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Feedback Thread

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While other people gave already their feedback about the new map, I want to chime in with my feedback.

 

Game mode feedback

  • Overall the new locations are pretty terrible.
  • The only setting that nails it is 'Raid'. I very much prefer it over the old layout, the size of the compound is more appropriate, everything is less crammed and the area offers a good variety of fair entry points.
  • While 'Clash' still has, in my opinion, a long way to go (too open, not straight-forward enough, etc) to be competitive, the map is kind of alright. The non-urban environment makes it pretty awkward, but you can make it kind of work.
  • 'Link' was absolutely slaughtered, and crashed from 'most fair, most balanced, most competitive mode' to 'crammed, random mess'. The nodes are weirdly placed, the main node is too unbalanced and puts the defender at a severe disadvantage (too many angles to cover (basically 360°) combined with the fact that the attacker can circle the area in 5-10 seconds, weird capture area (you pretty much have to hug the node to link it)), due to the larger amount of bushes the player gets stuck everywhere, the map itself is way too cluttered/not clean enough, resulting in pretty random encounters. The old location and overall setup with its node placements, cover, flanking routes and balance was pretty close to (if not) being perfect.
  • Game mode ranking 0.65.139114: Link (++) -> Raid (+) -> Clash (±). Game mode ranking 0.67.139265: Raid (+) -> Clash (±) -> Link (++)

General feedback

  • Urban environments work generally better for competitive environments (I do however understand that you guys are simply trying out new things to learn and see what works and what doesn't.)
  • Fatigue needs to go in my opinion. Make classes slower or faster based on their loadout instead. While I am looking at this from a purely competitive angle, I do understand that you are going for a more tactical approach right now. I believe however, that, even in a "tactical competitive" environment adds nothing of value to the game, especially on a close-combat, small-scale base (no vehicle units, air units, combat in kilometre ranges, etc, aka Arma 3) like Argo offers
  • Collision of certain objects needs to be either removed or significantly reduced. It did not appear as big of a problem on the first urban map, but now on the new map, especially short-ranged game modes like Link suffer immensely from it. I cannot recall the times I got stuck in bushes, sucked into rocks and trees, which usually resulted in death or missed opportunity that would have been crucial to the outcome of the match.
  • Door closing and opening is very, very clunky right now. The "interaction trigger" is placed very awkwardly, and ends in players not being able to open/close doors, or pushing the player into solid objects (house wall, for example), resulting in players fighting the environment instead of other players.
  • Players glitching into objects and either being killed by suicide, or other players, or missing crucial opportunities due to fighting the environment instead of players (rocks, scaffolding in the first link map, just to name two). However, I do believe that this is more of an engine problem that cannot be really fixed(?) or requires some more work. Nonetheless this is a problem, and needs to be addressed eventually.
  • Loadouts need some work in terms of specialisation and balance. Right now there is no real need to play anything but the Machine gunner. Other game mechanics could play into making classes unique. (Note: This is no short-term goal that should be addressed asap, but rather something that can evolve over time. I have a couple of ideas for it, but I don't think Argo has already reached that point where this should become a priority.)
  • It would be nice to have an option to customise Colours and Layout like in Arma 3.
  • Show team mates on GPS
  • Show pings on GPS
  • A "kill card" that displays all details about one's death, that allows players to analyse the How and Why and improve their gameplay based on those information. Good example for a kill card: Ghost Recon Phantoms
  • More advertising for the game. While I obviously do not know BI's plans for this, or potential reasons why Argo is not advertised more, the game and the game development could benefit immensely by a bigger, more diverse player base.
  • Tournaments, or at least organised matches. Nothing big or fancy. Simply something that gives you developers the opportunity to spectate half-way organised team play and the flow of game modes and map. Looking at the game play of 5 randoms versus 5 randoms that never played with each other, may or may not communicate with their team mates, and do their own thing instead might give you some insight, but it will not be very accurate, potentially even directly contractive to the actions of a "real" team, which would hurt the development in the long run. (This point is another reason why Argo could use more players.)

