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Found 86 results

  1. NOTE: 1.94. PROF/PERF up! you don't need need new client on PERF/PROF server ! there is branch on steam you may use, but beware that sometimes data on my dropbox're newer due to manual build e.g. on weekend: Servers (down, up only if needed): PERF = STABLE branch compatible, no debug layer, no #captureFrame nor diag_captureFrame PROF = STABLE branch compatible, with debug layer, with #captureFrame / diag_captureFrame possible server fps increases and clients may experience higher fps too downloads
  2. Laurent L


    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.
  3. Sometimes it's useful to discuss updates to the Steam Development branch in one centralized place. Let's use this thread for that. The changelog thread can stay clean and do its thing. It mainly serves for our team to rapidly see if a daily update is very broken or very epic :ph34r: Actual issue reporting should still happen via the Feedback Tracker of course. Thank you!
  4. almanzo

    Feedback Thread

    And nice to see Bohemia dedicate some resources towards testing new ideas and experimenting in coordination with the community in such a way. Will definately give it a go! Good luck with it!
  5. Leaflets are a scripted feature meant for use in playable content most of all (Laws of War DLC). There is some Sandbox compatibility, but since they are not fully engine-driven, they are also limited in some areas. For this reason they are not by default added to the Utility Drone (but can be added as special 'weapon' via pylon settings or scripting). Notes: Find a start of documentation on the Community Wiki. We've extended the feature to allow for full-screen inspection of the info stands (Faction Showcase IDAP e.g.). We'd prefer specific issue reports on the Feedback Tracker.
  6. The audio changes which delayed Development branch updates are now partly published. As with most of these large tasks, this is ongoing work and so the current state is not considered final (in some places it may be worse for a little while). Effectively the core foundations are in place and now each individual asset needs tuning and fixing. We feel it will improve the soundscape in the final game :622: Senior audio team member Ondřej Matějka goes over the details:
  7. Mines (specifically detection) are another existing feature that we've had a chance to make a few improvements to with Laws of War DLC (as a platform update for all). Most of these changes have already been on Dev-Branch for a while and we've read your feedback so far. We'll divulge more of our goals and details over the next weeks in the form of OPREPs for example. Note that we've wanted to preserve backward-compatibility as much as possible, limiting some more drastic changes. A clear example is the 15 meter detection range. Sure, we could decrease it, but it would potentially unbalance any existing scenario with mines. Note: expanded Community Wiki documentation is in progress. Specific issues go to the Feedback Tracker as per usual. What changes does this cover? Most characters are now less adept at automatic visual identification of mines. You will need to manually T-reveal them in more cases (also depending on difficulty options). Note that in order to disarm mines, you need to have revealed them. Many other factors influence visual identification: night-time, being in a vehicle, hidden in vegetation, etc. The Mine Detector has the same 15 meter range as it always had, but is slightly less 'magical' now. An Info Panel is used to show the approximate location around you ([ or ] by default). It pings off nearby detected mines, but does not yet reveal their type (potentially offset cloud symbol). Audio cues reveal the direction and distance of the nearest unrevealed mine (also without the panel open). Vehicles can have their own Mine Detector with custom range and Info Panel (see the Demining Drone). Most explosives should receive their own placement / deactivation SFX (WIP). Many explosion SFX were tweaked. The Radio Protocol message that is triggered when a mine is discovered has 'spam control', so it's not repeated too often in a large field. disableAI "MINEDETECTION" can disable an AI's mine detection abilities.
  8. Fred2832

