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inlesco

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Everything posted by inlesco

  1. Lemme guess... Gastowski kickin' ass in La Trinite in broad daylight?
  2. inlesco

    AI Driving - Feedback topic

    Have you tried different light veh convoy setups (diff distances, speeds, behavior modes, etc.)? From what I've found, my light veh convoy needs a column formation to drive properly no matter the behavior set (SAFE, CARELESS, etc.). When it's CARELESS and, for instance, wedge formation, it doesn't follow the road. Instead, it keeps the formation.
  3. inlesco

    AI Driving - Feedback topic

    You still haven't provided a sample repro mission ;) Trust me, it's extremely needed when attempting to isolate issues.
  4. inlesco

    Eden Objects

    Nice work, Kydoimos! Any chance to get a ruined version of the sign? A couple of planks out or a some corner cut off. That'd indicate an abandoned place well :)
  5. Who said we can't collaborate on an OFP campaign remake? I'd love to help out, given I'll have some spare time available in Autumn (Sept-Nov). Some foreseeable issues are AI's different behavior - engagements, advancements, recon, etc. Also, driving is a huge issue. For instance, OFP's mission - Strange Meeting - where you're a part of a convoy heading to Morton for immediate evac will be difficult because of A3 AI's incomplete smooth convoy driving. That's just one example, there's many of them :)
  6. It atstounds me such basic things aren't in yet. It's been 15 years, you know... I suppose the upcoming Enscript will support all the "modern abstractions".
  7. inlesco

    Visual Upgrade – Feedback

    I think Dwarden had this in mind: https://forums.bistudio.com/topic/191186-lod-discussion/page-8
  8. inlesco

    AI Discussion (dev branch)

    I fully support this and all your ideas on enhancing AI functionality! BTW, is there any way to force AI ignores obstacles in its way when on foot? AFAIR, there's a command to ignore obstacles (in other words, execute less code) when driving, but there's no variant for on-foot behavior.
  9. While I agree that OFPR campaign was a crowning achievement for BIS at the time, please consider that making a complex co-op campaign takes time. Testing it throughoutly is difficult, too. OFPR had it quirks, too. For ex., in the first mission you had no idea where to go, what to do, etc., except for a waypoint that says your destination is 6+ km away. I wouldn't call this a proper introduction to the campaign in any possible way. But because your average gamer was older and much more patient at the time, no-hints gameplay worked pretty well. I was surprised myself that I made some discoveries in Petrovice, the starting city, like getting your bike from a guy (which's location was not even marked on the map...), stopping by the fuel station, etc. There was lots of room for improvement and I hope BIS will do a sandbox-y campaign next, no matter the difficulties that come with very dynamic missions (QA, dev phase, environment design, locality quirks, etc.). :)
  10. Excellent initiative, guys! As always, BIS listens and does something, just like CDPR :)
  11. inlesco

    AI Discussion (dev branch)

    Has anyone ever wondered why... AI never reports friendly fire on vehicles they're in or driving, unless you hit some unit? You can easily unload an entire MG mag into a vehicle and nobody says a word :D. A rebel can dream. So yeah - I'd love to see AI vehicle FF implemented sometime.
  12. inlesco

    AI Driving - Feedback topic

    Just tested the convoy pathfinding. Info: leading veh - HEMMT, followed by 2 Hunters Island: Stratis Waypoint: MOVE, speedMode: FAST, behavior: SAFE A3 ver: vanilla, yesterday's dev branch They moved at a snail's pace and even slower when driving uphill. Kinda disappointing. Also, the distances between convoy vehicles were disjoint, no proper formation kept. Hunters kept stopping at random points as there was no on-road obstacles, etc.
  13. inlesco

    AI Discussion (dev branch)

    It's not as easy as it appears to be to make a realistic and flexible (also, configurable by the player's desires, etc.) AI. BIS is way ahead of the current AI status in games industry right now. There's no AI system as advanced as Arma's right now and it looks like A3 will be a sole leader in this regard for a long time. Why? Because most devs don't even bother to address a realistic AI. You can count the devs that [definitely] care about this on your fingers (we're talking large-scale open world games here).
  14. inlesco

    RHS Escalation (AFRF and USAF)

    Aren't the numbers randomly generated within a range (from -> to)? Just a guess.
  15. There's been lots of discussion going on what Apex coop camp. did right and wrong. According to some, it doesn't play like "true Arma" (even after disabling the magical respawn), it limits your freedom to a maximum, provides FPSy gameplay with a focus on story and visuals, mostly. What were your expectations wrong? What did BIS do right and wrong? What can they learn from this "experiment" and do better in future titles? Honestly, I find it's not realistic to expect at least 10+ missions for an expansion's campaign when they must support both MP and SP (partially). As BIS tried the final product to be more "accesible" than the previous titles, they faced limitations and had to compromise. Surely, Apex coop camp. was never supposed to be an equal to OFP (Cold War Crisis) or Arma 3 original camps in terms of length, variety of missions, roles, etc. I'm not defending BIS - I think they should be criticized and praised where its due and they should improve upon that. Just think about it - was Arma 2 OA camp. any good? Was it at the very least memorable? Not really. I found it similar to package of pretty randomly selected missions sync'd into a package and that's it. Apex coop camp. is way beyond such a feeling in terms of quality.
  16. There's been an AI overhaul in progress, it's all WIP. The devs will eventually sort out all the similar issues, be patient and report your finding on A3 feedback tracker ;)
  17. inlesco

