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On 1/6/2017 at 5:20 PM, suiside said:

3C20DE2BDED84B7FC31D7B36F873C9974DA3216C

E1CB53644927D36CE92A7E2EC81AE4988F2777A0

 

thanks for the tip :D

so here you are :D

perfect :D

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Hello,

 

I used to play a lot of OFP back in the day. I have occasionally played the Arma series, but haven't been able to invest the time it requires to be able to play it - since you need to be "in the loop" and also find a good group to play multiplayer with. Therefore, I'm very thrilled about Argo and have been playing it extensively for the past few months. It offers a lot of those fantastic Arma moments but without all the required effort.

 

There are some things I'd like to bring up:

 

1) I understand this is a prototype and I'm fine with there being a lot of bugs, but you really need to fix that sodded respawn bug where players spawn into each other or into objects and die. It is especially annoying in Clash as it can throw off an entire game because 2 people in your team died for no reason.

 

2) The grenades seem a bit underpowered. You rarely see a casualty because of grenades. Making them a bit more powerful would make the rifleman class more interesting AND make it easier to flush out camped positions.

 

3) The balance of weapons are in some cases a bit off... I understand that you're experimenting but some of the setups you can see that a vast majority of the players on the server use the same weapon. Especially the AK-weapons seem to be a bit overpowered, but I saw in the latest changelog that you've nerfed them somewhat.

 

4) Speaking of the weapons - the current set of weapons are appalling. Two high calibre machine guns and two high calibre snipers? First, the machine guns: I really liked when you had machine guns with a smaller calibre but with a high ROF and a good scope. Then they became specialist weapons - capable of suppressive area fire over distances but only if you deployed them. The low calibre made them less lethal, which meant you really had to take advantage of the high ROF and - in medium to long distances - that meant deploying to be able to score enough hits for a kill. With high calibre, low ROF and short range scopes you just make the into super powerful battle rifles with huge magazines and a relatively (to a battle rifle) high ROF. That just kills the purpose of the weapon. Regarding the sniper rifles: The game is already prone to attract snipers. This is due to some weird preference for sniper rifles in general among the gaming population, and I don't know how many times I've seen people bring sniper rifles into maps that are pure CQB. So if you want a good flow of the game you have to make sure the sniper rifles fill a role, but make sure that role is limited. A good balance in a team should be a majority riflemen/grenadiers/etc, with maybe one machine gunner and one sniper if the map permits it. Then you can get those tense firefights where it's just not one shot one kill. Right now a normal round of Clash usually consists of 3-4 guys waving a high calibre sniper rifle and 1-2 waving a high calibre machine gun and it's not fun nor tense, just random.

 

5) I would just like to make a shout out for the maps that were set in the valley, don't remember the name. The Link map with the rock formations were my favourite of the Link maps - so fast and intensive. Also a good balance between medium range engagements, with possibilities of ambushes and flanking manoeuvrers, and all-out close quarters panic (by Main). The Clash map was also by far my favourite. The long distances, the wide views and the open terrain really opened for a lot of cool stuff: Flanking, feigning attacks and drawn out firefights. I don't know if it was because the earlier maps had less powerful and less accurate weapons or if it is because people are getting better at the game, but the first few weeks I saw a lot more drawn-out engagements. You were in a firefight, you fired, missed, disengaged, flanked, got flanked, ducked under a rock formation, saw movement and shot at undergrowth, so on and so forth. That was really awesome and in that valley map you saw those kinds of engagements a lot. So great map, please make more with that kind of longer engagement ranges in non-urban areas with less powerful and less accurate weapons.

 

6) The game really need a vote-kick feature and an autokick feature. A lot of the games are ruined by griefers team killing or high-pingers with 200, 300 or even 400 ping which makes it damn near impossible to kill them in a one-on-one CQB.

 

7) Please let us have some kind of health-bar or the like. I find it infuriating that people spectating me can view my health but I cannot. If you don't want to clutter the HUD, make it visible by the press of a button like the compass.

 

8) Raid as a game mode seem broken. Right now it's a bit of a mess because there is no organised play. But once people organise squads, groups and clans and actually coordinate a bit the defending team will be in such advantage. In Clash at least you have a very powerful airdrop to offset the disadvantage of attacking. In Raid it is not so - the airdrop is completely irrelevant. For the attackers, the risk of getting the airdrop out in the open is usually much higher than the risk of actually exploring the locations one by one - especially since it takes a while before it drops. For the defending team the time is usually not a problem and the negative consequences of the attackers getting the drop (which is a big reason for the defenders to pick it up in Clash) is basically non-existent. This, and the fact that the defenders are in a natural advantage make the game mode broken in my opinion.

