Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Polygon

Member
  • Content Count

    276
  • Joined

  • Last visited

  • Medals

Everything posted by Polygon

  1. Polygon

    How do you attach satchels to vehicles?

    Probably wanted AI to teach to attach C4 too. So the player can order through action menu.
  2. Despite the artificial grenade throwing action delay (4s) added yesterday, spamming smoke grenades is still possible... And of course recoil / muzzle climb are still ridiculous. Hopefully this will addressed until A3 launches. Here's a quote on FT from an experienced person:
  3. Just updated with a new bullet point on AI behavior (The Good). I think people tend to ridicule A3 AI and its behavioral flexibility too much. So far, it's the most advanced default game AI (no mods) I've ever witnessed in video games (simulates ballistics on his own, very flexible in combat, friendly AI isn't useless in good command etc.). Nothing else I could think of comes close, except STALKER series in terms of human / mutant character AI (no vehicles in STALKER). A3 AI isn't perfect, has issues, but it's the closest to "perfect" you can find - currently and definitely in the upcoming 3-5 years. Peace.
  4. If a broken piece of garbage Payday 2 (with bad optimization, connectivity issues, terrible AI, and no SP content) can get a pretty good Metacritic ( http://www.metacritic.com/game/pc/payday-2 ), I'm entirely sure Arma 3 deserves 85-90 with some of the gameplay issues fixed until release and AI fully enhanced.
  5. Polygon

    Development Blog & Reveals

    What's up with your mind spouting this mindless and nonsensical, blind doctrine of "Greatness Awaits. Be ready for the Prophet!" all over the forums? Maybe you should go outside and learn how to think critically? Just because A3 main aim accidentally happened to be infantry (and thus A3 was labeled as a sandbox (with little sand) with an infantry focus), doesn't mean we can forgive for lack of aerial vehicles. Everything was fine in A2/A2OA on this category. No campaign at release is also nothing but degradation of the franchise in terms of content. Ever made any one of them and shared in public? LOL.
  6. Dyslexci's method on grenade use in A2CO is still far better than current A3 implementation which is less realistic than in COD/BF. When do people realize spamming is not a viable solution? As with more combat stances, with fast throwing player has an unfair advantage over AI. I guess balancing does wonders when you're not quite sure what's going on.
  7. I'm fine with FAKs existence in a mission, but not with what config values they have. If on a more arcadey side - they heal too much. If we're talking realism - they should NOT heal, only stop bleeding. Spamming FAKs makes default BIS missions terrible and not feel realistic / immersive. Why not introduce a parameter for every official SP/MP BIS mission to turn on/off FAKs? After all, the flexibility of this engine and its capabilities is highlighted as a strong advantage over others. Here's some of my other concerns for AI: - Soldiers are still not forced go prone after shot in the leg(s) with a sniper rifle, - enemy AI dies after 2-3 9mm bullets in a leg, - soldiers do not drop their weapon when hit at hands because of impact shock - and other small tweaks. Fixing the ridiculous grenade throwing animation should be a TOP priority right now, not churning out some tasteless UAVs / UGVs into dev branch.
  8. Can you provide any reliable source on this? You're probably talking general software here which has the "Exit" button far away from other buttons to access content, make adjustments, browse etc. This is not the case with A3. In MM everything is too stacked up. I'm in the dev branch. Aiming deadzone is still broken. Try swaying your weapon right and you'll see how fast it unnaturally adjusts the threshold "safeZone X" defined by AD slider. This wasn't the case in A2CO. Good to hear weight/capacity will be fixed sometime. Generally, thanks for the insights. Share moar! :P
  9. Are you trying to sound intelligent? What you just did was quoting the devs and not adding anything useful to the discussion. Stop writing stuff in a Cpt. Obvious style. As .kju mentioned, it's beneficial for nobody, except the arrogant pseudo- types. From a customer's POV, this excuse of "easier QA" is 100% invalid and should NOT be considered an argument. That's simply abysmal.
  10. Doesn't episodic releases severely limit the flow of story and fleshing out characters? People are slowly losing any faith in A3 campaign. I doubt each ep. will have an ending (like Half Life 2) or multiple and will start a completely new storyline, only in the same timespan of the previous one, carefully relating to events that already occurred. Hopefully, we'll get to walk stairs (from Pvt. to Cpt.) with one of the characters. I remember promotion scenes providing lots of satisfaction after hard labor in the battlefield. I guess procedural gameplay is also out of the game because the objective is now to keep it "simple and fun".
  11. +1. "GUARD" waypoint is for defense AND chasing enemy, not HOLD. You'd better report your concerns on feedback trackers and make sure others can support them. As we know, bragging on BIF doesn't help much, especially in threads with "aggressive titles" like this one.
  12. Polygon

