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B_Fox

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Posts posted by B_Fox


  1. Again I'm not here to say Arma 4 is going to be trash. I understand that Arma is a complex game trying to simulate things that sometimes can't even be simulated by dedicated sims. Thats why the thread name is what it is. What if Arma 4 comes out and its the best god damn infantry simulator ever. It can simulate battalion level combat but also still be a first/third person shooter with great gun play and really good ai that can sweep through buildings, deploy static weapons and use all the in game stances, first aid, etc,etc. But the only problem you can't mod in anything other than camo's and weapons and custom made buildings. No vehicles, no new ai, no new buildings, etc, etc. We got the game we wanted but at what cost.

    I've played games like this made by that dev team I mentioned earlier, Graviteam. Steel Armor Blaze Of War was such a game but even the most die hard fans including those crazy Russians and Ukrainians gave up modding it. Stating it was too difficult, mod tool documentations were lacking, the devs where unhelpful.

    And thats why Arma 3 could sell for 10years straight.


  2. 9 hours ago, Fat Tire Bikes said:

    If you were disappointed with Arma 4, don't worry! There are many other great games available for PC gaming. Here is a list of the best PC games released in 2017 according to Metacritic:
    PlayerUnknown's Battlegrounds (PUBG) - 87% Battlefield 1 - 90% Deus Ex: Mankind Divided - 93% Grand Theft Auto V – 98% Metal Gear Solid 5 – 95%.

    Sure but Arma is my jam. Just because you criticize something doesn't mean you hate it, sometimes you criticize it cause you love it so much and would like to see it be better. Its like watching those VBS videos and getting shown all those interesting features that could be in Arma but isn't. And didn't the guy who made PUBG get his start in Arma🤔
    This problem isn't unique to Arma. I play warthunder and there are a lot of things that are disappointing/frustrating in that game but I still play it and enjoy it.


  3. 5 hours ago, Janez said:

    I suppose that would depend on how natural that Tang you speak of is. I imagine not very much, so I'm not sure if I agree with that sentiment. Might be that people are confusing the feelings of Arma 2's grey filter with all sorts of mechanics.

    I did say Arma 3 was the better game after all.

     

    5 hours ago, Janez said:

    I give you credit for all that poetic framing but for real, that kind of shit was intolerable and just an unfortunate reality of that time period.

    Thank you, thank you, i try😉
     


  4. On 9/25/2022 at 8:16 PM, drebin052 said:

    I think Genesis' doom & gloom about it being the same for Arma 4 is a bit overblown in that regard...at least for now anyway.

    I don't think Genesis was all that doomy and gloomy tbh. I've seen worse on these forums when Apex come out. Even before that people complained that all the factions used the same static weapons, CSAT helmet was stupid, Arma 3 is a game while Arma 2 was a real sim. And that with the right ai mods the ai in Arma2 still outmatches Arma 3.


    I somewhat agree with this sentiment Arma 3 feels faster, sleeker, easier, better. While Arma 2 feels awkward, rough, bulky, instead of some well trained solder you feel... fat, you feel inexperienced, you have to fumble around to pull out your grenades, a short jog and you're fat ass is winded, the rifle only good for general area suppression at that point. Since also deaths had animations mods that made the player or ai go unconscious had an effect of paranoia, "Is that guy dead or just wounded?" The town construction set, ambient animals, ambient vehicles, ambient people meant provided a easy way to populate a mission area and with integrated AI civ questioning it lent itself well to COIN/irregular forces gameplay. (imo at least) Arma 2 was more focused around that sort of "fat ass, not so special forces, is that a rock or a grenade!" realism you would find in our own world.

    But I wouldn't recommend Arma 2 to a friend who is now starting out. Arma 3 is just a better game easier to play, to edit, to mod, easier  to spectate AI, etc.


    All that to say Arma 2 is like making all nature juice, you have to find a fruit tree, then find a way to get the fruit down, then clean, cut and prepare, then maybe strain out the pulp, then sweeten with sugar. While Arma 3 is a pack of Tang, toss it into water and your done!


  5. On 9/25/2022 at 3:20 PM, Janez said:

    I wouldn't worry too much about that. DICE for example, went with "the world" and look where that got them. One disaster after another. People make these games, not some brand or corporation, so as long as they stay on the path and create for them and their customers, supporters and most importantly, friends. Is that not what we are? You have to look very hard to find this kind of relationship any more. Sure, the interaction is not as casual as it used to be say, 15 years ago but it's still there, just more on the listening side. Things tended to get blown out of proportion on some occasions and in the day of very aggressive social media and professional outrage, one needs to be more careful. For now. 

    One of the best strategy games I've played is Graviteam Tactics and if anyone has been on the forums for that game they can tell you that Andrey (the game dev) is stubborn, can be rude and does not bow to pressure. If you suggest something that he doesn't like or he feels doesn't belong in the game he will tell you what he things of you "fanciful" idea. But Andrey and the team work towards a clear vision of what they want their game to be and improve the game megabyte by megabyte.
    All that to say yes I know people make games, but sometimes staying on this path of improvement is hard and thats why I named the thread what I did instead of naming it something rough like, Arma 4 is going to be trash. Arma 4 will be whatever the devs want. So if the dev team decides to follow a trend of making the game more accessible (which may not be a bad thing) instead of this hardcore, mil sim, with clunky controls but radical AI then the community's job is to fill that void. But again that kind of logic may not be to everyone's liking and some will just get tired and leave.