 

With that said, all in all, I'm having a lot of fun with Argo (except right now, because the current weapon set up is ruining the fun). Good work and I hope you will continue making the prototype into a proper game.

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First, I really like where you are going with this game, keep on, thank you..

 

About suggestion, the title says it all... or at least some early dawn or late sunset scenarios. Other weather conditions like rain, wind etc..

I am aware that with sunset and dawn map layout, the dev team has to orientate scenario layout so that none of the teams has advantage like sun in the eyes to the opposite team but it is doable. Cant be sure, I am not a developer but the main idea is that the map orientation is south-north so both teams have sun coming from left/right side.

 

 

gl&hf

 

 

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On 11/4/2016 at 6:55 AM, arsla said:

Really amazing game, thank you for releasing this 'prototype' for free, it's a lot of fun and I am sure it will be even more given the comments I see in the forums.
Looking forward to seeing more content (weapons, locations, etc) soon!

 

I would like to ask why does it look sooooo much better than Arma 3?

What I would really like to see is Arma 3 looking this good.

 

Thanks!

Great point @arsla!

 

I'm sure YOU hear it all the time BI..."you need to listen to your consumers"...you have a great product but you are not bursting the bubble. The next Arma series, update, etc., should look and feel the same way as Project Argo! Great graphics, great responsiveness/feel, and a minimalist UI will bring hundredths of thousands of new consumers. If you don't do it, other companies will for a fraction of the costs, and it will be too late to get it back...there is no such thing as brand loyalty in today's market.

Edited by SgtCoolio

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I know that this should go to feedback tracker, but I just want to write about this issue here. It's known that there is that problem, especially on La Riviére clash area, when you spawn somewhere far away from the actual points and you have no markers/hud shown on screen. Sometimes you spawned without primary ammo. Another big problem here is that when your team dies and you are the only survivor, somehow the round overs, but you still there on the map, and not respawning! While the new round silently starting, you can run to the enemy spawn point and kill them right on the spawn. And then you will be considered a dirty cheater and will get a lot of hate.

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5 hours ago, Apollyanna said:

I know that this should go to feedback tracker, but I just want to write about this issue here. It's known that there is that problem, especially on La Riviére clash area, when you spawn somewhere far away from the actual points and you have no markers/hud shown on screen. Sometimes you spawned without primary ammo. Another big problem here is that when your team dies and you are the only survivor, somehow the round overs, but you still there on the map, and not respawning! While the new round silently starting, you can run to the enemy spawn point and kill them right on the spawn. And then you will be considered a dirty cheater and will get a lot of hate.

 

I view anyone negatively if they actually take advantage of this. It's not too hard to figure out what point is being contested and get back into the fight, but there are no markers for friendlies and you may kill a teammate. The spawn killing can happen while the countdown for round start is still going (almost happened to me). Its obvious if you are bugged so killing people in that state is like abusing a glitch. I haven't had a ghost spawn without grenades to date, so do what I do if it happens. Throw a grenade on the ground and stand on it. You most likely shouldn't have spawned anyway and this is the most fair "work around."

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Yes, grenade solution worked for me lol. I've seen one guy killed himself two times in a row with grenade for this purpose, guess he was not so lucky.

 

Not like I actually killed someone right on their spawn in my case, but I just didn't realized that the one round is over and the next is started. I ran to the point witch I must capture according to the map, but when I arrived, there were fresh enemy units running from that point, because it was captured/defended by the enemy. I killed one somewhere in 10-15 meters from the spawn and then got killed. And I never used that trick after I realized of what happened, because yes, it will be unfair and not interesting.

Also it seems that sometimes not only you can't see markers, but normal friendly units also can't see your marker in that bugged state. I once met one unit on the map and waited for it to attack or ignore me. He started shooting at me and I killed it, but it was a friendly unit.

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On 25/01/2017 at 4:15 PM, Apollyanna said:

I know that this should go to feedback tracker, but I just want to write about this issue here. It's known that there is that problem, especially on La Riviére clash area, when you spawn somewhere far away from the actual points and you have no markers/hud shown on screen. Sometimes you spawned without primary ammo. Another big problem here is that when your team dies and you are the only survivor, somehow the round overs, but you still there on the map, and not respawning! While the new round silently starting, you can run to the enemy spawn point and kill them right on the spawn. And then you will be considered a dirty cheater and will get a lot of hate.