    Broken Reload glitch

    I have found many occasions where another player without a weapon would grab the package and leave undamaged due to a reload bug. For example: Using a thompson and the m1911, i shot the player multiple times (im unsure how much damage i dealt), however, my weapon would not allow me to reload, and in the bottom right corner there was simply a dash (-) instead of my ammo count. I had over 50 ACP rounds in my inventory. My character would not reload, and therefore the player escaped. This left me especially frustrated as I along with a few other players placed coins on a better package drop. I hope someone in the development team sees this and finds out this bug for themselves for a fix. I love this game, it’s an excellent idea and very fun when crashes and bugs don’t ruin the experience. thanks, Fred
  9. Hey everyone, we have released a first iteration of the Linux Dedicated Server as reported in SITREP #38. It's still a little bit experimental so we would very much appreciate your feedback and experience running it. Please report any bugs to our Feedback tracker (use the fields Platform, OS and OS Version to describe you distro as best as you can) while general feedback should go directly into this thread. There are some known issues so be aware of them when you run the server: Also note that java version 7 is required to run the server (even though it's disabled in-game) so you will have to set path to 'libjvm.so' correctly for your distro. Example usage on my debian: LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/lib/jvm/java-7-openjdk-i386/jre/lib/i386/jamvm ./arma3server -netlog -config=Arma3_Server.cfg Enjoy!
  10. Hi there, direct your feedback on the official Arma 3 Launcher here. This is (non-exclusively) related to the Launcher being the default way to launch the game starting from Thursday 26/03/15. Thanks :) Reminder: bugs still belong to Feedback Tracker in the Launcher category.
  11. BohemiaBeck

