Jump to content

Polygon

Member
  • Content Count

    276
  • Joined

  • Last visited

  • Medals

Everything posted by Polygon

  1. No, he's a freelancer doing contract work. Every contract has its set of rules.
  2. Polygon

    What is the gameplay purpose of the ORBAT

    I say it's "innovation" for the sake of it. unless you get to play for both sides in a campaign, showing progress of the enemy spoils the fun.
  3. Polygon

    Destructable items?

    hidden objects still retain their collision. a major flaw.
  4. Polygon

    when will new arma 3 content be out?

    Oldschool content (A2CO content) will be released in form of MLODS available for everyone to modify. that's it. as for DLCs, expect lots of future stuff.
  5. figured I'll post my neg. feedback here as well: - attacking an AAF VIP in the middle of the day? - naive soldiers, doesn't present questions to Miller or anyone else high in command in this dire situation - Maxwell full of lights in the dark? next time don't be surprised why arty hits you hard later. (why not use metal military barracks for cover?) - AAF miraculously incapable of locating a group of survivors... on an abandoned MILITARY COMPOUND (lol) (even survivors doesn't put any effort into covering up their traces before danger closes...) - advancing through a valley? squad's leader should have his head chopped off. - Wet Work: terrible insertion with no recon info or any smart preparations. like, "let's gamble our lives guys!" - didn't notice any actual active patrols around Maxwell or going further to ensure safety of others. everybody relaxed. - AAF air harmless? jets flying over and disappearing, attack helis ignoring obvious threats... epic win. - no vehicles utilization while so many of them on the battlefield. - terrible waypoint placements in terms of tactics/safety/etc. by game designers. both sides take the most stupid approaches possible. - Tipping Point: remnants of survivors attack the main city (logically, it should be most defended!) of Stratis... then their evac boats ignore everything around (no covering fire, etc.). - with so many AAF helis/jets occupying the sphere, Miller decides to leave for Altis right now in boats, through plain sea (genius). equals to death sentence. nobody, perhaps aware of themselves, opposes dumb Miller's decisions. * no cutscenes * storyline hooks on a massive cliffhanger * huge lack of any tactics/decisions that would represent military-like thinking Maybe BIS needs a consultant or a more experienced, self-critical designer which may drive a campaign to perfection almost?
  6. figured I'll post my neg. feedback here as well: - attacking an AAF VIP in the middle of the day? - naive soldiers, doesn't present questions to Miller or anyone else high in command in this dire situation - Maxwell full of lights in the dark? next time don't be surprised why arty hits you hard later. (why not use metal military barracks for cover?) - AAF miraculously incapable of locating a group of survivors... on an abandoned MILITARY COMPOUND (lol) (even survivors doesn't put any effort into covering up their traces before danger closes...) - advancing through a valley? squad's leader should have his head chopped off. - Wet Work: terrible insertion with no recon info or any smart preparations. like, "let's gamble our lives guys!" - didn't notice any actual active patrols around Maxwell or going further to ensure safety of others. everybody relaxed. - AAF air harmless? jets flying over and disappearing, attack helis ignoring obvious threats... epic win. - no vehicles utilization while so many of them on the battlefield. - terrible waypoint placements in terms of tactics/safety/etc. by game designers. both sides take the most stupid approaches possible. - Tipping Point: remnants of survivors attack the main city (logically, it should be most defended!) of Stratis... then their evac boats ignore everything around (no covering fire, etc.). - with so many AAF helis/jets occupying the sphere, Miller decides to leave for Altis right now in boats, through plain sea (genius). equals to death sentence. nobody, perhaps aware of themselves, opposes dumb Miller's decisions. * no cutscenes * storyline hooks on a massive cliffhanger
  7. Polygon

    Rate the first episode!

