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Found 39 results

  1. First of all, congratulations for the game, the basic idea it's fantastic and I can not wait to see how the game will continue to develop. I bought the game preview on xbox, and I hope to see the full game soon. I love the system you used to avoid making everyone "Rambo" running around and not caring about tactics and dangers. Dying and losing everything makes the tension rise, but at the same time give the freedom to leave when one wants to allow anyone to get a loot anyway. I noticed that there are some bugs, like the automatic weapon that locks up during automatic fire. And only in PVP mode. In the shelter everything works fine, the same problem I had with all the automatic weapons. As for the ideas to give you, it would be nice to allow a group of 2 or 3 people to take refuge together and play in a team. Customize some weapons, give a little more time to look for loot before radiation arrives. Offer a little more chest launches. Being able to surrender so as not to lose everything that was taken, sharing the loot if yu surrended. (I do not know if it would create some sort of exploit, but it could be an idea.) Improve the Spawn system to not be already with an armed enemy behind the back. A pair of binoculars to study the area. I hope it has been helpful. Continue on this path anyway, because the potential is enormous. Good job.
  2. Sleepyc18

    Suggested tweaks

    I think the ambient sound of the environment mask the sound of other players. In the tunnel on fisk factory i can hear foot steps just fine until i walk out the tunnel. Walking in a building i can hear foot steps when standing still. The only time i can hear other players that are outside is when I'm not moving or they are shooting. So i would like to see adjustments in the sound. Once you have a blueprint for a gun getting another from a drop should grant you one gun of the blueprint rather than a blueprint you have no need for. Grenades should also be found by looting. Say give a green circle that would have a single grenade located in it. Cause one every so often from drops is good but not rewarding enough. Also i would like my sensitivity settings to stay rather than everytime i load the game up i have to change them, and give a description of what some of the sliders do. Another problem i have is player draw distance. I will be aiming at a player (I'm sniping) and he just running by but then they character disappears when i should still see the character. I have mostly all blueprints, when will you be adding the scoped guns into the game?
  3. First of all, wow. For as early on as this game is, it looks freaking beautiful! Plus, it plays a lot better than I was expecting it to as well! I am absolutely stoked on this game and I can't wait to see where you guys end up taking it! That being said, I do have a few suggestions and ideas that have occurred to me while playing, some of which are based on things that I enjoy about post apocalyptic fiction, others things that I think would enhance the experience and some that are probably firmly rooted in my own biases. I apologize in advance for the length (so far and to come) but I sincerely hope that you'll bear with me as I try to make a compelling case! *Disclaimer* I'm aware that you're not trying to make this game another version of DayZ, but I hope that you'll forgive some comparisons and ideas! • FIRST PERSON OPTION: I'm not sure if this is in the works or not, but I'm really hoping that there'll be a first person option in the future. First of all, I'm going to get the fact that it's my preference out of the way. That being said, I believe that it does wonders for immersion and I've noticed a few times with the camera placement in third person, that my character is visible but I just can't see anything. I love the trees and I love the lush forests but, it's so obstructive while playing in third person. So I'm very sincerely hoping that we'll have this option in the future! • DAYZ STYLE LOOTING AND INVENTORY: I want to get this out of the way: I do like the idea of having containers. But I also kind of feel like it's more streamlined and efficient when you can just open doors and grab stuff. So I'm hoping that, if there's nothing in the works for a DayZ style looting system, that we'll hopefully at least have stuff sitting out that we'll be able to grab as well. Plus, I just love the immersion in DayZ with being able to see your character's hands interacting with everything and grabbing stuff! Also, I'm just being honest here, I'm not a big fan of a few aspects of the inventory system. • PVE ASPECTS IN LOOTING ZONES: I'm not sure how far Norway is supposed to be from the "hot zone" but I think it'd be cool to at least have some