Hello,

thanks for reporting this.

If this happens to you again could you please follow this guide - https://feedback.bistudio.com/w/ft_argo_howto/ingamebug/ and report it to feedback tracker with all the much needed information?

Thanks :)

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Can I ask when you plan to put link mode back into the game as this is by far the best game mode of the three. Its hard trying to introduce people to the game when the two remaining game modes are so harsh (for them).  Least with link when you die you re-spawn and go again without hanging about for the rest of the team. Ive stopped playing really since this game mode has been removed. 

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On 29/01/2017 at 2:50 AM, Ben316 said:

Can I ask when you plan to put link mode back into the game as this is by far the best game mode of the three. Its hard trying to introduce people to the game when the two remaining game modes are so harsh (for them).  Least with link when you die you re-spawn and go again without hanging about for the rest of the team. Ive stopped playing really since this game mode has been removed. 

I understand. Link actually is the most straight-forward game mode. The reason why we took it down is that it needs some rework. Players were playing the mode as if it was a death-match, to the point where they even started friendly killing team members who tried to capture the objectives. This forced us to take the Link scenario down for some rework.

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1 hour ago, ITokyYourCookie said:

I understand. Link actually is the most straight-forward game mode. The reason why we took it down is that it needs some rework. Players were playing the mode as if it was a death-match, to the point where they even started friendly killing team members who tried to capture the objectives. This forced us to take the Link scenario down for some rework.

 

Cannot say i ever experienced that though it must have been going on enough for you to pull it.  Care to share how you plan to deal with it? 


I would like to see the kills and deaths removed from this game mode anyway as its not about KD its about teamwork and winning.

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Just now, Ben316 said:

 

Cannot say i ever experienced that though it must have been going on enough for you to pull it.  Care to share how you plan to deal with it? 


I would like to see the kills and deaths removed from this game mode anyway as its not about KD its about teamwork and winning.

That's what bothered us the most, the lack of teamplay. We don't want a glorified deathmatch. We will try iterating the scoring system, but your idea also seems good, I will write it down into our feedback loop :)

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I don't know if this belongs in the tracker or here, because I'm not sure if it's intentional or not. The Clash servers do not rotate maps. It is always on the newest map with the newest gunset no matter how many games you stay in the server. The only time I saw a different Clash map was when on a mixed server. Even on mixed servers the rotation is barely existent as we played the new Raid map 3 times in a row before it switched to Clash, on the newest map. It can get extremely tiring playing the same map over and over, and I hope to see map rotations as we saw them in the previous patch.

 

Edit: I can't speak for Raid, as I do my best to not play it, but I'm sure people have experience rotation issues on those servers too as I rarely see different maps being played when viewing the server list.

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On 30/01/2017 at 5:23 PM, Janitor Sanchez said:

I don't know if this belongs in the tracker or here, because I'm not sure if it's intentional or not. The Clash servers do not rotate maps. It is always on the newest map with the newest gunset no matter how many games you stay in the server. The only time I saw a different Clash map was when on a mixed server. Even on mixed servers the rotation is barely existent as we played the new Raid map 3 times in a row before it switched to Clash, on the newest map. It can get extremely tiring playing the same map over and over, and I hope to see map rotations as we saw them in the previous patch.

 

Edit: I can't speak for Raid, as I do my best to not play it, but I'm sure people have experience rotation issues on those servers too as I rarely see different maps being played when viewing the server list.

Hi, thanks for reporting, its always better to do it on feedback tracker by following the guide, but we are thankfull for all the feedback :) we will investigate this issue.

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On 30/01/2017 at 0:35 PM, ITokyYourCookie said:

That's what bothered us the most, the lack of teamplay. We don't want a glorified deathmatch. We will try iterating the scoring system, but your idea also seems good, I will write it down into our feedback loop :)

 

I wouldn't necessarily go so far and call Link a 'glorified deathmatch without teamplay'. Raid you can theoretically win alone 1v5 due to the setup, and Clash, while it can profit from team play, is too open and random for team play to have any real effect.  Link was and is probably the game mode where good teamplay would be mandatory to succeed under ideal circumstances. Link is brutal and unforgiving, the team that doesn't work together or makes too many mistakes loses, really badly.

 

The problem with teamplay in Argo is not the game or a game mode, it's the player. The average Argo player is too bad, lacks common sense, doesn't want to improve, and gives up too easy too fast while going down the path of convenient excuses to shift the blame to the opponent or the game (all of it which really is typical for the average player in any multiplayer game, not just Argo). This is being supported by the fact that Clash is the most popular game mode. While I have no current numbers to back this up and come from a place of anecdotal evidence and the results of old twitter polls, this really comes as no surprise.