Anyway, this is enough random rambling for now. I would like to use this opportunity to thank Bohemia for having started this project. Project Argo (despite its early development) is a lot of fun, more fun that I had in any Multiplayer game in a long time, and I really hope that you guys continue working on it. This game, if done right, could become really good and close the gap between competitive games. I cannot wait to see where this prototype goes.

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Is that the way it is going to stay?

 

I like learning the areas and reaping the benefits of knowing the battleground. I the game is going to switch areas once every 1-2 weeks with no possibility of playing old areas it ruins a big part of the fun for me.

 

And what is up with all the blocked doors and ladders. I see a silo on delta and i want to go up on it, but the ladder is disabled for some stupid reason, also the bunker on foxtrot ( i think) is locked and inaccessible. Why? Did we lose the keys? Did HQ call and say that we have to play outside? Who locked the mud brick building on echo? I understand that you are trying to balance the map in some way, but please let us decide where to go.

 

Furthermore the weapons and scopes seem to be a particularly haphazard choice this time around. Why does the machine-gunner have the MCRO? It blocks way to much of his view when zoomed to 1.5x.

Marksman is almost useless as you have 6.5mm and 7.62mm which only seem to be effective at ranges <200m. If i was sniping and trying to hit a difficult shot, would i not opt for a caliber that is going to have some knockdown when/if the round connects? 

 

I feel that you have on this map increased the range of most engagements but at the same time you have decreased the effective range of a lot of the guns. I hope to se some actually useful classes in the future or at least the possibility to let the players decide what weapons to use.

 

Honestly don't take this the wrong way, but you sound a touch entitled. This is a free EXPERIMENTAL PROTOTYPE, the entire point is we get to play it while assisting them in developing the game. Lots of things are going to be tried, lots of things are going to be bad (which they learn from to improve the final product) and lots of content is going to be locked off as they want targeted testing.

 

Maybe if you aren't interested in that, you should consider your experience so far as a taster of the final game, and wait for it to be in a more completed state to start playing again.

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Honestly don't take this the wrong way, but you sound a touch entitled. This is a free EXPERIMENTAL PROTOTYPE, the entire point is we get to play it while assisting them in developing the game. Lots of things are going to be tried, lots of things are going to be bad (which they learn from to improve the final product) and lots of content is going to be locked off as they want targeted testing.

 

Maybe if you aren't interested in that, you should consider your experience so far as a taster of the final game, and wait for it to be in a more completed state to start playing again.

Stick to the topic bro.

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Damn, it's been a while since I have been here but glad to be back.

 

Played about 3-4 hours with new patch

 

First what I like:

Fast pace not a lot of waiting around, instant action.

The way this is setup it will bring back squads and clans that dominated the scene years ago in OFP

Easy maps to figure out, this will help get some new blood into the game (plus the price lol)

 

Won't I don't like:

The guns have no ass feels like I am shooting a automatic-BB gun, to many bullets to kill someone, this makes the sniper rifles useless

Everyone can choose the same class, most servers I am playing on everyone is using the machine gunner probably because it takes too many bullets to kill someone, limit the classes to one person per class this will add more strategy 

 

Bugs:

This happen to some of guys as well, the round starts and you commit suicide.

When we first join a server we are suck at a black screen then we disconnect and come back and it works fine.

 

What I would like to see:

The ability to change the timer

Capture the flag - with respawn

Capture and Hold - with respawn

 

I like where this has started look forward to seeing where it goes.

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I like the changes made in the last Update. Specially that the weapons behave more like in Arma 3 in terms of damage and that you can run in one direction and look to the side (freelook like in Arma 3). The last thing that should be changed is the auto-zooming when using a scope. I would prefer the mechanics from Arma 3 there too. The new locations work better than I thought and I really start to like Link now. The new loadouts look a bit strange, because one guy in you're team is running around as a police man, one as CSAT rifleman and a otherone with CTRG SpecOps clothes. The old loadouts fitted better. One last word: The CMR is a really useless weapon in PvP/TvT in my opinion.

 

PS: Project Argo is a lot of fun. :)

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Decided to do not install this mod "game" because of install size - 14,3 Gb for something, very reminding of "King of the Hill" mission for A3 (and non-fact it is better, sorry).