  6. On 9/25/2022 at 5:15 AM, Valken said:

    What if the big mod teams or new mod teams popup and make Arma 4 amazing?  

     

    Worst case - we still have ARMA 2 (yes) and ARMA 3 and maybe DayZ engine to play with... As long as the game engine is moddable, ANYTHING is possible.

     

    Look at how ARMA 3 become a great milsim but modders made great mods like RHS, Cup, Cytech, Ravage and incredible cDLC?! 

     

    As long as the engine is open and has a great framework, it (eventually) can be wonderful!

    Modders are the only thing that keep Arma alive, so i have no doubt that as long as Arma attracts skilled,devoted people Arma 4 will be a awesomely modded game. Even tho genesis complained that a lot of the deeper aspects of the game is locked away which hampers the true abillity for modders to take the game to that next level. But at least it still benefits from the devs wanted the game to be modded.
    And CDLC  has been a bit of a hit and miss kinda thing. GM was alright, SOG was great, CSLA was disaster. But the overall concept of CDLC interesting.


  7. I just finished watching Genesis's video on his break up with Arma 3 https://www.youtube.com/watch?v=d-hKBnUxUgI and It's kinda got me thinking.


    What would I do or where would In go if Arma 4 isn't meant for me?


    First i must say i am a single player only type of guy. That weird type of guy who likes to see his missions play themselves and watch the AI fight. IMO there are games that are made around multiplayer that do that far better than Arma could. But to me Arma's strengths has been its editor, AI and mods. What if Arma 4 comes out and its not that, it morphed into something different but not to different, a clone of something? Or should i say its become a clone of itself. Like a shadow of its former self, chasing its own trend.

    It enviously looks at what other people had, sitting there thinking, "I started this but yet they grow fat off my hard work!" Wishing to be so much like them that it cut itself up and neglected to look at the beauty that was in the mirror. Like having nagging friends who see you for you and offers advice, whether it can be achievable or not, you know it comes from a good place, a good heart and mind. But yet you go on looking and cutting to fit that mold, the mold you started by being outside the mold. Truly! you've done it! You've outplayed yourself!

    Or what if,

    I'm just a obsolete player? What if my niche is getting increasingly smaller and smaller and i just don't know it yet? Maybe this is my brush with the fake reality I've been obsessed with? What if I'm so much of a armaholic that i refuse to be rejected by my lover. The same thing happened in sim racing and Arial combat sims ai has become of lesser importance while multiplayer has been the priority since... well since a while now. Maybe that was always the goal. Am I just a relic? Grand kids grown up and my game out of touch, out of time?!

    TL;DR

    Arma 4 might be more squad than Arma, more MP focused than SP focused. Maybe because that has always been the end goal.

    Maybe everyone but a small few want that. The world has changed but we've remained the same.

    • Like 1

  8. On 1/4/2022 at 11:49 PM, Nichols said:

    I don't disagree with what you are saying here but I do think that the amount of behavior mods is on the mission designer/community mission team to test extensively to see if it works for them and the group as a whole even likes what it does. As someone that likes to build missions I also like them to be somewhat controllable from a Zeus perspective. Meaning the Zeus should have the ability to redirect without constantly fighting the AI to do what they need done or by extension just allow the Zeus to oversee what is happening without making it overly complicated. 

    I'm glad:happy: you kinda see the my point, its kinda hard to articulate and make it make sense. Of course I cannot and will not tell someone they can or can't play with "X" mod because it is unrealistic, isn't good or up to my standards. In your case you have to use a AI mod that won't generate waypoints and confuse the AI from what you have planed. In a similarly sense I just make missions for the enjoyment of watching the AI fight and I too face that problem of the AI getting confused because a mod has told the AI to do something that might be realistic but ends up being a bit pointless because of the situation or because of the mission.

    • Like 1

  9.  

    On 12/27/2021 at 7:39 PM, froggyluv said:

    Realistic AI means an AI that reacts as realistic as possible in all aspects of the game. Do they aim realistically? taking time to hone in on their targets to have a better shot or

    just 'snap-shoot'? Are their animations (speed at which they turn to orient to threat) realistic?

    Well with super accurate weapons (usually from mods or dlc) and little encumbrance the AI can turn around (full 180), shoot (1 round) and kill. Of course for a trained sniper or marksman you can excuse that but for the everyday grunt? of course not, that should be impossible! Now I do not know if that's what you mean but the AI has built in parameters to measure a variety of things that would affect this such as; encumbrance, stamina and suppression.There is a whole thread dedicated to AI facts and Myths.

