Polygon
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Everything posted by Polygon
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I'd like to see the return of quicksave function.
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My eyes will thank you, OS. :D
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BIS, add multiple color selections for waypoint and other cursors (teammate location, etc.). Current one, white, blend in with the environment too easy in most situations. AI can still detect player within a distance after loading a savegame. Before this, player was in hiding from their perspective. Was this issue ever addressed? It breaks missions.
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Official A3 campaign thread - discussion, wishlists & more
Polygon posted a topic in ARMA 3 - OFFICIAL MISSIONS
Since the recent secretly hinted news regarding the campaign's status have gathered enough attention in a "not-quite" related thread, I decided to dedicate this one for the single object - A3 official campaign. Currently known stuff: campaign will be released after full A3 launch various military roles to play with wide array of missions with different playstyle required hopefully, a storyline worth following with remarkable characters (ala OFP/OFPR) an intense atmosphere fitting the troubled future that awaits us? multiple endings? Personally, I'd like BIS to trust us and give an opportunity to fail the main story very early in the campaign (remember OFPR and Victor's bad decisions in every step?). Sometimes, to be innovative, you have to recycle the older and already used ideas, only to made them look reborn! Discuss what matters (various aspects, campaign's size etc), post your wishlists, concerns, criticism! -
Arma 3 Engine - What would have been a better option and what can we learn?
Polygon replied to squirrel0311's topic in ARMA 3 - GENERAL
One [ not mentioned ] word: DOCUMENTATION. engine, scripting, features, tools, all of it. -
Day Z Announced as standalone title.
Polygon replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
30% goes to Steam and whatnot. -
All OPs remarks are based on assumptions and basic human logic, desires. There's really no need to think that way, as of now. However, I don't get it why there's only 50k euro prize for total modification. There's many of them and multiple should be awarded approx. for an effort. Unless there's a mod already in development for A3, was destined to become a standalone DLC before getting canned and, seemingly, BIS puts the money afront to make sure that DLC's investors become interested again. Some serious assumptions, though.
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Looking for Experienced Modding Team (Possible Make Arma Contest Submission)
Polygon replied to irishpride's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - ADDON
OP, you'd better join an existing modteam matching your interests and passion and build it up from there. -
CWC & Resistance campaigns - retrospective, comparison
Polygon posted a topic in ARMA 3 - OFFICIAL MISSIONS
Almost everybody is praising CWC and Resistance campaigns, presented back in 2001-02. Why they're considered special? What made them so? What could BIS learn / already did / will do? I'd like to make several points on CWC, how it affected the genre: first serious military story-driven campaign? large scale battles. multiple roles - from infantry to pilot, blackop. varied environments - 1985 conflict spanned across 3 diverse islands. tough, unforgiving gameplay style. difficult choices to make early. good gameplay design - flexible missions, varied endings. player's character progression: not statistical (skills depending on measurable parameters, adding up, etc.), but official/mental - ranks up, survival. excellent premise, storyline, average characters (fitting for military title?). atmosphere (believe it or not - bad graphics is part of it). multiple endings - no stupid cliffhangers. Now onto Resistance, which inherited a lot from CWC spiritually and mechanically: a personal, touching story. survival elements - scavenging, team management. great characters (though, a lot about them remained secret). sense of progression - becoming a leader, establishing an opposing force, advancing. not so political, official. Obviously, each campaign has its own + and -. In some cases, both camps lack military / human logic, probably due to gameplay, also cliches. I'd say CWC was better simply due to its scale. How does / will A3 campaign compare to these? Too early to compare fully, though. Add your own remarks on the topic. Perhaps I've missed something. This thread serves as a restrospective. I could go on into detail further, analyze each mission of CWC & RES, but it'd be 12 years late. :D -
ArmA 2 C-130J and MV-22 Redux
Polygon replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Excellent port. Hoping to see more A2CO content brought to another level. -