 

Of course I do understand the reasons behind why the player base is what it is, and that it is most likely not going to change any time soon. I just want to offer a different perspective on this topic.

----

Regarding multiplayer stats: I agree, stats can and will be distracting for the player, especially K/D brings out the worst in players. However, I think that removing them completely from the game or a specific game mode would not be beneficial. Statistics and numbers, even K/D, are a valid indicator of skill progress and a tool in understanding and reflecting on one's game play.

 

I would suggest a combination of nerfing point rewards of player-actions (like kills) and buffing point rewards of team-actions (like saviour-kills, objective-based actions, etc), which as far as I know has been already at least partially implemented in the game, and hiding certain stats (K/D for example) on the scoreboard in an active game, but displaying them after the match ended and using those stats for general leaderboards (which will/could be part of the so called "Meta game").

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I created a ticket about respawn issue: https://feedback.bistudio.com/T123118

 

I want to say that the problem grows bigger. When I experienced it on La Riviere clash area, I always can "kill myself" and respawn when the next round is starting. But when this problem hits me on the other clash areas, "kill myself" does not always helps. Very often, when the next round is starting, I can't respawn. I tried to wait one more round, but in the next round I can't respawn again. And when I try to reconnect this problem can hit again. This is a major game breaker.

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21 hours ago, Apollyanna said:

I created a ticket about respawn issue: https://feedback.bistudio.com/T123118

 

I want to say that the problem grows bigger. When I experienced it on La Riviere clash area, I always can "kill myself" and respawn when the next round is starting. But when this problem hits me on the other clash areas, "kill myself" does not always helps. Very often, when the next round is starting, I can't respawn. I tried to wait one more round, but in the next round I can't respawn again. And when I try to reconnect this problem can hit again. This is a major game breaker.

We are aware of this growing issue and we are working on the fix.

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You decreased gunshot sounds volume in the 0.75 update? The distant shots now sounds a lot quieter for me. There was one time when I heard shots and presumed that the enemy is somewhere 100 meters away, but he was just 20-30m from me, that was literally a killing surprise.

 

EDIT: maybe it's just the sound of indoor shots?

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15 hours ago, Apollyanna said:

You decreased gunshot sounds volume in the 0.75 update? The distant shots now sounds a lot quieter for me. There was one time when I heard shots and presumed that the enemy is somewhere 100 meters away, but he was just 20-30m from me, that was literally a killing surprise.

 

EDIT: maybe it's just the sound of indoor shots?

 

Hi,

I don't know about any changes in this, but since we share some data with Arma, maybe it merged. I will write it down and investigate. :)

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15 hours ago, Apollyanna said:

You decreased gunshot sounds volume in the 0.75 update? The distant shots now sounds a lot quieter for me. There was one time when I heard shots and presumed that the enemy is somewhere 100 meters away, but he was just 20-30m from me, that was literally a killing surprise.

 

EDIT: maybe it's just the sound of indoor shots?

Was that happening for every weapon?

Also did you by any chance updated your sound drivers?

 

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Quote

Was that happening for every weapon?

Can't tell anything about that at the moment. I will pay more attention to this next time. And I forgot to clarify that only the distant shots are quieter. anything else remains the same as before, including my own indoor shots.

 

Quote

Also did you by any chance updated your sound drivers?

No. The only change that was made on my PC is Argo's update.

 

------

I played the Hardcore mode and liked it. Despite of a LOT of friendly fire. Luckily I didn't TKed anyone yet, the map info works nice. Don't know if it's the right time to introduce it, the servers are still too empty for it to be there.

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It's so sad that Bohemia launch ARMA3 with so many DLCes  to download-pay and always adv ingame (so annoying and cant disabled, ive already bought game, whay cant enjoyed???) and makes ARGO as seperate game to pay again... 

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17 hours ago, silentz0o said:

It's so sad that Bohemia launch ARMA3 with so many DLCes  to download-pay and always adv ingame (so annoying and cant disabled, ive already bought game, whay cant enjoyed???) and makes ARGO as seperate game to pay again... 

 

I hundred-percent agree with you. Who do they think they are? Trying to survive by making a living as game developers? The nerve of those people. Unbelievable. And what kind of price tag is 'Free'? That's an awful lot of characters for what is basically an Arma 3 copy.

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