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drdaeman

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About drdaeman

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  1. drdaeman

    Feedback Thread

    First of all, thanks for Argo! It rocks. Thought, I'd post a few suggestions - maybe not all of them are good ideas, but those are just my opinion on what I'd like to see. I've sorted things by their relative importance, as I perceive it. 1. It would be awesome to have team match making. This is the issue that bugs me most. I usually play in a 3-4-person team, and finding a server is a problem. Right now, we're basically trying to work around the recent restrictions by searching for a quick match (premium servers are rarely populated, if ever) and hoping that at least one member would find an EU server with enough free slots. Needless to say, this doesn't always work. Ideally, I wish, Argo would use Arma III Unit system and have "find our unit a server to play" button, that would look up who's online and in Argo and find a server you decide would be the fairest option. In my opinion, that would be a perfect solution, as it would fully satisfy our needs and allow for any algorithmic team matching (take min/max/median ranks of our unit members, find server that would be most fair for the occasion), so not compromise the reason manual server selection was disabled. Alternatively, adding a "need at least [1-5] free slots [total | on a single team]" selector to the "quick play" menu would make us happy just as well. (If there are no matching servers - can't be helped, send us to an empty one, so maybe some other team would find us this way). 2. Tune after-death camera a little bit, please. I believe camera movement after death should be restricted to 1-1.5 seconds max. After that - or maybe upon losing LOS - it should just remain static. In CQB, it just doesn't make sense to disclose where the enemy is changing their location to after they got you. Especially if you don't even see them anymore (e.g. enemy's behind a container or a fence). I saw some argue for the complete removal - I'd disagree. It makes sense to have killcam as a concept - to prove the kill was fair (esp. when weapon's silenced) and reveal the enemy location. But a ritual of fake maneuvers for the sake of the dead just feels weird. At the same time, I'd suggest to make things a little bit harder for long-distance marksmanship. If the killer is further than 150-200m away, maybe camera can gradually zoom in a little (say, 1.5x-2.5x) over a few (3-4) seconds onto the location where the sniper was, at the time of the shoot. Laying down in a bush some 500-600m away with a MAR-10 (or even something 7.62), observing both enemy's 1A & 1B is a way to induce a lot of pressure (some would even say grief). Immediately getting cover, then trying to spot and outsnipe is fun, but if the sniper's skilled team goes out of tickets really fast. 3. Can we choose diverse loadout classes, please? On some occasions, I'd like to try my skill as a marksman, on some I'd just tank my way with a LMG and some body armor, and on some I'd want nothing but an ol' good assault rifle. I don't need nor want to have all three in a single game. I can reset the skill tree, but having a cost to switch makes me essentially commit to a specific gameplay style, at least for a while. Meh. I'd think it would be better to not restrict players to the single skill tree path. Let us select a preset at the join time, then commit to it for the duration of the map. Or a server connection. Or an hour, or maybe even a day - whatever you feel would be fair. E.g., at the "equipment" screen, increment number of loadouts to, e.g. 9, and group them into triples, so it would be [A1A2A3] [B1B2B3] [C1C2C3]. Other configurations (e.g. 3x2) may be a better idea - you probably have stats on how many different loadouts players use in a single match, I don't. When configuring - speaking for the 3x3 case - let there be three independent skill trees, A, B and C. When joining a server, a player is locked onto a group they chose. E.g., I select A3 and I'm locked into A1/A2/A3 and can't select B or C until the map rotation, or some other criteria. I'm sure you have great UI designers and UX engineers who can polish the overall idea into perfection. Heck, I'd even like that as a paid option. It won't give me any advantage in any single match (so no pay-to-win here, all fair - or I'm missing something?), but enjoy more diversity and fun into my overall Argo gaming, adding extra value. Free resets may do the trick as well, but are somewhat less convenient. 4. When customizing loadouts, can we use one as a template? I know, others may have loadouts with different headgear, so their bandana matches the map, but I guess most use those for weapons and have roughly the same coveralls. Can we have a shortcut that quickly copies one loadout slot to another, so we just need to customize the fine details? Just a small button for slots 2-5 "copy from slot 1" would be perfect. 5. Add faction progress bars and respawn tickets to the HUD. Number of wins is essentially useless. I know how many times we won or lost - no need for this information on the HUD. At the same time, things that change fast - number of tickets available, and this round's team score is much more important to be available at a glance. 6. Remove enemy's 1A and 1B status from the HUD. It discloses some information about overall enemy presence. While useful, I don't think it makes any sense. How come we're getting that intel, when we haven't even touched their comm nodes nor had any visuals? I'd suggest to just make them gray or something like that. 7. When picking up a weapon from a body, can we also pick some ammo? If the body had any full magazines on them - can we have some of them as well, when we pick the gun from the body? I believe this would improve game balance if there are significant differences in the loadout levels. And once I found myself out of ammo, there was a ton of weapons laying around, but none was loaded, lol. 8. Multiple tactical ping types, maybe? I wonder if it would be a good idea to have a few different icons for the pings (e.g., circle, bullseye and an arrow). Or, to make things simple, maybe just an option to send light gray pings instead of red ones, so informational pointers won't be confused with threat designation. Basically, the idea is to have a way to point direction without alarming the team. Voice+ping works, but a replacement of a precise silent hand gesture would be nice. 9. Can we have a night time experiment? I understand that daytime is intentional and what everyone wants, and this probably won't be even discussed, but I still want to say I'd just love to play some late-evening Raid and Clash games (doesn't make much sense for Link). In Arma 3, at late evenings things look just gorgeous. I'm missing this scenery in Argo. (Oh, just think about the light towers!) Wish there'd be an experimental EU server with that. Just saying.
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