From the recent memory, I found GTA5 to be one of the most diverse sandbox experiences for years - it features so much little details that you start to appreciate even by watchcing simple "GTA5 Mythbusters" videos. Question is - when will A3 reach this level of systematic fidelity not only in terms of infantry / military simulation, but game-world interaction? I'd like to present a simple list with little details [ of unrealism, etc. ] missing. Not crucial, but they certainly help immersion. uniforms - you can wear/steal them damaged (hit by a sabot, driven over by a tank, etc.), in seconds. applies for weaponry, backpacks too. fake grenade throw action delay. not present for smokes grenades or chemlight... no vehicle towing no ability to drive a vehicle on another moving surface cannot climb on vehicles glass break of street lamps and other miscs missing trees still animated. where's PhysX for them? no manual/automatic gear simulation for vehicles pure black heavy vehicles interiors parachute simulation? no PhysX for terrain objects at all (barrels don't explode...) electricity, flame/fire simulation? weird "optimization" techniques - like hiding normal models of buildings below their ruins after damage treshold dirty, soaked, bloody materials? cloth simulation? waves, reflective water, underwater lighting? ... that's it for now. Please list your observations, tips, solutions. It's evident that in games industry, when solving complex stuff for sandboxes, the primary effort should be in programming's than art's side. I personally don't care much about high-res, highpoly models and such. Arma has great potential to become the best sandbox of all time. I wouldn't mind BIS using it. Of course, there goes assertions of game development as a business - iterational production, "evolution" to make sure players will buy the next installment of franchise X for its entertainment, innovatin, else. Criticisms listed here do not imply A3 is a bad game and worsening - it certainly introduced lots of new things. Just put effort into noticing them (I already made a thread on this in the past).
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Terrain Improvement (dev branch)
Polygon replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
Amazing improvements. Feels like an another title! -
This absolutely must be added - better icons
Polygon replied to dulix11's topic in ARMA 3 - MISSION EDITING & SCRIPTING
why not add simple transparent arrows for "square" object icons in the editor so we can predict direction at least? -
Nou, continue to rock the Arma world! Looks promising.
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[Early Preview] 3D Editor
Polygon replied to HeliJunkie's topic in ARMA 3 - COMMUNITY MADE UTILITIES
great work! scanning this with interest! -
Just noticed: vault animation has no sounds of steps on any surface. "realism".
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Campaign Episode 1: SURVIVE - Feedback thread ** SPOILER WARNING! **
Polygon replied to maddogx's topic in ARMA 3 - GENERAL
Now we some overpraise of Miller with terrible assumptions... The fact is - story was clearly written abruptly or even not by a writer, designers themselves came up with something gamey and believable to inexperienced. -
Make vehicle undrivable
Polygon replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
IMO OP wants player to be able get in vehicle, but just unable to move. Maybe turn off some radio channels to prevent annoying reports. -
Still unable to pack missions into campaign format? What a disappointment... BIS, get on with it already.
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Searchlights or focused lightsources - how to?
Polygon posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
A3 is missing searchlights and other useful objects. How do you create a focused lightsource for immitation? Example: http://i1305.photobucket.com/albums/s553/Heripai/ArmA3/color800065003500_zps57f6cb78.jpg -
Searchlights or focused lightsources - how to?
Polygon replied to Polygon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
nowhere. there's no such object as a portable light, only 4 lights attached on a pole at military bases and all. -
Civilian Courage under Fire...
Polygon replied to meatball's topic in ARMA 3 - MISSION EDITING & SCRIPTING
can you share the name of that walking anim (straight?)? might be useful. thanks. -
Searchlights or focused lightsources - how to?
Polygon replied to Polygon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
anything? if not possible, then a similar addon must happen... -
Limb removal and other gore should only be active when a unit receives >0.85 damage on almost all body parts. That way, gameplay doesn't become a torture as described above and can be balanced further with additions, etc.
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+1. another solution for this would be add an audio channel for UAV (it's the future!) outputting env. sounds via an addAction. UAV transmissions must have radio-like background.