hostile wildlife/feral dogs running around while we're looting and looking for the care packages. I'm not talking about tons and tons, just a few here and there to break up the monotony between where things are actually happening on the map. Don't get me wrong, I love the fact that we don't know how many players we're up against, it's just that, when the tension dies down, things get a tad bit boring. Plus having some PVE wildlife would add a lot of layers to the game too. Is what you're hearing walking through the bushes a deer or a person? There's a mange-infested feral mongrel chasing me but do I want to risk giving my position away if I shoot it? Will it call it's pack and give me away to them and the other players? Could I throw it some meat and see if It'll leave me alone? The possibilities here are only limited by imagination, just imagine how dynamic this would make the game and how much it would add to replayability! • PROTECTION THAT LETS US WITHSTAND RADIATION: Like HAZMAT suits that'll let us stick around a little bit longer and also possibility enable accessing unique areas that people without protection wouldn't be able to survive MUTANTS: I'd like to clarify that I'm not really expecting anything too crazy(unless that's where you're planning on taking the game!?) I'm mainly referring to more realistic stuff like certain areas closer to the "hot zone" where there are larger mutated plants and where the wildlife looks more "sickly" and deformed. Stuff like missing hair, tumors, maybe extra limbs or heads. Plus eating the sick and deformed wildlife could make players sick as well. Plus maybe crazed survivors covered with radiation burns BUT that would probably be a stretch. There are also some areas that I'd like to see a bit more destroyed looking and overgrown a bit more. Well that's about all that I can think of offhand, I really have enjoyed playing this game so far and I hope that I've at least brought something interesting to the table!
  4. Last night i had a great opportunity to play Vigor for the 2 hours straight, it was one of the funner games that I have played in a while and I plan on purchasing the founders edition tonight. There are however a few different things that I feel need to be brought up. I am sure that you are aware of the glitch where the screen goes black in the beginning when you load up the map, then soon after the screen returns to normal. However i had this happen where the screen didn't go back to normal and i ended up getting killed a few minutes into the game waiting for it to load. In the tutorial please let people know that they can ADS, it took me quite a while to even realize this was a possibility. I found out by accident and was pretty disappointed that i could have been using it the whole time. when trying to remove items from Ammo category it sometimes doesn't delete them and doesn't tell you why it wont delete them. Gun mechanics while I know are being worked on, I hope they go in depth as far as other games such as Arma 3 with bullet drop and an easier more fluid transition into the ADS from 3rd person. I felt that the D-Pad is under utilized, you could use this for instant use of consumables that way when in a firefight if you find a place to hide you can quickly use a consumable to help you out. Being able to run while looking at the map is a MUST. while running away from enemies it would be nice to be able to pull it out and be able to mark a location on the map. For when CO-OP game-play starts numbers on the Compass Bearings at the top will be useful I noticed the Helicopter on the Fjellkantan i was curious if this is a random location on the map that it spawns every time? If so this is an awesome mechanic because it helps with the start of the game to mid game and helps thin out the numbers of players before the Air-Drop. Making Death more meaningful: right now there is an issue where players don't really go about looting, it just seems like it is craft weapon and bullets head into the area and fight others just for the drop, there really isnt any push to loot or fear of dying. i would recommend making crafting weapons slightly harder so that weapons are more valuable and make looking around and looting more meaningful. I remember when i first started i found a crate with weapons i was like, "oh no now i really need to get out of here so i dont lose these weapons" but then i realized that you can craft weapons and it now takes the fun out of looking for boxes when i can just kill someone for their guns and ammo. Im sure there are more and i will post more as i play more once again thanks for this awesome game i look forward to the massive changes that make this game better coop, more base building options, more loot, and any other changes that come
  5. Levi Feaster

