo the apex weapons seem oddly over compressed. i dunno. it really makes it obvious compared to some other weapons. i feel like they would look a lot better without this slightly pixelated look. it's kind of really apparent that they are made by a certain artist who seems to have a slightly different way of exporting the textures or something. might be my eyes playing tricks on me but i kind of remember arma (or rather texview or rather the paa conversion tool) having this problem but can't remember the workaround, that being said, overall i love them.
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oh wow! i didn't expect this to be worked on this late in developement. thx for the effort BI. since i don't want to change from those sweet Aks in the apex preview branch, can someone tell me, if this can be controlled with a video setting? considering it has a performance impact. would be great to have and combine it with some dynamic fog scripts and stuff to fidn that sweet spot.