    5/10. (-) * no logic (not to mention proper military tactics or mindset) in most cases. this requires elaboration on all *crap* decisions: - attacking an AAF VIP in the middle of the day? - naive soldiers, doesn't present questions to Miller or anyone else high in command in this dire situation - Maxwell full of lights in the dark? next time don't be surprised why arty hits you hard later. (why not use metal military barracks for cover?) - AAF miraculously incapable of locating a group of survivors... on an abandoned MILITARY COMPOUND (lol) (even survivors doesn't put any effort into covering up their traces before danger closes...) - advancing through a valley? squad's leader should have his head chopped off. - Wet Work: terrible insertion with no recon info or any smart preparations. like, "let's gamble our lives guys!" - didn't notice any actual active patrols around Maxwell or going further to ensure safety of others. everybody relaxed. - AAF air harmless? jets flying over and disappearing, attack helis ignoring obvious threats... epic win. - no vehicles utilization while so many of them on the battlefield. - terrible waypoint placements in terms of tactics/safety/etc. by game designers. both sides take the most stupid approaches possible. - Tipping Point: remnants of survivors attack the main city (logically, it should be most defended!) of Stratis... then their evac boats ignore everything around (no covering fire, etc.). - with so many AAF helis/jets occupying the sphere, Miller decides to leave for Altis right now in boats, through plain sea (genius). equals to death sentence. nobody, perhaps aware of themselves, opposes dumb Miller's decisions. * no cutscenes * storyline hooks on a massive cliffhanger (+) *even with player not in command, some situations are flexible and doesn't result in "MISSION FAILED" quick *... probably similar to what others mentioned CONCLUSION: if most of the issues / mistakes will be fixed, I'll gladly give an 8-9. it was enjoyable, but an experienced eye still spots stuff. :D
  8. 1) put some effort into reporting an issue on A3 FT or, if one exists, send out a link of it to others possibly interested 2) refrain from ubiquitous / generalizing statements such as "flawed engine", etc. 3) profits... honestly, I want BIS to release the goddamn modding tools! THIS WEEK! a nice present for November's beginning, don't you think?
  9. no nostalgia here and you're dead wrong. Montignac Must Fall (CWC camp) was the first mission (7-8th overall?) with 2 different endings progressing the storyline and it happened quite early. further content was quite varied, flexible, and opening opportunities. however, in most cases realism was sacrificed for better gameplay and pretentious scenarios / situations. that's a viable approach to some degree in game design. you can take the risk, but don't stretch too far as A3 devs did in Tipping Point mission - paratroopers landing in front of a hostile squad and nearby armed boats. they didn't fire and player's squad leader wanted to have some fun shooting before leaving Stratis. bad design. period. not sure how self-critical / -aware BIS designers are. probably not much.
  10. Vehicle may compromise survivor position on Stratis? Maybe they have GPSs mounted which are hard to remove lol. +1 to all your points. by utilizing all abandoned vehicles, player could run over most of the enemies easily. how's that instead of the oldschool bullets? At some points, 'Survive' has no logic like Maxwell full of bright lights at night and later Miller surprised why attacked by arty... Common sense, shmuck. I didn't actually see anyone of survivors properly patrolling / scouting outskirts of Maxwell for safety, too. everyone relaxed, in one piece. But OFP CWC campaign had its flaws too. perhaps it was technical limitations of the time, perhaps not.
  11. Polygon

    ambient battle sounds

    by taking soundfiles out, defining them in your mission's description.ext and calling from there.
  12. joinCasual (AI basically following player, imitating his stance, but no visual in units tab, control, etc.) command would be useful.
  13. confirmed. means they're probably not coded properly yet. patience.
  14. Polygon

    Tipping point mission

    Miracle - when you reach the boats, your teammates teleport into them too ignoring the threat. Because "realism".
  15. BIS, add simple fire source objects into the editor instead of this quirky code approach.
  16. ATM, sound is the weakest part of A3 and will remain so in 1-2 years, until we see an expansion / DLC or even A4.
  17. just as I pointed out earlier, ' Survive ' is full tactical non-sense to make it look actiony. Not up to Arma's standarts, as I'd like it to be, but if this feels the right direction to take in the future, we'll definitely have to adapt. of course, OFP CWC was from perfect either. But it transffered a special sense of scale nicely with minimum resources at hand. That's a milestone on its own.
  18. Polygon

    No women at all

    I assume bis already uses new tools internally and they're well informed about all ins & outs. otoh, making them public is a serious commitment in terms of quality and functionality. you have to polish stuff, and make sure it comes out solid. as outlined by some vets of the games industry before, this takes time and resources. however, the fact that your community starts to think of you as devoted for modding etc is a definite advantage. I suppose many people here would "murder" for these tools. :D
  19. Polygon

    AllowDamageFalse in Official Campaigns?

    Alot alike? You're insane. post at least 10 similarities between them and avoid generalizations such as "equal quality of [story][characters][etc]". In CWC's beginning, player didn't do many varied things, but had more freedom overall. You haven't drove a vehicle properly in A3 camp, or patrol an area. Who knows whats ahead.
  20. What do people desire from A3 campaign in the first place? Actiony hollywood military action, a blend that and tactics or a feeling content is true to military-like life (which was presented in OFP)? OFP presented an interesting miltary life with all its ingredients - you've got to drive stuff, transport troops, scout, patrol, your feet in the mud early. A3 may feel more confined, too much of "straight to the point" and lacking basic military tactics logic so far. There's tons of unanswered questions that answers', if turn out true, would've put Maxwell to misery already. I could list lots of inaccuracies, bad decisions etc. But it's pointless as we've got to show off satisfied with given content.
  21. don't overstate things for the sake of them. A2 was considered a sim as long as there was a word "simulator" on product's representational attributes (on web, game box, etc.). IIRC pettks clearly stated that A3 is not a sim as it wasn't marketed as such from very beginning. however, some curious fans found remains of "simulator" label on A3 official web, but such details were removed. I suppose the conclusion is obvious and the path A3 took isn't misleading, as you present it. people aside, let's talk about official details.
  22. as A3 is no longer a simulator, we don't need to fully rely on RL data. so a credible, likely the best solution would be something inbetween the blurry lines of arcade and sim. and yes, shots / ricochet landing / flying by units should affect them in various ways.
  23. BIS, introduce exessive / faster heartbeat when under fire (firedNear EH?). that'd make the game more believable, overall.
×