Jump to content

Search the Community

Showing results for tags 'suggestion'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 66 results

  1. Hard core gamers will certainly disagree with this, but as a VERY casual player I feel the need to make a suggestion. As a casual I play strictly for fun, when something ceases to be fun, I just don't play it. Another result of my being a casual is my K/D in shooters is anywhere between .50 and .62 depending on the game. In this game that translates to me actually making it out alive with basic loot only one in three matches, and I have never yet actually gotten the drop. That said, only making it out with loot one in three matches combined with loosing everything when you die makes the grind incredible for the casual player. This is exacerbated by the fact that once you reach the max amount of materials for the next upgrade you cease accruing mats. It does me no good to get 915 mats when I die when I'm already maxed out at the 6000 for the next upgrade and that 915 mats just goes into the digital void because my counter can't go above the max for the next upgrade. I propose that the death penalty be reduced to 50% of your loot going away with a RNG mechanic in place to randomly select what that 50% is comprised of. That way players who die more often than they live and / or get a kill can still feel like they're making progression. Now, I'm not trying to convince hard cores to agree with me, I already know from other games and other forums that any conversation along those lines devolves into "GIT GUD" and "But a game should be fun" - already heard that. So, hard cores, just stay calm and realize that I'm making this post for the game developers to see, I'm not trying to convince you personally to be less hard core. Just realize some folks play strictly for fun, and still want to have fun even if they're not that great.
  2. This may be in the works already, but I wanted to ask / suggest that at some point there be scoped and red dot / holographic sited weapons. So far every weapon I've used has been iron sights. It would be great to get a magnifying scope with reticle or a red dot site. I know this game is set in the '90s, but red dot sites really came into being in 1975 with the Aimpoint Electronic. (There were some as soon as the end of WWII, but this was the first mass produced commercially available). Also, hit markers / registers when hitting your enemy. There's no visual feedback as to whether or not you're hitting your target. No health bar going down, no numbers popping up to indicate how much health you're taking away. I think a health bar would be bad for this game, but maybe make an opponent grunt / moan very loudly when hit and a very visible splash of blood where you hit. I know some games don't like blood because they want a very inclusive ESRB rating, but Vigor is PEGI 16 which equates to ESRB M, so blood on your target when hitting shouldn't be a problem rating wise.
  3. As it says in the title, I just think this game should be available in Gameroom. I have been playing it for a while on Android and one thing I really like about the game are the graphics and the details devs have decided to include. However, when playing on my mobile devise, I find it very laggy and some of this game details get lost. Also, having it available in Facebook Gameroom would increase the number of players as it is popular platform. It was a sad surprise when I decided to look for Arma Mobile Ops in Gameroom and didn’t find anything. Other games like Allies and Empires and Star Wars: Commander are available in this platform, so why AMO wouldn’t? Just a suggestion :)
  4. Pink Zeppelin

    Imperial Measurements Please

    All right, so I have been playing the game and enjoying it quite a bit, but I have noticed that there does not seem to be an option to switch from Metric to Imperial, and Celsius to Fahrenheit. If there is a way to change it, could someone please tell me, and if not, could the developers please add the option?
  5. Laurent L

    Feedback

    What new puzzles or features would you like to see in the game? Leave us your feedback about the game, the Bohemia Incubator website and forum.
  6. Pl0x3r_2605

    [SUGGESTIONS] *QOL-BUGS-GAMEPLAY*

    Hi, I am an avid Arma 3 player and have been playing zues quite a bit. Here are some suggestions and bug reports that I have for Arma 3 dev team on the topic of Zues. (Official servers) Suggestions: - Allow a "ban for 5 minutes option". This would help out so much with trolls and the like. It would also prevent people who go join back with auto-join scripts, just so they can cause trouble. - ..I find myself spending alot of time moving units into buildings that I have put down. It would be cool if there was an option to move a set group of units into the building unit, and it would move them into preset positions all throughout the building. (bunkers, shops, offices) - It would be very cool if I could place pre-made loadouts from the arsenal as units DIRECTLY from the unit menu. - It would be much appreciated if the placeable non-static objects like Trawlers and whatnot, had their invisible barriers updated. Some of them are too wonky and have invisible walls and unwalkable floors. - It would be cool if I could place trees and plant life. - It would be cool if there was a VERY stormy weather option, where wind speeds are very fast and trees are moving alot more. - It would be cool if I record a voice message on a recorder, and then place it down as a unit. Then a player could pick it up and hear that message. - It would be nice if I could spawn groups units into different formations rather than having to change them after they have spawned. Bug reports: - I crash a lot when opening my map as zues. This could be from units that have been placed, but it is very anoying. - I cannot turn on lights of cars or helicopters when controlling units as zues. - There seems to be a unit cap when placing too many of one faction, but it could be a bug. - Some people seem to have trouble loading classes from a crate that has been made into an arsenal. - It seems that AI units refrain from using barrel attachments like flashlights and lasers. Not sure if that was intended. Thats all I can think of off the top of my head. Might add more later. Also feel free to add to the list.
  7. JohnKalo