    RHS Escalation (AFRF and USAF)

    See, guys, Valve is not that evil :D Anyway, congrats on the release. Can't wait to start remaking the original OFP (CWC) campaign with RHS units.
  18. For some, towns may heavily lag, especially with custom mission setup + scripts running in the background. AI inf. and vehs. pathfinding in tows also sucks. There are many reasons no mission was ever setup in a large town.
  19. Here's an "what-if" scenario given the fixed resources BIS had for Apex camp.: from what I read in this thread, the majority wanted a camp. that presents some dynamic elements - depending on player's tactical and moral choices, am I right? A simple example from OFP's 2001 camp.: in one mission, you're leading a Black Ops squad to locate and eliminate a secret enemy encampment. There are 3 suspected locations, plus following enemy supply routes may lead you to the encampment immediately. But there's never a hint that you should follow supply routes - you have to come up with this idea by yourself. Personally, I love not-too-hinty gameplay like this. So, once you destroy the secret encampment, you escape and in the following mission - where you lead a full tank platoon, there'll be no air support for the enemy available - thanks to the Black Ops. I bet BIS could've dedicated more resources to elements such as this instead of investing into nasty-lookin' briefing intros, etc. It'd be a wise choice to sacrifice production values for replayability and overall mission dynamics.
  20. You seem one of those types that will always find something to complain about, no matter how good the current situation is :)
  21. If we look closer, Harvest Red wasn't that good to begin with. It had a strange intro cutscenes (of no value and relation to any future events & story), weird training course on the warship, etc, etc. Not to mention the "Capture the City" missions in the final missions that were the most unimaginable mission types you can find (the cities to be captured were not properly established, enemy infantry / vehs rode around in chaos, etc.). Some lazy design was in Harvest Red. I don't know the reason - perhaps there was no inspiration left or the deadlines were too tight. So it's better to release a smaller, but much more solid package (which Apex camp. almost is, except for some things).
  22. I love this idea and I'm eagerly awaiting what you guys will come up with (sadly, I can't dedicate any time for contribution myself :().
  23. inlesco

    AI Driving - Feedback topic

    Unfortunately, it seems like the release of Apex and its post-release support process has set the AI driving overhaul back. Some input on current progress would be great. We don't anything visual, just a couple positive / negative words we can catch on and brag endlessly about :D (just kidding).
  24. From what I've read so far, many of you guys are taking matters all too seriously (for ex., predictions on BIS' future focus on SP, etc.). Let's not be overly dramatic, shall we? Yes, some of us may fail to see APEX coop campaign as an experiment to draw in a new balanced player group with finally offering an "accessible" (whatever the fuck this term means :)) campaign. A2 camp., Harvest Red, was far from a solid coop campaign. It had its bright moments (the first third of the camp., everything afterwards went gradually downhill), but it wasn't a solid experience from A to Z. APEX camp. was aimed exactly at this - a believable and easily understandable mission format with a balanced amount of primary / side tasks. There's nothing too complicated, nothing too demanding, except for a focus of communication and proper teamplay. Also, there's some eye candy briefing inbetween the missions. It's totally playable and enjoyable (to an extent and to some :)). Now, onto some questionable mechanics... I too dislike the absence of advanced configuration for respawn / revive systems, even choosing time of OP before starting a mission would've been great. It's the little things that make the product shine as a whole to both media and the public. Both revive and respawn could've been forced by DEFAULT. However, it must be possible to toggle on/off all the helper features by player's desire. After all, this is what Arma is - the king of flexibility and versatility. I read Zipper's elaborate post and I understand where he's coming from - in short, APEX is an experiment to reach an audience that may have been never reached in case of a SP camp. It's natural that experiments come at a price, no surprise there. BIS ain't stupid, guys. They'll learn, make intelligent conclusions, adjust and deliver a proper product. Just give them time and trust. I get the impression that the majority of complainers here is exactly the vocal MINORITY. I don't have any stats to back this up, but it certainly might be possible. The happy players are silent because... they're playing :)
  25. Guys @BIS, it'd be great to have an answer on what you're planning to do with Arma 3 lackluster death animations / ragdoll. To be brutally honest - it sucks major balls. I splendidly dislike the delay between a critical / deadly shot "received" and ragdoll animation playtime. For ex., when you give a deadly headshot to an enemy, it takes approx. 0.5-1s for him to enter ragdoll mode and react to bullet's impact. I've just played OFP with friends yesterday - and even OFP (a 2001 game, come on...) has more realistic death animations and unit reactions on time. Please solve this before a new Arma is released. Thank you, guys.
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