 

And Bohemia is lost a mind or something, to make ArmA 3 engine downloadable for free?..

If you dont enjoy it, i'm sure bohemia do not expect you to have it downloaded. for people like me i much prefer the small 5v5 gameplay. Although i am not 100% sure why they have made it standalone releasing an engine for free is a nice idea i dont understand why you are so agressive about the company releasing their own product or why you are so surprised that bohemia, a company that consistently encourages the customisation and community modding of the arma series games. Also as far as i could tell you are required to own Arma 3 on steam to get Argo so i dont think it is strictly free anyway as it requires you to already have bought rights to use the engine.

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I've just made my first rounds after the update.

 - LIM 85 is OP

 

- In Raid, I like the "little maze" aspect of B point, you can hear the enemies but can't shoot them, you can brain them by going around a container...

- In Clash, there is this Arma issue causing player at long range to appear in the ground (to simulate the effect of grass in the distance). I've been killed by a guy who was in this situation, and also hidden behind a rock. It felt like he was shooting through the rock, and I was not able to see precisely where he was.

 

- Kill feed on the HUD is more visible in the green surrounding than on white city walls

 

- it seems that a lot of players joined this week, and a big part of them doesn't play Arma. They start shooting while walking on a target who didn't saw them, they shoot without even trying to put their aim-dot on the enemies... A sort of bootcamp or tutorial would be a nice addition.

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What he said.  

I have a bit to say on the medic as well. I prefer medics with set amounts of revives that can take you to 75%.  Team revive should stop your bleedout timer, "stabilizing you" so that you can be dragged/limp to a medic.  Also, more classes and explanation would be good.  A loading screen tooltip would be better than what there is now as far as communication of game mechanics.  In addition to T and C, Q,E, and ALT are used less than they should be by non arma familiar players.   I see so much potential in this game I will support it fully.  I hope it can be optimized to high framerate (90-144hz), although knowing Arma...

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Found a slight map issue.

 

On clash, near Delta, the shed is doing some weird hovering stuff and has a big gap that could be an issue.

 

4xz5t6h.jpg

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Also as far as i could tell you are required to own Arma 3 on steam to get Argo so i dont think it is strictly free anyway as it requires you to already have bought rights to use the engine.

 

Oh, really? That's interesting... How did you find out?

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Also as far as i could tell you are required to own Arma 3 on steam to get Argo so i dont think it is strictly free anyway as it requires you to already have bought rights to use the engine.

 

Not true :)

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More advertising for the game

Yes! I agree with that.

 

------

Haha, those hints on the loading screens are hilarious. "Move closer to an object to zoom" lol

 

And I also have seen something like "checking your kill-death ratio decreases your aiming ability" ahahahah, now I feel uncomfortable every time I press TAB lol

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If you dont enjoy it, i'm sure bohemia do not expect you to have it downloaded. for people like me i much prefer the small 5v5 gameplay. Although i am not 100% sure why they have made it standalone releasing an engine for free is a nice idea i dont understand why you are so agressive about the company releasing their own product or why you are so surprised that bohemia, a company that consistently encourages the customisation and community modding of the arma series games. Also as far as i could tell you are required to own Arma 3 on steam to get Argo so i dont think it is strictly free anyway as it requires you to already have bought rights to use the engine.

Hi,

This is not true, Project Argo does not require Arma 3 ownership :) 

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Another chiming in to say that the LIM 85 is really OP. 

 

It's a run and gun player's wet dream.  Short-ish barrel to move around better, very high rate of fire, virtually no recoil in crosshair/hip fire mode, and effectively unlimited ammo for every firefight. 

 

Seems like the only players not using it exclusively now are the marksmen, or the noobs that exclusively pick the "sniper" in every game ever.

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Thank you all for your feedback regarding LIM-85. It confirms some of our concerns about the weapon, as well, so I can assure you we will be tweaking it in the future. The changes won't take effect in the current beta run, unfortunately, but the next time you see this machine gun, it shall feel better.

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Played the new update briefly, did not like anything about it, tbh.

 

I liked the old map and locations for Link and even started to learn Clash a bit and was looking forward to getting into the Clash locations some more.

