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About kerodan

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  1. Yes, people complain a lot about this issues but never mention the situations where they occur. I have been playing ARMA coop for over 4 years now (so A2 OA and A3) and never perceived a game-breaking flaw concerning these systems. In my experience, most of these complains could be easily resolved by setting up the AI configuration properly. So I would agree with you, that BI could invest more resources in making the AI configuration easily accessible and document the subskills in more detail (for example, I am still looking for a definitive answer to the question if the view distance setting influences the AI's visual spotting range). However, I would not agree on scraping the whole AI system as I am repeatedly astonished by what the AI can actually do given the unpredictable situations thrown at it. On a different note: Why is everybody calling the current iteration of AI driving 'broken'? They still drive far better than before work started on improving the driving system and I haven't noticed any glaring issues with the current version. But I still hope for further improvements, of course. ;)
  2. I would actually argue, that it is okay to allow monetization for server owners as it guarantees the owners to cover their costs (although I am also skeptical if these costs actually need that big of a compensation). But monetizing the server should also entail paying the addon authors a share of the generated income. So, if you chose to monetize a modded server, every content creator benefits from the money generated by the monetization scheme. The problem with this concept is - of course - that it would need a more active involvement by BI to bring the different content creators to the same table...
  3. Why not? A character's personality can change if you provide appropriate reasoning for understanding that change. It is a natural process occuring all the time. Bringing this crude example for yours back to the original topic: Bohemia provided reasons for using other assets and this is reasonable to many maybe not all. I understand it however and am very happy with the changes they made.
  4. VBS and ARMA do not only have different developers but also use different engines/iterrations of the same engine. So this would be cross-company and cross-engine feature implementation. Along this line of thinking you could also demand that Spintires has deformable terrain so it should be no problem to implement this feature in Frontiers' Elite Dangerous (I am exaggerating of course).
  5. I would suggest to keep an eye on the DayZ Standalone development and their devblogs. They are in the process of implementing a new animation system and it is very likely that we will see this system (or an adaptation of it) in future ARMA games.
  6. Although I whole heartedly agree with you that naval combat on that scale is out of the question for a game like ARMA, I would really love to see some kind of naval asset which can be used as a base of operations. A place where I can store equipement and provide players with a logical starting/regrouping position to mount a submersible or RHIB. If it can also house a chopper and be moveable at the same time, all my expectations concerning naval-based operations would be completley satisfied.
  7. I can only speak of my stable branch experience at the moment but I do not really see the need to provide extensive feedback as I do not encounter alot of critical issues. Small issues like a vehicle running into small objects or getting stuck taking a certain turn are still present in some situation but are these things to report? In my opinion they are not as I suppose that these issues are getting smoothed out over time and can not really be fixed for every difficult spot on any given map. They just implied one the last page that changes to tracked vehicle AI are coming at some point.
  8. Not wanting to derail the thread but are there any game engines with such a feature? And I mean games which, like ARMA, do not work with some kind of voxels for their terrains?
  9. Exactly this. Furthermore, you can try all the assets (except Tanoa of course) for free in virtual arsenal. I really do not get what you are complaining about? Do you want that the player base is split based on DLC content?
  10. When I compare it to my experience in A2 it is a huge step-up! Maybe it is due to me playing mostly small coop missions (10-20Players max with 100++AI) but my FPS doubled in comparison to the FPS I got in the same kind of missions in A2. Futhermore, you are forgetting the Geometric Occlusion feature added with Eden which improved FPS in cities tremendously in my opinion. Of course you cannot compare it to the changes made in DayZ where some achieved performance jumps from 30 to 90+ FPS but do not sell A3s improvements that short...
  11. Can you elaborate on how you came to this conclusion? The release of Apex was only a few months ago and entailed a lot of new issues for the devs to fix. In addition to the demands to fix this or that issue made daily on these forums. So it is kind of natural to have a "slower" period, although they still managed to pull of some nice feature additions to EDEN. Does not really look like they start "abandoning" A3 to be honest. We will know more when we finally get a glimpse at the next road map but for the moment this kind of seems exaggerated in my opinion. Concerning naval assets, I would also BIS to embrace their diving/swimming feature a little more. It seems to be tacked on and is not really useable for long missions (equipment constraints due to the rebreather, slow speed of submersibles etc.). Would love to see a naval asset which can be used as a small base of operations out on the sea but do not have the feeling we will get it anytime soon. ;)
  12. If you are referring to the AI driving overhaul, this as not been implemented yet for tracked vehicles. Only the behavior of wheeled vehicles has been changed. Have a look at the changelog of the last mayor update for any new commands that have been introduced.
  13. Someone else encountered the bug that a vehicle in a convoi will turn around for no reason at all and drive back to the last waypoint? After reaching the last waypoint, it will then turn around again and try to regroup with the other vehicles in the group. By the way: Collision avoidance on route seems not to be calculated for the individual vehicle but for the complete group. This should normally not be an issue but becomes apparrent in situations like the one just described. My straggler keeped running full speed in oncoming vehicles like they did not exist. Edit: Just looked at turning around a convoi in the middle of road: It seems to me that not only is collision avoidance only calculated for the whole group, it also does not consider vehicles belonging to the same group. Means the leading vehicle will turn nicely on the road and than smash right into the following vehicle. Maybe an area you could do some tweaking. ;)
  14. Although this is true, you have to consider the implications of such a change. For DayZ this was an okaish investment as it only pissed of people who expected a working product right of the start or had no idea what kind of work was involved in such a change. Aka switching out huge chunks of your underlying engine code while also developing assets and the like. Speaking of ARMA 3, it is not feasible to do such a thing as it is a finished product with a huge amount of user-made content. Content which would be put in jepardy by making such drastic changes at this stage in development. Best guess is that they will consider switching to the Enfusion engine for the next installment of the game but not before. Otherwise, they would have no window to prepare the endless creators of user-made content for the changes to come and provide them with a reasonable explanation of why their content - most likley - will not be useable anymore. Introducing such drastic changes in a DLC or Patch is just bad policy in this regard as it not only annoys the user-base your game heavily relies on but also forces the studio to further invest in the conversion of all original A3 assets.
  15. Please elaborate on the "billion of bugs"? In my experience, A3 runs very well (did so since the beginning) and the amount of bugs is total normal for a game of this scale/modability. Furthermore, the comparison to A2 is just mind-boggling due to new tech beeing introduced in A3 (especially concerning unit loadout) und many vehicles in A2 OA (I assume this is the title you are referring to) beeing either ported from previous titles, which had a similiar setting, or having a very high number of variants of the same model. Concerning the topic: I also have the assumption that A4 will be based on a version of the Enfusion engine. As can be seen by DayZ, it seems to be the next step engine-wise and to some degree designed to accomodate backwards/cross-game compatibilty which is essential for a game like Arma and BIS as a developing studio.