    Bayonets

    Weapon bayonets should attach to respective weapons
  6. So first off in fort draug or however, i love the dynamic weather but due to non stop rain you cant hear footsteps like on other map, so to counter this add in game puddles that splash when a player walks into it this way you keep real feel storm without losing immersion, 2: contextual lean?? 3:team play obviously 4: controller settings need better explained and need an option for first person ads like on pubg so i dont have to click right analog every time i re aim, 4: please do not add keyboard/mouse function this is a competitive xbox game meaning controller only or it isn't fair 5: rewards for kills like extra scrap/salvage whatever nothing op just something to entice players a little more even though it's not needee because players are going to pvp anyway, add a ranking system maybe based on k/d for matchmaking purposes like ppl with 3.0 k/d play against similar, this way new people dont get wrecked first day in an rage quit. Love the concept great graphics, animation is a little choppy but i assume it'll revamped.
  7. Aaron Hawkins

    First day of Vigor

    Today was my first day playing this game. Over all I am blown away by the graphics and the sound effects. The issues I was having was scavenging loot. The window to scavenge is to little in my opinion. Also I’m not the best shot in the world but i shot someone multiple times and it seemed to not register them when he was trying to knife me and proceeded to kill me. I stream and watching my stream due to the delay my cross hairs we directly on his back for multiple shots. Duos would be a fun feature as well that I’m sure is in the works. Having a lean function would be great while amaing. Also being able to soft aim or ADS not one or the other. Day one has been a lot of fun. I will play more tomarrow and provide feedback. Thank you.
  8. On Twitter you welcomed constructive criticism. It's hard not to be constructive and flame off on a game when the issues are this blatant. Its difficult for me to comprehend that you have not done any QA for your infrastructure. If this is-us quality testing the game for you, how about we get some feedback from the dev's or a moderator on your forums? How about a quick patch so we can see some incarnation of the game that doesn't have game breaking issues? When I just killed a dude cause I was lucky my gun didn't jam, only to die because a guy knifed me after I shot him point blank in the face. I'd consider that to be game breaking. Did the issues not come up when you tested? I'm all for positivity but when you can't even play the damn game cause it's seriously not ready. Its not easy, the game has so much potential - but it just seems to be getting harder to see with such deep rooted issues. - UnlixGhost
  9. My suggestions for the future of Mini DAYZ: 1. Enhanced control pad On swipe event or move + Pointer will move along with the user's finger. + Pointer cannot overlap the control pad. (no more teleportation for pointer) For me, a great and accurate control of your character is very important. Some of users are struggling on control specially when the game is getting laggy because of a very long time progress or some causes. There are times that your character move to the opposite direction when you move and fire. 2. New user interface (UI) of actions for throwable items such as grenades and flares If there is atleast one flare/grenade available in inventory, tapping the switch weapon icon can switch to flare/grenade. For example: If you have a melee weapon, no primary firearm, no pistol, have 5 stacks of flares, and a grenade in your inventory. The switch weapon rotation will be... melee weapon -> grenade -> flare -> melee weapon... This is helpful to avoid the unintentional throw of grenade/flare upon tapping the "throw" option of item. Here are the sample images of UI and some explanation: Grenade Before and after of UI when user tap the "throw grenade" icon. After tapping the "throw grenade" icon, the "cancel" icon (red X) will replace it and the user can tap the screen to throw the grenade. The attempt to throw the grenade will be cancelled if the user tapped the "cancel" icon. After throwing the grenade and no grenades left, the actions UI will automatically change into flare (if available) or melee. Flare Before and after of UI when user tap the "light-up flare" icon. The "light-up flare" icon will be removed once the user tap it and the flare will be lightened. Before and after of UI when user tap the "light-up and throw" icon before "light-up flare" icon. After tapping the "light-up and throw" icon, the "cancel" icon will replace it and the user can tap the screen to throw the flare. The "light-up flare" icon will be hidden because it will automatically light-up upon throwing the flare. But if the attempt to throw was cancelled, the actions UI before will return so the "light-up flare" icon will unhide. After throwing the flare and no flares left, the actions UI will automatically change into melee. 3. Live mini map view A small screen that will display your character's current position, obstacles (i.e. trees, buildings), and current tile according to mini map. This is a big help for smaller screen devices, secret location hunters, explorer of the whole tile/map so you can ensure you've seen the area of a tile completely while you move around. Miniview at northeast of screen. Miniview at northwest of screen. The red dot at the center of miniview is your character's current position. Buildings in miniview will show as what the area looks like in the inside. I think having an option to toggle miniview is good too because some people may not like it or don't need it specially to tablet users. 4. Auto-stacking of stackable items No need further explanation. 5. Stab in the back Could be a default melee combat mechanism or could be a perk. Attacking an enemy from behind will count as a backstab. Backstabbing an enemy will guarantee you to deal damage first and the target will only attack after the damage was dealt, not when you are getting near the target before you attack. Some additional ideas: + Guaranteed to deal critical damage or; + Higher chance to deal critical damage 6. Tactical backpacks Backpacks that can handle rifles and pistols. These are very helpful in looting firearms. Here are some images and explanation: Let us assume this "Mountain backpack" is an artificial "Tactical backpack" and have 7 slots too. The 2 arrows at the rightside of "Tactical backpack" is the switch slots icon. Tapping the switch slots icon will show the slots for firearms. In this backpack we have 5 slots for firearms. Each of these slots show what kind of gun it can handle so we have 1 slot for primary gun and 4 slots for pistols. This is what it looks like if we put "FN Cal" and "Glock" in "Tactical backpack". I am not sure if "Tactical backpack" is a right name or specific name to use so names may vary. 7. Archery perk "Increase the reload speed of bows by 50% and increase the chance to re-use shooted arrows by 20%." Numbers may vary. This will be a good reason to give love to "Improvised Bow" and "Crossbow". 