 

Now with the update, I can start at zero again, my favourite weapon is no longer available and the new locations are terrible. Link is senseless in no man's land, random killings and no idea where the enemies even are.

 

Since I did neither like the Link nor the Clash location at all with this update, I will not play again until the next update.

 

However, if you won't bring back the locations and weapons from the first incarnation of the game, I will not even do that.

 

I don't have the time to start learning a new map every time I play. I only play a couple of hours of videogames per week.

 

I loved the first incarnation of the game a lot and would like to continue testing it, but I am a slow learner and was not even overly familiar with the old locations. That is too much for me when everything is gone :)

Add some new stuff, I am cool with that, but keep the old stuff around...

 

If that is not how you wanna continue, then no harm done. Game was free and I can play other games instead with similar style (and where I have by now gotten used to the maps).

 

just sayin' how it is for me, cheers !

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Played the new update briefly, did not like anything about it, tbh.

 

I liked the old map and locations for Link and even started to learn Clash a bit and was looking forward to getting into the Clash locations some more.

 

Now with the update, I can start at zero again, my favourite weapon is no longer available and the new locations are terrible. Link is senseless in no man's land, random killings and no idea where the enemies even are.

 

Since I did neither like the Link nor the Clash location at all with this update, I will not play again until the next update.

 

However, if you won't bring back the locations and weapons from the first incarnation of the game, I will not even do that.

 

I don't have the time to start learning a new map every time I play. I only play a couple of hours of videogames per week.

 

I loved the first incarnation of the game a lot and would like to continue testing it, but I am a slow learner and was not even overly familiar with the old locations. That is too much for me when everything is gone :)

Add some new stuff, I am cool with that, but keep the old stuff around...

 

If that is not how you wanna continue, then no harm done. Game was free and I can play other games instead with similar style (and where I have by now gotten used to the maps).

 

just sayin' how it is for me, cheers !

Hi,

it's important to pinpoint that Project Argo is an experimental game, which means we will be experimenting. The reasoning behind changing of locations and loadouts is very simple, gathering data and feedback, focus testing one by one.

Thanks for the feedback :)

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We will see Squad XML integration, or Clan/Squad/Community support?

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Hi guys.

So I was thinking that due to the very nature of Argo, it is intended to be played as a team, and for a team you need team members. I have created this post as a place for people to find team/clan members and for clans to orginise matches against other clans.

What could be useful, and of course this is down to the mods and BI, would be an Argo Clan/team sub forum within which we could have a couple of topics

Players looking for clans

Clans looking for players

Clans looking for matches

Pull up a sandbag (general chat)

What do you guys think?

Argo is an experimental game, until its a full release i think having a such a subforum isn't worth while yet.

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Hi guys.

So I was thinking that due to the very nature of Argo, it is intended to be played as a team, and for a team you need team members. I have created this post as a place for people to find team/clan members and for clans to orginise matches against other clans.

What could be useful, and of course this is down to the mods and BI, would be an Argo Clan/team sub forum within which we could have a couple of topics

Players looking for clans

Clans looking for players

Clans looking for matches

Pull up a sandbag (general chat)

What do you guys think?

Hi!

This is awesome idea but I think we can wait a little, if you disagree and more people are eager to have the sub forum we can arrange it :)

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The guns arent very balanced. The LIM is so much overpowered! You can spray on 100m and hit every bullet. Everyone is playing this gun. I understand why. The 7.62 sniper is dump. Two shots directly in head and still alive.

I would like to see a changing map pool for the different game types.  

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i'd like to see the SDAR in game, maybe tweak the original (config) so it can have optics, but ironsights would be fine by me :D

this is a very unused weapon in arma due to the lack of optics, but i don't see how it is any less than any other 5.56.

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The problem with the LIM-85 is the same as with any other LMG in PvP/TvT game modes in Arma. They do the same damage like their little brother the assault rifle but have a much bigger magazine, while their increased weight doesn't limit you're movement hard enough. Personally I think the best solution would be to not use any LMG in PvP/TvT game modes, but that's just my opinion.

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I think this would be more useful when the game comes out.

 

Theres not a wide enough audience yet.

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