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daveallen10

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Posts posted by daveallen10


  1. A good idea for sure. However, the game and DLC potential is held back the most at this point by the game technology: an old animation system, wonky physics package, etc...

     

    The content I want most is not new assets or scenarios, but basic game improvements: improved friendly and enemy AI capable of clearing buildings, fix for the vast amount of clipping issues that make interior gunplay challenging, rooms with clutter in them, melee combat or simply a combat knife, more realistic night vision and thermal vision. 

     

    I would also like to see some of the more popular mp scenarios get official integration and support to improve performance and such: Koth and Antistasi mainly. 


  2. First off, the poll in this thread has way too many options to be useful, seeing as every option has about 5% of the votes right now.

    Secondly, I think one of the reasons people are disappointed with the Apex campaign is that it feels on rails and focused on the multiplayer experience. It feels like the game doesn't want me to lose. The unlimited respawns contribute to this. Plus, the totally unlocked at start mission s give me no reason to not skip missions.


  3. Having played extensively on the most recent dev branch, the expansion generally just lacks a lot of polish. The map and jungles are really good, some of the vehicles are really good. But it doesn't feel like we've taken a lot of steps forward. Not to mention the lack of large scale improvements that we desperately need like improvements to physics, AI , damage/bullet decals, explosion effects, wall clipping, floor clipping, everything clipping. I still feel like I'm playing the original Arma with really fancy lighting effects and better textures.

     

    Doesn't help that in every Sitrep we hear another tale of woe about how they are so strapped for time and resources.

     

    BIS: "we didn't feel like fixing the [physics/clipping/ai/etc...] system was a good use of our time...but look at this cool gun we made instead!" 

     

    Us: Hmm...isn't that a reskin of an old gun? Wow, that looks like the gun we got in a mod, except the mod did it better. 

     

    -Credit where credit is due: the VTOLs and little prop plane are very cool.

     

    / end rant. 

    • Like 5

  4. Lots of good here. I think Foxfort's comment really hits the issue. The devs are working with old technology (and probably not enough staff) in order to provide content and features that are promoted as "new" but is actually quite dated for 2016.

    For instance look at the list of "improvements" for Apex on the website. Tasks overhaul, campaign unification, quick play, weapon switching, decent water reflections... these are all welcome improvements, but to be honest they should have been in the base game back in 2013. I'm glad to see improvements, but they have to make so many compromises because of old technology that it almost doesn't make up for it.


  5.  

     

    "There are various reasons for this approach. We all know that Altis had a great many enterable buildings, but they were void of furniture and felt suspiciously empty. We don't have the resources to solve this by producing top-notch varied interiors for all buildings..."

     

    Frankly, I think this quote describes the whole Arma 3 experience. Not having the resources to polish an otherwise awesome game. 

     

    Except wait, they definitely do have the resources, especially with massive pre-order sales and pricey DLC. 

    • Like 1

  6. I don't usually make "complaint" posts, so I'd like this to be purely constructive criticism. Having played the Tanoa map (while realizing it is in Dev Branch) I am a little saddened by the lack of ability to interact with the environment on Tanoa. Everything feels like a static prop. I don't know if anyone else got this impression either.

    Some specifics:
    -Buildings, including village homes don't have interactive windows. Most windows are partially close so the ability to fight from buildings is diminished. Many windows (other than shatterable glass windows) are bugged and act like walls when you try to shoot through them (and enemies cannot see through them even though you can see them)

    -Many buildings are non-enterable or have most areas blocked off. It feels a little lazy and limits the use of buildings.

    -Most buildings and material have no destructability . Many do not even show bullet decals (a bug ticket is in for this)

    -Many tree types are indestructible which feels extremely weird when you hit it with a tank, for instance. Trees continue to be indestructible to even the largest bombs in the game. 

    -Most props are indestructible or unmovable. 

    -Many "vehicles" such as the dozers and some ships, are just props.

     

    -Vehicle damage and destruction models are very poor. Cannot shoot headlights or windshields out of some vehicles.

     

    -Vehicle-in-vehicle - while I applaud the effort in getting it in, feels very rushed and hacky. 

     

    Just generally, I'm a little sad that we continue to get maps that are so static. The map is cool, but it feels like the limitations of the engine (and the resources of the team) are really starting to show.

     

    EDIT: Having played extensively on the most recent dev branch, the expansion generally just lacks a lot of polish. The map and jungles are really good, some of the vehicles are really good. But it doesn't feel like we've taken a lot of steps forward. Not to mention the lack of large scale improvements that we desperately need like improvements to physics, AI , damage/bullet decals, explosion effects, wall clipping, floor clipping, everything clipping. 