    Forums Upgrade

    Hello everyone, As you may have noticed, the forums have now been upgraded. Please use this thread to provide any feedback you might have. Best regards, BohemiaBeck
  12. For the Arma 3 Alpha we have decided to make use of our own Feedback Tracker (FT - opened with the release on March 5th). Some of you will wonder why we do not use the DevHeaven Community Issue Tracker, so I will try to explain our rationale in this post. First of all, let me thank the people involved in running CIT, such as Sickboy, kju and the rest of its admin staff! Big thanks as well to those who took the time to report issues, work on good repro methods and validating fixes. This has especially helped with the ongoing development of the Operation Arrowhead beta patches. It's good to have a dedicated place to track issues, rather than to contain it all within the forums. That leaves these forums to be a place of discussion and community collaboration. For the Arma 3 Alpha we however wished things from the tracking platform that CIT did not currently do. I have no doubt its creators could eventually implement some of what we needed, but we had to get it up and running very quickly. Most of it was about direct administration control and connections to our own web services. In our vision for Arma 3, the consistent and complete package is important. We feel the Feedback Tracker is part of that, and so it should feel as close as possible to the rest of the websites and the game. If we decide to make a subtle change quickly (e.g. an artwork or disclaimer text), we need to be able to immediately get it done via our own web team. We are also expecting an influx of people who have no experience with CIT or our community at all. We need a platform those people can easily find and use. They should not be confused about whether the platform is official or not. In the end though, no matter what platform is used, the goal is for us to cooperate with you: developers and the community. We'd like to ask you to help us to do that. By reporting issues to us in a good way, we can do our best to correct them. By voting you let us know which issues are of key importance to you. On our end we are getting our pipelines ready to be able to more frequently update the game during Alpha, Beta and the main release. We'll have a default branch on Steam where we release major and tested updates. Interesting for rapid iterations is the Development branch, where we'll let any of our developers update data much more frequently. Sometimes this will break that branch, but a key differentiation to OA's beta patches: data updates are used more. Fixes are not primarily focused on the programmers. Also let me introduce you to our Senior Quality Assurance team member: Astaroth. He will be your Community QA Liaison - which means he'll help the team stay aware of issues being reported and voted on. That's not to say the rest of the team will not also be using FT: we are encouraging as many of our developers as possible to keep an eye on it. We hope CIT can continue to provide its excellent services to many other projects such as the community's. Please join us in creating a stable and optimized Arma 3 game
  13. Hi guys, A recent development branch update introduced, among the other things, a new Weapon Resting feature. Note, please do not confuse it with weapon deployment, which is something quite different. Resting is an automatic mechanism that detects object geometries around the shooter's elbows and the weapon itself. When you are standing still - and if solid geometries are detected within the given radius - it grants you a reasonable reduction of weapon sway, inertia and recoil penalties. This way, you could finally properly utilize your surroundings not only for cover but also to find a sweet spot for precise shooting. This feature changes one important premise of stance stability: it is no longer true that prone is the most stable position in every situation. For example, when you will be firing too high in prone your weapon and arms might cease to be rested on terrain below and thus your stance precision will actually become worse than in crouch. The introduction of this feature is the first step towards more sophisticated weapon stabilization improvements that are about to come with Marksmen DLC. We are thankful for all your constructive feedback upon the subject matter. Thank you very much, take a rest and enjoy!
  14. Please use this thread for discussion specific to the Release Candidate (RC) branch on Steam, when it's available in the weeks leading up to a release. The preferred method of reporting issues in that build is the Feedback Tracker. Thanks!
  15. Hi, I'm having a trouble when I create CfRadio in my Description.ext file. It says "radio message GodDamnit not found". Class CfgRadio { sounds[] = {"GodDamnit"}; Class GodDamnit { Name = "GodDamnit" ; Sound[] = {"Goddamnit.ogg", db + 1, 1.0}; Title = "For FUCK SAKE!"; }; };
  16. I've very nice news about headless client (HC) which is variant of dedicated client for server use we will be rolling out soon (days) new test version for both linux and windows - no more steamclient nor steam account with game ownership needed for HC - HC needs only steam dedicated server binary and set of commandline params - auto-connection recognize & detection of HC by server (server needs some config to allow that) - multiple HC per server are supported - HC can be primary used to offload AI work and secondary for some script jobs - logic for mission & scripting operations with HC introduced - HC are autoassigned to slots - HC are not visible to players - HC are visible to admins - HC isn't counted against playercount in server list - BattlEye supported (1.36 RC2 released 28.11.2014 18:00 CET) today's DEV: •Added: Enable new headless client implementation - see https://community.bistudio.com/wiki/Arma_3_Headless_Client for more details note: known limitation, none (except some AI bugs, need repro/confirm) note: what needs to be somewhat tested/determined/improved/changed is disconnect & reconnect of HC and all related to that post bugs, feedback and ideas below
  17. So ive been playing vigor, and its great... But I would love more to do during encounters so its not just loot, go back home, loot, go back home. I was thinking that you could add animals into the game that you could hunt and skin and eat. I think this would be an amazing addition to the game because it adds an extra thing to do and keep track of (hunger) and you cook it back at base or during the encounter if you needed to. This would also follow along the lines of risk vs reward. Risk alerting others to your position with the gunshot noise but you could get to eat. Let me know what you think
  18. The Helicopters DLC need a big update ! Thats not fair, where is the steering animation ? And why i cant take up while i am rolling on the airstrip ?
  19. FallujahMedic -FM-