8. Optional zoom-in when entering a building Allow users to turn off/on the zoom-in transition in options. 9. Detect friendly survivors by "Scout" perk With "Scout" perk, we can detect bandits and traders around. However the description is subjecting to survivors so why not detect the friendly survivors too? This way, we can not miss them whenever we hear them shooting their firearm nearby then suddenly become silent. 10. Dexterous perk "Traps will not trigger when you step on it and stepping onto barbed wires won't slow you down." Although the immunity to triggering traps may sound OP, I think it is still fair for the scores invested to learn this perk. 11. Protective "Bulletproof vest" Whenever a character equipped with bulletproof vest has been damaged by bullet shots: + only bulletproof vest's condition will be damaged or; + bulletproof vest will have the highest rate to absorb damage to condition than any other gear. 12. Actions control for friendly survivor Retreat When friendly survivor is attacking, friendly will retreat to a fight and will follow the character. When ally is in retreat state, ally will not attack even when being attacked. Lasts for a few seconds. No action will be made when friendly is not attacking. Scout Using this action will allow the user to pinpoint an area from screen. Once the user pointed an area, friendly will go to that pointed area and will stay/guard for a few seconds. Attack Using this action will allow the user to tap a specific target. Ally's attack will priotize the selected target. This may seem complicated to implement since there is no capabilities to select a target by tap. But if feasible in the future, that would be nice. However there is another way... instead of allowing the user to tap a specific target, make it tap an area. The nearest enemy (or any attackable target) to the tapped area will be the ally's priority target. 13. HP regeneration for friendly survivor Ally will slowly regenerate HP when unattacked or not in combat in a few seconds. Ally taking damage will interrupt the HP regen. 14. First aid kit Can be found in hospital and abandoned ambulance vehicle (secret location). This item is very rare. Using it will cure sickness and bleeding (like Tetracycline and Bandage), heals 25% of max HP (like Saline Bag), and gives a fast HP regen in a few seconds (like Vitamins). 15. Option for lower graphics Some users including me are experiencing lag like 15FPS as you progress for very long time. So I think this option might help. Maybe a little game optimization and bug fixing too can fix this lag issue. These are just suggestions and I will not be disappointed if all/one of these are disapproved. I hope my thread can help the dev team somehow on their current ideas and goals to the development lifetime of Mini DAYZ.
  10. Here's a little thread for suggestions that you guys could possibly add- after you tackle the bugs of course. * Huge trader camps (Sort of like communities, which would appear on Island 1) * Improvised tents * Multiplayer (Its probably been suggested more times than there are pixels on an entire map) * Attachments * 2 story houses/rooftops * Good 'ole Makarovs * Crouching/proning (reduce visibility, increase accuracy) * More building materials (brick, cinder blocks, etc.) and a better building system. * More awesomeness!!!
  11. * Bandages should be usable for making firestarters. * Items stack automatically on pickup if stackable
  12. Let me preface by saying I understand that Arma 3 MP is hit and miss, and that it doesn't really matter how good your hardware is if the server being played on isn't any good. I am no longer interested in Arma online! Now, with that out of the way. I'm looking into building a new PC from the ground up and my main goal is to run Arma 3 single player, scenarios, etc... at max settings. I have a GTX 960 4GB GPU and will just hold on to that, knowing that Arma is mostly powered by the CPU. My specs as of now are:AMD 8350 clocked at 4.3 ghzCooler Master heat sinkGTX960 4 GBASUS budget board16 GB RAM @ 1880 MHZ650 W PSUI'm looking into getting:I7 7700k 4.2 ghzMSI Enthusiastic Gaming Intel Z270 moboCorsair Vengeance 16GB ddr4 3200 mhz(I'd like to keep my PSU if possible and will upgrade my GPU when I can (probably a GTX 1080) ) Would this build suffice? Any suggestions or comments are appreciated.
  13. Hello everyone, I have a request for the developers of Take On Mars regarding the scenarios, particularly the manned ones. I, like many, have had many hours of enjoyment in Arma 2 and its expansions. Like Take On Mars, it has a great editor and an excellent engine. However, very few BI-created missions and campaigns shipped with the game. The first game had two very short campaigns, and three single missions. The first version of IL2 Sturmovik had a similar problem. It felt like the developers were depending on the community to create their own missions for it. This is fine, but not all of us want to go through the hassle of learning how to code and make missions. Nor do we want to play our own created missions, because we already know how to beat them! Yes, I can download other people's missions and campaigns, but there is no way to tell the difference between the good stuff and the badly-translated, badly-coded crap before downloading them. What I am trying to say is; please don't let Take On Mars go down the same road. Yes, giving the community the ability to create their own scenarios is great, and I'm sure there will be many quality scenarios made by them, But please make sure the final game ships with plenty of BI-created scenarios too, if only to give us an example of what a good one looks like. Take On Mars is essentially a game, after all, not just an engine. The test scenarios that are in the Beta are pretty fun, make more of those! In short, don't just give us the tools; give us some goals to strive towards. Let me know what you think. Keep up the good work. JollySam
  14. Hi guys My nickname is Trpaslik and I’m one of the environment artists at BI. We welcome every kind of feedback, criticism and suggestions you can give to us about the Altis map so please use this topic to make some. Please note that unfortunately we can’t promise to have the time to reply but we appreciated every piece of feedback here.
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