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vegeta897

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Posts posted by vegeta897


  1. At first I thought this must be a joke, but after snooping into your code, I'm starting to think this is for real.

    I can see that you've got the beginnings of a full on game engine going here (and not a library you just downloaded from the net; from what I can tell you created this), which goes beyond what would be required just to pull this off as a gag. But I'm confused why you say MP is working, because I definitely don't see the code that would be required to actually make this playable (maybe that part is the April Fools part?).

    I hope you do continue working on it, since you seem to know what you're doing. This would be a massive effort though and I'm wondering about the feasibility of a game with the scale of OFP in a web browser. That's a lot of JSON data.


  2. BIS is offering new customers a 50% steal, but their existing fans get no love at all?

    This is the fundamental flaw with how you're looking at it.

    This sale isn't about BI giving love. It's about getting new players. Notice how everything that is on sale involves buying the game.

    It wouldn't make any business sense at all to offer their new DLCs at 50% off, especially when one of them isn't even released yet. They can profit from that kind of sale much further down the road, after everyone who is prepared to pay full price has already done so.

    This doesn't seem right to me. I'm virtually marketing the game to my mates, who are now keen to buy it. Thus I'm generating sales for BIS, and now I have to pay full price to play the DLC with them... hurts a bit.

    Again the warped view of what a sale is. This is not about fan-appreciation. It's about marketing and promotion.

    Edit:

    The DLC bundle as pointed out below is a great example of the flaw in how you're interpreting the pricing. It's offering a lower price if you don't own any of the DLCs. If you own just Heli, you can't get Marksmen for a reduced price. Not because BI hates its customers, but because it just wouldn't make any business sense. The point of the bundle is to get you to commit to buying more than you otherwise would have by offering a discount for doing so.


  3. So, another ancient issue of the engine. ETA for a solution: years, five, maybe six. This shows why it's crucial to keep continously updating your technology.

    It's not an issue of the engine, and has nothing to do with outdated technology. A developer just told us the deal. It's something they haven't bothered implementing because it would be time and programmers diverted to something that is purely visual. That means something else in the game right now that you take for granted might not be there if they had decided to work on this instead. This has nothing to do with manpower or resources, no game studio in the world can implement absolutely every idea that comes down the pike. Everyone has to set priorities, and this was not deemed more important than other features we are enjoying in the game now.


  4. It is unique instead in that it uses sensors to detect when to detonate its load above armor .

    The launcher itself also has an accelerometer that tells the missile what trajectory to hit moving targets.

    The user tracks the target and the sensors detect how fast you are moving the launcher when leading and thus the missile follows the predicted path at no point does the missile lock on to anything.

    Is that how it works in the game?


  5. Either way I am sure the devs realize how detrimental the current camera is to gameplay and hopefully are looking at or have looked at ways to mitigate if not eliminate wall peeking/periscoping.

    They said they were going to do this in DayZ a long time ago, but still nothing really significant has been done. That said the demand for it in DayZ is probably smaller than in Arma. But the fact that they said they'd try mitigating the problem and didn't come up with anything makes me think it could be a lost cause.


  6. I'm not sure if this should go here, but during the livestream I thought all items weapons etc. which are not part of a DLC should also get an icon.

    Maybe a Arma III icon like this. In a small version of course.

    I'd have to disagree, I think it's more intuitive, cleaner, and easier to separate DLC from vanilla content with no icon. What would be gained by giving it an icon?


  7. But with simple things the Engine should be able to do, for example, it can't even handle animated attachments for guns.

    Perfect example of what I mean. Animated attachments are on the roadmap for DayZ, so it's going to be within the capabilities of Enfusion. Enfusion is a whole lot of heavy duty overhauling (that's why DayZ is taking so long), though you can bet there will be even more necessary to suit the engine back into milsim purposes for Arma 4.


  8. To cut it short, the Engine is NOT for Arma 3, or 4. I couldn't see them using an Engine so very close to RV4 for another Arma game, that should be next level. It would be a surefire setup for failure.

    I don't see the logic of that. Why would they throw out all their work on a new engine? Every Arma game has been built on the previous game's engine. Why would this be any different? Were all the Arma games failures? Certainly not, so I don't see how you can assert that their strategy of building upon the engine they've been working on is a setup for failure. There seems to be a common belief that starting from scratch is a better choice and will fix all problems. Programming doesn't work like that. There are no permanent parts of an engine that require they abandon the entire engine just to get away from. Anything can be redeveloped if it has problems, in a modular fashion. That's what they've been doing with Enfusion. Anything that they would do differently in a brand new engine is something they can already do on top of the engine they already have. So why throw out work? Enfusion is already looking like it will be the most drastic change in the RV engine ever, and they're designing it with future games in mind. What part of that is not "next level", and how is it a surefire setup for failure?

    In fact, it's almost as if it's still Alpha.

    It is still alpha.


  9. I'd like the idea if it wasn't vulnerable to abuse. If it's a server wide vote, joining servers with a small amount of people could easily result in trolling the person joining by rating them down for the hell of it.

    You mention abuse in the other direction, but don't say at all how to prevent that. That's a huge problem that you're just brushing off. Your rating system is totally meaningless if people can just gain and lose points for no reason. User-controlled rating systems really can never be fully trusted. Look at reddit for proof. People can get downvoted for simply having the wrong opinion, no matter how useful it is for discussion. The difference here is that being downvoted on reddit isn't that big of a deal (the effect is limited to the post itself), but when admins start kicking people immediately just because they join with a low rating, we're now preventing people that could be totally innocent (or turned a new leaf) from playing, and that is something that should be avoided at all costs. Better 10 guilty run free than an innocent punished.

    It all seems like very little benefit at major risk, and not to mention taking away BI's manpower from more important tasks.

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