    • Like 17

  7. I would really like to see a bit more detail in the terrain. It seems very copy/paste in some places (understandable as that is)

    1) I would like to see water! There are no ponds, streams, creeks or even muddy puddles in the game (and I haven't seen any rain so far but maybe there is rain). Please, make the marshy areas have some water, even if it is just static and not running water. Add some ponds around Altis and up in the mountains. It's too dry!

    2) More farms, fences, farm vehicles, crops, and animals. From the air, Altis seems like it is covered in farmland and feilds, but they are all barren! Spruce it up with a little Mediterranean crops! Add some real fences and more livestock, evidence of people working the land.

    3)More civilian "life".

    4) Improved interiors. Some basic furniture or something would be nice in some places.

    5) Improved destructibility of environemnt (trees, buildings, ground)


  8. Currently, there is only one damage decal in the game--for bullets (its is a very bad texture and its almost unnoticeable). For all other weapons--they cause no effect against buildings or vehicles: no scars, dents, appearance of chunks missing....these are applied by decals that the game adds to an object at the point of impact.

    I would like to see some real damage on vehicles, buildings, and objects when you hit them. A rocket or grenade should show visible scarring on a building, vehicle, or tree. Bullets should make much more noticeable impact marks on all objects, and dents and scratches on armored vehicles.

    This is a small request that could make a big difference for immersion.

    Feedback Tracker Link


  9. I personally like the challenge of the current system with high recoil and sway. Makes it a little easier to survive IMO instead of BAM! dead at 700 meters every time you spawn in. It makes firefights more realistic and lengthy--like in real life. More maneuvering to get the better shot or first strike on your opponent. I like that.


  10. In reality I see a streak when sitting next to someone firing tracers, it does depend on the angle and the proximity (best surmised by the angular velocity), it's just another element of motion blurring which does happen in real life (look at the road next time you're in your car). Last time we went out shooting I brought my laptop with me and attempted to recreate the blur length. Anyway, long story short I found the "frame time" for the human eye looking at a high contrast scene at night was between 220 and 400 frames per second. To put this in perspective the shortest frame time from which the human brain gathers useable information is 1/220 of a second, which corresponds to my minimum. I do think that in desirable circumstances the eye can determine differences of motion far higher than this (according to my horrifically error ridden experiment, maxing out at 400 "frames" per second at night). I'm not sure if it's different during the day time, as I can't recreate it with tracers.

    I didn't realize it was so high. But I am aware that a lot of that visual information gets mushed together giving the illusion of a lower "visual framerate"


  11. The tracers are way too long in both game _and_ video footage of real life tracers.

    Videos do not actually show tracers in the same way as they are seen with human eyes.

    This is true--the human eye can see at about about 28 fps. Most videos from before 2008 were shot with lower-speed video recorders, giving the illusion of the "streak". New cameras are much better because they shoot at a higher speed.

    Anyways, I am fine with a little of the "line" because it is a video game and it helps friends and foes to determine the direction bullets are traveling. But it needs to be toned down for sure.

    here's a higher speed footage of tracers.


  12. I've seen a number of Arma 3 night battles and I have been thinking that there could be a little tweaking done to tracers to make them look a little more realistic and less like lasers. I think the streak of the tracer visual should be decreased just a little so it doesn't make such a solid line.

    Secondly: Tracer rounds are usually only every 5th round in a magazine. In this game they are every round, when using tracer ammunition.

    Tracer rounds in real life:

    Tracer rounds in Arma 3:

    I know this isn't a big issue, but its just a small immersion thing. There is a feedback tracker issue here, if you are interested.

    If you want to see burning tracer rounds after they hit the ground, refer to this feedback issue (not mine, but I support it).


  13. I think some people take issue with the idea of a woman carrying a full kit having the same stats as a man...personally I would be fine having female pilots and more variety to the base personnel, but it seems a little silly to have them carrying a mk200 and running at full speed the same as men while carrying 30 kg of gear.

    Still, nothing wrong with having the assets to enable people to use the models in their missions. Imagine something like Act of Valor where the woman is a CIA agent who is in country and then you fight to extract her etc. No reason to be so against it but it needs to be a much lower priority.

    Plenty of women can carry 30 kg or gear and run. Plenty of men cannot. Boot camp determines who is and is not cut out for combat--regardless of sex. There is absolutely no reason why there would not be some female character models, at least on the NATO side. I can't expect that Iran would be much more progressive by 2030, although they do have women in some military roles.

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