    A3 Feedback Tracker

  20. 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.
  21. 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.
  22. Hey everyone. I am Dino and want to present to you my first feedback after 25 hours in the game. I amnot native english, so I do my best to formulate it in the best way I can. Most of the bugs and glitches I noticed, already got adressed here, so I will only talk about what I think this game need over the long therm to keep me playing. First of all I felt in love with that game. it is a very unique and I would like to see it stay hardcore. Please dont try to please every casual. The whole concept of the game needs to be punishing, it needs to be unforgiving and yeah this will not turn every fortnite player to that game, but if you do it right than you will get a dedicated fanbase. this is what the xbox needs. besides all the gamebreaking mechanics right now, that probably get fixed in the near future I now suggest a few things that will keep players playing. 1. reduce the time you are able to sprint and at the same time up the sprint speed. ( sometimes I caught my self pressing sprint a couple times, to even figure out if I am sprinting currently or not) 2. The inventory system needs a rework. I really like that you can only carry 2 guns, but in 90% of the time I just collect anything until I see backpack is full. its pointless to check what you want to take and what you want to leave. the rounds are not long enough to decide if you rather pick a bandage or nails. The whole inventory system is way too simple for me. I dont say make it as complicated as escape from tarkov did, but a bit more depth to it in some sort of a way would be nice. I never care what I pick up except I am full and still want to get a supply drop. Maybe start with a way smaller backpack, so you actually look for stuff you have on your list and not blindly loot anything because at the end of the round you have one of each anyways 3. The rounds are not long enough. it feels really casual and 1 round means nothing because its over so fast. I would like to be the rounds 30% longer so maybe 20 minutes ish? 4. 1 raid means nothing. If you die you just get in another round. There is not really a gamechanging reason to take a round serious and really try to not die. You only loose a couple mats ( no wait u even GAIN meds). My solution would be, make a raid cost material. As soon as you hit a shelter level where you get some materials per hour, make a raid cost between 100 or 300 materials. ( from a telling perpective you need mats to even reach the island with your boat you land on) What that does, players actually think about if they really engage in a fight. This will add way more caution and thinking to each raid and would be a really good addition to the game I guess. 5. The shelter needs permanent care instead of just unlocking it once. I would really like that you have to constantly have to take care about your shelter. you constantly have to refill a couple fertilizer to your herbbox, to make it actually generate material. ( up the amount of general materials you get from your base at my current level 5 the amout is ridiculously low and not worth pressing x for it) 6. There will be microtransactions in this game, wich I am totally fine with, but please make everything achievable through grinding. ( maybe think about player trading like warframe) players tgrind hard, can somehow trade their goods to players who dont have the time. you could enable trading item, like 40 nails for 7 fertilizer ( players decide on their own) but players also can trade for the actual currency you buy for the microtransactions. So a player which has money but no time, can trade with someone which has time but no money. Take a look at warframe. people play this game for almost 5 years and still grinding the same mission, because they get rewarded with the microtransaction curreny from other players. This would add SO MUCH replayability to the game, and people would grind it for years and years. 7. Make gear and guns/consumables dont last forever. Gear needs to be repaired, if it got damaged ( talking about not implemented armor/ flashlight when used) Guns need to be repaired and maintained after using or they will automaticalley be deconstructed into materials. Consumables spoil after a specific amounts of hours/days. That would encourage players to constantly be on the hunt and on the next lookout for a raid. 8. PLEASE leave the damage multiplier on the head. I have not found the time yet to test every weapon, but I have the feeling almost every headshot kills instantly or at least does 90% damage. HEADSHOTS NEED TO BE REWARDING. Currently you never shoot someone, when you not absolutely sure you can kill him If you miss your first shot, than you loose the adcantage of the surprise. So............. 9................. please reward Precision/thinking/tactical aproachment and patience, when it comes to fighting/killing another player. I was chasing a guy for like 2 minutes until he finally stood still and I could get the burst with the suomi. I landed one headshot and a couple bodyshots. I NEVER felt more rewarded for being patient and tactical. 10. AMMUNITION NEEDS to be way more rare than it is right now. I already have thousands of bullets in my stash that I basicalley ( on shelter level 5 ) never have to worry about ammo anymore. AND what that does is: players dont think twice to engage in an encounter. they have their 100 bullets and dont even care about loosing them.they will most likely engage players more, to just kill them with no reason behind it. I gathered like 4 hours for 400 parabellum bullets, if I imagine grinding for hours for 100 bullets, the relation to these 100 bullets would be way deeper, and I would actually think twice if I really want to shoot them right now, just to get a fun fight, or if I want to save them for an encounter when I actually need them. So yeah make bullets way harder to get so players feel and remember the time they farmed for this magazine on every single shot. 11. up the body damage by like 30%. Right now the smartest way ( not the most fun) is to go into a raid with absolutely nothing and if you get shot you just run away. 90% I survive when I really just want to get away. What that does to my playstyle is I play 100% careless looting everything and as soon as I get shot, I run in the other direction to the exit ( like I said the smartest, but a very boring way to play) If 1 headshot or 4 bodyshots (propper balance up to the devs) kill you, you would not run around and wait until you get shot, you would be way more reserved and cautious in the first place. 12. There is currently no point to take guns with you like I said above if you get shot you just run away, most likely they will not get you. Pretty often you can get a gun and the right ammunition in one encounter. so yeah figuring out a way where players actually want to take guns in the encounter because without the survival chance is pretty low ( point 4 would be a start ) but maybe even add threats to the environment, like bears or wolves. maybe even some rare hostile npcs that you most likely have to fight. so yeah short: give players reasons to taker their farmed gear into the next encounter. I am german and I did my best writing this text in english. I dont expect an answer but it would be really nice to know if the devs even read it or noticed it. maybe a like or a notification or so that this post got noticed would be cool. I am really looking forward to this game, because it really could be the game I play for years if you guys do it right. I will buy the founders edition instantly and really looking forward to the game. I have 2 perpectives I see that from. first perspective is the "only gamer dino" that felt in love with this game and the second perspective is the " streamer dino" because I also stream on twitch ( fairly small still but if you want to check me out www.twitch.tv/dinotherrhino) but the last days I was most of the time number one streamer on twitch when I played vigor. so yeah not only that this game is fun, it also brings me huge steps torwards growing a succesful stream. So you see I have a double interest for this game to do well and succeed. Please tell me if I can do more, to help the game and you guys, I would support you in any way possible, IF I see that you guys roll updates out frequently and are also staying behind this game with your heart. If you are really passionate about making this game a good game, than you shall have all my support. That is my first feedback for now and I hope to get a discussion going among the other community members that delivered such great feedback so far. Greetings Dino
  23. Halogamer10101