    Discussion on "Axed" Features

    You don't differ "marketing speech" ("ultimate military simulator" on the box, authenticity talk in the press, etc.) form your own concerns and overall perception on this matter. I think Varanon was referring to Arma's presentation to the public, not exact technical capabilities of the gameplay that should be simulator-like. Yes, Arma has a lot to go forward and right now we can only bash / suggest / wait. But there's clearly some problems at BIS with prioritization of stuff. A lot of influences from around (Dayz boom, Wasteland popularity (it's just a spin-off), etc.) that affect their decisions and things can inevitably go wrong. If not for fans analyzing Arma games and coming up with elaborate descriptions of the problems, the series may be in stagnation.
  13. Polygon

    Discussion on "Axed" Features

    Arma is about getting to simulation level as close as possible. A3 has obvious limitations, but by default it should not be worse than A2 in some aspects (right now, it's different) and much better in others because it's the next iteration of a franchise - innovation is automatically required by fans / consumers. The fact that BIS leaves users with an option of a mod for extreme realism is logical. But I'm worried as for how long the current A3 flaws will be present. I expect that this community is hard to silent, and people will keep on talking about inclusion of much-needed features. Talk about balance of gameplay... even with Task force Balance, it still needs tweaking. A thread with a full list of A3 shortcomings and corresponding links to feedback tracker could do wonders. Who will be the next balancing hero?
  14. Whenever I hit IFV-6c Panther front armor, the impact isn't metal-like, instead it's dirt. Why? Because the dirt layer on it is so thin that it visually should not spit bits of dirt out, as right now.
  15. OP, please elaborate on what are you attempting to do with 144 individual soldiers. There could be a couple of workarounds for fluid movement of individual soldiers in groups.
  16. Polygon

    Discussion on simplified features

    Axed = features which's "evolution" or inclusion in A3 has been halted or they were completely removed. Simplified = features currently in-game, only changed to a level to make A3 more "accessible / fluid". As you can see, it's quite a difference.
  17. A honest question to BIS: what refrains you from opening up the possibilities a bit for community to improve code on both shaders and AI? Is it the fact that you possibly sell the commercial use license of RV engine for others to utilize? I'm fairly sure there's enough knowledgeable enthusiasts around here to get their hands on this stuff without breaking everything in one *magical* touch. I see some prioritization issues in the development of A3. For instance, was PiP feature really worth the gain on the gameplay / visuals instead of improving AI or terrain tech? Underwater areas are understandably included - to give the player a WOW factor and attract some new crowd. Not really sure how that did worked out. It was Wasteland mostly attractive to new folks?
  18. You're referring to "What if ...?" scenarios, correct? I can tell you that the same applies to all features A3 dev-team already implemented in the game. Were they experimenting? Perhaps, but isn't it the time to un-fuck things up or at least have a back-up plan before drastically tweaking gameplay core aspects? The full release will occur in 2-3 months. Things doesn't seem very bright and lots of people that are currently silent about the issues will remain with A2CO. You always make a proper back-up plan before attempting anything, unless you want to become famous of bad management. Does BIS want to? We'll see. Let's hope our concerns won't be lost like tears, in rain (which still doesn't exist in A3!).
  19. Will your building packs be accessible for everyone to use on their maps? They're amazing and atmospheric. In my opinion, perfect for a DayZ Standalone Stalker-like island, or a spin-off. The Zone, in its huge scale and variety, would feel unique.
  20. Less balancing (= mirroring different faction content by only changing the names and appearance of stuff), more gameplay polishing (= carry weight limits, weapon handling, punishment for getting shot, less recoil, improved AI, psychical weapon interaction with other objects, etc.).
  21. Let's get this straight... most of the newcomers to A3 mainly play Wasteland and other PvP community gamemodes. In these, the AI is non-existent. So why bother improving AI and rewriting ancient parts of the engine (this requires throughout analysis of the problem, implementation of code, overview of a programming lead, etc.) when most of the players won't notice the improvement? And that's it, the basic logic of games industry. :P
  22. Polygon

    Infantry Combat and the AI

    Exactly, metalcraze. It's a bad design decision to showcase terrible rushing AI in the Infantry mission. No real tactics involved whatsoever. The player is outnumbered completely. Does BIS forgot what logical design means? "But it's a showcase!" is no excuse. Any mission in this sandbox super-shooter should be tolerable for a thinking player. Infantry's showcase objective is convince potential Wasteland players that AI is unnecessary and they should continue PvP'ing in their favorite "official" game mode.
  23. Polygon

    Discussion on "Axed" Features

    Thanks, you've just described 99% of Wasteland (#wasteoftimeLand) players. Couldn't have said it better. A3 no longer has proper weapon handling simulation. Even STALKER series games are more realistic in terms of gun-play, actor's movement, fatigue, weight limits etc. But, who cares? Let's play Wastelandia and smile, smile, smile!
×