    Suggestion

    I believe there is a feature that would make alliances really worth getting into. The feature can be as follows: In the allaince building you should be able to request troops and not just supports! Troops that you will be able to use afterwards in order to attack a base or defend your base. Defense troops will be automatically deployed when somebody attacks your base. They will start scanning and attacking hostile troops. That way alliance members will be able to help each other directly and effectively! Additionally, when an alliance member provides such troops he will get alliance points that he will be able to use to buy boosters such as 10% more resource production or shields and things like that. Any chance for such a thing to be doable? -------------------------------------------------- One thing that is unique about this game is that your activity can be like 1 minute each day without losing anything. It does not tire you or anything. It is kinda relaxing. Hopefully it will stay that way
  8. The important differences between the Combat Command modes Safe/Aware/Combat/Stealth are not listed in the Field Manual in the game (in point form like here). Players have to Google to find the rare pages about this, yet it is crucial to thrive in missions that give the player command of non-player squads.
  9. 1) Currently, doing First Aid takes about 4 seconds (my estimation). This does not feel immersive and feels too easy. I suggest that about 8 seconds to apply First aid would create a better simulation within "in-game time", be more risky in combat, without being too long for real-life time of the player. The same way repairing a vehicle in a few seconds breaks immersion. I am not asking for anything more complex à la ACE3. 2) What is more heroic and iconic from war movies than carrying a wounded comrade on your back towards base ! Arma 3 vanilla should have the status Unconscious or Out (I am new to the game, but I only saw Wounded versus KIA) and the default action in that case would be the fireman's carry (on your shoulders). The total weight of the person/gear would be added to the speed and stamina drains. This is implemented in ACE3 but should be in the vanilla version. Thank you
  10. The hunger is much like in Don't Starve, but it drops really fast. Also,the drinks here - mostly soft drinks, they do contain calories, consuming them should feed you a bit. You drink 10 bottles of cola but still die of hunger is ridiculous.......just my opinion.
  11. So at the moment there are a couple of roadblocks and bases available as well as the normal squads and fire teams for each faction. However, in the Eden editor, you are able to put down a certain collection of units, props or both and save that for later use. It would be great if these compositions could be used in the Zeus Editor as well as being able to create new ones that can be saved from Zeus. I doubt this would be too much work as it is essentially already in the game, but just not transferred and would be very useful for "Zeusing".
  12. I haven't found any related topic, only a few comments about the subject with no answer. So, my question is - is there any option there can be more than one editor online in 3den/Eden, let's say, I host a server and my friend joins me to edit some scenarios together in 3den/Eden? Is there any special mod for that purposes? If not, how likely it will appear in the nearest future, integrated in Arma, i.e. without any mods?
  13. This is a suggestion for the DEV'S. I think it would be very useful to have the option to disable the team killing penalty on rank & rep. Often before mission, some team killing happens for fun, or during missions a grenade accidentally blow a friend into pieces. (I know we should work on that!!! ). Some Friendly units are now foes and AI starts shooting at them when we extract or return to base. Also... and is the worst...When we get at the end of the mission in a hot LZ extraction, if somebody is a "foe" in our group it blocks everyone from entering the chopper or vehicle. That really destroys the immersion that we want to create. Plz. Help us on that. Olivier
  14. sync <code> SQF makes it very easy to achieve asynchrony, while at the same time offering no means of synchronization. Some people seem to think that race conditions aren't a thing in SQF. This is of course wrong, as the scheduler is free to pause execution almost anywhere. A simple example: if (player hasWeapon _someWeapon) then { player removeWeapon _someWeapon; player addWeapon _someOtherWeapon; }; Here it is entirely possible (though admittedly unlikely) for the scheduler to pause between the condition and the effect, and consequently for the player to drop the weapon, keeping it, while also receiving the new one. I have personally witnessed a similar situation occurring in a real game under very heavy lag. Using certain hacky solutions it is possible to get around these issues. Relating to the previous example, it is for example possible to create an atomic function which at the same time attempts to remove the weapon, and returns a boolean indicating whether it was. It is also of course possible to create simple mutexes and consequently spinlocks. Neither solution is very pretty however. As such i suggest the following, very simple, script command: sync { /* some critical section */ } This command should execute the right hand argument synchronously, without the possibility of interruption by the scheduler. Use of any scheduler-only commands such as sleep and waitUntil should generate errors, just as they do in the unscheduled