    Very neat game

    The game is very fun but I had some trouble with certain mechanics. Now I realize the game is in beta phase and I acknowledge that I may be the only one with these issues I am simply stating my feedback not saying the game is bad as I thoroughly enjoyed it. So the home base looks very neat and overall well built but the User interface for the upgrading felt a little clunky and hard to navigate and the ammo that bugs in your inventory that is from the unlimited supply is irritating because it's easy to think the game isn't giving you your ammo when in reality that's not the ammo you actually had. Switching from weapon to weapon was very confusing and often made me have to Aim down the sight to ensure I actually pulled my weapon. Switching from your medical supplies back to weapons was also pretty inconsistent. The inaccuracy of 3rd person is very bad and I noticed your shots won't hit on target unless you actually ADS because the 3rd person aim maintains a lot of inaccuracy (Not sure if this is intended but I feel its just a bad way to do it.) Other than that my issues were mostly server related but that's to be expected at this phase so not much to say on that. The game ran good and the gunfights were a nice amount of intense because you don't want to lose your gear. Really looking forward to playing again in the future!
  24. the game needs to smooth the movement of the crosshair in the first person mode has moments that a fast movement of the feeling of falling frames
  25. First off I'd like to commend BI on designing a pretty well made multiplayer mode. I had the chance to hop on the official servers and play with a decently large group of people and the experience was very good. The game mode's freedom plus hardcore aspects (no respawns) causes players to play with a decently realistic and tactical approach. My main feedback lies in the spectator mode. As it currently stands, spectator is mildly bugged and is capable of being abused. Since comms do not seem to be limited between alive and dead people, players are able to use spectator mode to spy on the enemy teams and relay that information back to their own team after they die and are in spectator. As I believe the inclusion of spectator is important I propose the following changes: On all servers regardless of difficulty settings, spectator should be locked to your own team only. If your entire team is dead, spectator should be locked to your base location to prevent one team from helping the other. On veteran servers, spectator should be locked to first person view only On regular/recruit servers spectator should be switchable between first and third person only Currently there is some sort of bug where when you first enter spectator you are allowed a free camera spectator mode that disappears if you switch to a third person or first person camera. I believe this was unintentional and should be patched away. I think the mode could also do with more varied locations. Having just one primary AO makes the mission a bit stale after several play throughs.