     

    The AI has flaws for sure and from what I understand AI mods can tamper with surface level stuff but can never truly change core AI behavior. This is why there will always be the same flaw in the AI no matter how many mods you slap on top of it. But my point was what someone might deem realistic might not be realistic for others or for every situation. IMHO I believe in the search for realism we ended up just bogging down the AI with tools that they don't know how or when to properly use and I would think a more simpler and somewhat unrealistic approach would be more successful (in vcom a AI with a tripod can deploy a heavy weapons without the actual gun). I also believe that intelligent and even unintelligent behavior should be added even though it would be unrealistic behavior. And to get the AI to do specific tasks or orders should be left to specific waypoints or modules as seen in lambs, RHS, and Iron Front.


  10. I'd like to see a system like NR6 HAL implemented into Arma 4.

    Spoiler

    I know there are AI mods that feeds information from one AI group to the next but I was thinking about something like an overarching group AI that is a module that can be synchronized to a unit in the mission or stand on its own as a virtual unit. E.g like at a platoon, company, or battalion level. The AI designated as a commander can order non grouped, individual AI squads to move, attack, defend, support, etc. To elaborate a little more a system where you can give the AI commander waypoints in the editor like seek and destroy and it will order the squads to move to the location. The Squad would still have the autonomy to choose formation, speed, behavior. But if one squad comes under attack the overarching AI commander can send the other squads in as support, counter attack, retreat or hold positions. These should be customizable settings in a module.

    I guess in a nut shell what I'm asking for is a military command hierarchy in a sense😀


  11. On 8/13/2020 at 11:12 AM, Bukain said:

    Go play Niarms' AR and HK sounds yourself. They sounded more like spanking to me lol like "phapahpah pahn!!!!"

    That's just your personal taste. LordJarhead created a mod that suited his taste which other people like and if you don't like it then simply don't use it same with graphics and particle mods. Don't go around telling people that they should change there taste to suit yours it looks bad.

    • Confused 1

  12. On 6/23/2020 at 1:51 PM, froggyluv said:

    but they are unable to lay down suppressive fire while moving

    I've seen the AI do something like this in modded Arma 2 and Arma 3 and the problem was they would sprint while shooting and shoot the ground or shoot while the sprint animation was still playing but the AI was coming to a stop. Now that might not be a big deal but if the AI had a RPG in hand they would blow themselves up same thing with AI laying down with RPGs, they can do it (modded) but they have a high risk of self detonation.


  13. On 6/7/2020 at 2:04 PM, AirShark said:


    if the Ai is encountering weak opponent, fast and rush assault will look better.
    if the Ai is encountering even opponent, normal movement,  a little bit of tactics and careful awareness may be better
    if the Ai is encountering Strong opponent, heavy tactical, slow moves, hit and run, seak and hide kind of games are suitable 

    also, depends on other elements like : defense/assault/(ambush)elements of surprise 

    so maybe making a system that categorizes the situation in the firefights will be a useful way to start with, like counting the number of the Ai and the enemy Ai that are face to face shooting and switch the values depending on the result, however, im sure the performance may not be suitable for everyone though 

    Just adding my 2cents to these cool suggestions, maybe have it so instead of counting how much numbers of enemy units the AI sees how about using how many units in a squad are suppressed to determine if they are out numbered, equal strength or have superior numbers.

     

     

    Spoiler

     

    • little suppression (1 -3 units in a 10 man squad) - assault the enemy, leave no survivors, actively hunts enemy AI that the unit knows about and looks in nearby buildings etc, but this squad should generally stick together.  
    • Moderate suppression (3-5 units in a 10 man squad) - exercise caution, look for cover but should not try to retreat should stick together in teams of lets say 5 men, try to flush out enemies if they are in buildings and even go to the point of just destroying the building itself if resistance is too stubborn. On flat ground try to get as much fire as possible to push the enemy into the high suppression range.
    • High suppression (6-10 units in a 10 man squad) - Break whatever formation every man for himself and seek cover if no cover is immediately available than lets say the AI has a 50/50 chance to run full speed or crawl to the nearest bit of cover, then the AI can try to retreat, hide out in buildings try to break LOS then maybe regroup, call for support (if the unit has a radio or maybe if they have a team leader or squad leader with them) and if no support available run away.

    I also maybe a morale/courage system. So 100% this squad rather die than retreat. 50% if lets say half of the squad is wiped out the other half will choose to run. 10% 1-2 deaths or worse just the death of the squad leader these guys are running.


     

     

    Of course if a unit dies that lowers the pool of units needing to be suppressed and makes suppression easier. So if a group of 5 ambush a lets say a group of 10 and kills six units than this pushes that group into the high suppression range.

     

    More specific stuff like ambushes and defending a location till the last man would need a special exception from those rules and maybe can be implemented with a custom waypoints, modules or a specif set of waypoint settings like: combat, line, open fire, stay crouched for defense and: stealth, prone, line, hold fire unless fired upon for ambush and when majority of AI units have a target to shoot the ambush is sprung.

     

    Sorry for the wall of text sometimes i just cant resist :hyper:

     

     

     

    • Like 1
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