environment. If used in the unscheduled environment the command would have no special effect of course, behaving instead similarly to call. [<string>,...] preprocessFileLineNumbers <string> Many mod developers make clever use of macros for conditional compilation, for instance in order to enable or disable debugging features such as logging, argument validation, call stack tracing, et cetera. This is often done using macro constants defined either in each code file, or in a central header file. Unfortunately it doesn't seem to be possible to include files from the mission in an addon, as it is vice versa. This means in order to enable or disable the aforementioned features, one has to rebuild the mod, or a part of it while defining different macro constants. To ease this, and undoubtedly many other tasks, i suggest the extension of the preprocessFileLineNumbers command with a variant accepting, as the left hand argument, an array of strings representing macro constants to be defined during preprocessing. For example: ["MY_MACRO", "DO_THE_DEBUG"] preprocessFileLineNumbers "myScript.sqf" Would be equivalent to defining these macros at the top of the myScript.sqf file, like so: #define MY_MACRO #define DO_THE_DEBUG // ... compileFinal <code> We can all agree that the compileFinal command, as well as the underlying concept, are great additions to SQF. However they seem to necessitate placing each function, no matter how small, into its own code file. I would often prefer to place related functions, such as class member functions, next to each other in the same code file. For instance: //map.sqf my_fnc_map_add = { // add key value pair to the map }; my_fnc_map_get = { // retrieve value from the map using the specified key }; my_fnc_map_remove = { // remove the specified key from the map }; my_fnc_map_hasKey = { // determine whether the map contains the specified key }; Now all of these functions end up being non-final, and editable. For a dirty workaround something like this might be used: my_fnc = compileFinal str {...} However extending the compileFinal command with a variant accepting code as the right hand argument seems like it would be very simple to implement. serializeObject <object> / deserializeObject [...] Persistence across sessions is nothing new. Implementing it however ranges from arduous to downright impossible (at least without hacking memory via extensions), depending on the desired fidelity. Correctly saving and loading the attachments on a weapon inside a backpack inside a vehicle for instance isn't exactly simple. What i'm suggesting is two new simple commands to streamline this process. The proposed serializeObject command, given a right hand argument of type object, might return an array containing enough information to recreate the object with high precision. Properties such as type, position, orientation, velocity, damage to each part, and the entire inventory tree should be included. The counterpart, deserializeObject, could then be used to bring this array representation back to life. This would simplify immensely the task of persistence seen in many missions and mods, as well as offer a performance boost by moving a significant portion of SQF code over to a native implementation. Please share your thoughts, or any other suggestions you might have. If any (or all) of these have been suggested before, i apologize.
  15. Hello, Me and a small group of friends are looking to expand our mission list on one very much lacking type of missions. We have a lot of missions where we are the aggressors or escapees'. And we have tried and discarded a scary amount of 'leet special forces silencers in the dark'-missions. We have yet to find a single decent mission that revolves around defending or enduring an assault. We found some with potential (stress fortress, hill46 and embassy defence) but they appear to either get broken by our current mod-set or be so outdated they have ceased to function. Now I have done what most people do and just started working on my own mission tailored to my vision of a good, defend X, scenario. But I am not adept at mission making, so it will take time. As time is constantly in motion I figured I'd ask for suggestions for this type of missions to try out. With all the different release platform and differences in naming/description/labeling standards it can be very hard to find 'all the missions'. We are usually 4 players on a bad day and 10 on a good, so something that work with those numbers are good. I also like our missions to be hard, as I find that my co-players relishes in the tension it creates. Also while we prefer dependent free missions if a mission is good enough we will not shy away from adding mods to our collection. Thanks a bunch, Sodien
  16. theweresloth

    ARMA LAN w/ Casual friends

    I'm in the awkward situation of being a fan of ARMA, but having friends who aren't into it enough to buy it. I went to great lengths to work up some missions in ARMA 2 Free, but it's pretty limited and I have to do all the work (since all the custom missions people make are for the full game). I could go on, but whining isn't the point of this post. The idea occurred to me, "Wouldn't it be great if BIS released a limited multiplayer-client-only version of ARMA III so that I could host LANs without my friends needing to make a big investment?" In a sense it would be a bit like F2P, giving people who do pay more people to play with, and allowing more people to see what they're missing without needing to pay up front. Anyone else think this is a fine idea? (or have other options for me and my LAN dreams?)
×