#creator_dlc_discussion

1 messages Β· Page 14 of 1

muted narwhal
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@mild solstice i tried on both my gtx1070 8gb vram and gtx2080super 8gb vram

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it still used to stuck, so there's that, if that is solved, great

tepid lance
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I did check it in latest dev branch, not release branch.

muted narwhal
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surely another 4k downside is the exponential file size increase?
@steady gale it isn't exponential. it is actually a bit less than using 4x2k textures instead if one would want to achieve the same texel density

steady gale
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that's almost 10x but yeah I didn't mean it as a definite thing

muted narwhal
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i am not even sure how you did that to be honest. i used my raw texture output from substance (8bit/chnl TGA files) and got them batched into ImagetoPAA

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nohq2 is not really a proper suffix btw

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so i doubt the converter knows what to do with it

steady gale
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I know, this was just testing

tepid lance
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You'll get different compression, distorting the result.

steady gale
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it might be some converter difference, I didn't actually consider that

muted narwhal
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short version, from my experience, 4k textures are more or less 4xtimes the 2k textures, as expected

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even as .paa
so there's that

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the 10x the size is bull

steady gale
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actually I just converted that 2k texture with the proper _nohq ending and it's actually twice as big as that first one

muted narwhal
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and the alternative, generally speaking, is for creators to use 4x2k textures, which is preciselly the same size

steady gale
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so yeah that was actually a bit exagerated

muted narwhal
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to conclude, no one should actually give 2f about size, and if you wanna play with 2k textures, you can set your resolution to anything different than ultra

steady gale
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well, you can also just cut down on the quality just a little bit and have just 2x2k or even just the one, but I guess if that quality difference is worth the increased file size is very much personal preference

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I wish people didn't care about file size

muted narwhal
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i can always spend another 100-200eu and get a bigger ssd these days

sinful cape
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well, my ssd is almost full :x

muted narwhal
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i can't do much about the size of textures if these are provided in 2k, instead of 4k

steady gale
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I'm just saying, people are more likely to use a content pack that is 10GB than one that is 20GB

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not all people, but some people

sinful cape
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meh. really depends on the content

muted narwhal
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i feel that is weird, considering i have seen collections worth many times over

sinful cape
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if it is 20gb of awesome stuff, I'll use it

muted narwhal
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also, to be honest, most of that 20gb worth of content is not asset related, but island related

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and afaik, that is not 4k

sinful cape
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if it is 20gb for a weapon or vehicle that I like, then... no

tepid lance
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Terrain assets all in all just make up about 4GB of the GM total size.

muted narwhal
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really?

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weird, i might check that then

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i am not saying 4k textures should be used across everything and everywhere, i am saying if it makes sense to use 4k, use 4k

tepid lance
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4.63GB, just checked. πŸ˜„

muted narwhal
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:))

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da duck is the rest up to 24gb then?

sinful cape
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3d models, textures, and sfx?

tepid lance
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We went with 4K to enable long-term suitability of the assets.

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2GB worth of weapons and ammunition, magazines, etc.
1.45 GB worth of Character assets

Things start adding up πŸ˜„

sinful cape
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you could keep the 4k for later and release in 2k. then a year or two after, you'll announce the ultimate texture pack 3000 for free :p

muted narwhal
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worthless amount of work

sinful cape
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it's advertisement and hype :>

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ofc it is just smoke and mirrors

muted narwhal
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in theory everyone i know uses a 2x the resolution intended for his raw files

tepid lance
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With sources in substance it's trivial to upgrade and re-export to 8k, but then SSDs are gonna explode. πŸ˜„

muted narwhal
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so if i wanna get 4k done, i usually texture in 8k (well, i try anyways, since 8k in substance painter can be a beach) on 8gb vram

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but that might change if get my hands on a 16gb gfx card :))

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With sources in substance it's trivial to upgrade and re-export to 8k, but then SSDs are gonna explode. πŸ˜„
@tepid lance true :))))

hoary ridge
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if you dont own the creator dlc, and download the dlc through workshop.. do you also download the map objects like buildings and so on or is that only for dlc owners?

red saddle
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workshop compat data afaik also has buildings

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just not the terrain itself

vital dome
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Terrain is also included afaik just can’t play on it but you can take a look in eden afaik

hoary ridge
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thank you for your respond. πŸ™‚

zinc nova
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yes all the data is identical iirc

tepid lance
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I can confirm that with the GM workshop compatibility data it is a 1:1 copy of the regular CDLC download. As a non-owner however you will experience content access restrictions.

radiant vortex
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The same as it would be with Apex? IE using guns and kit but getting that watermark?

zinc nova
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not being able to pick guns up etc

devout turtle
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this is a useful summary of the philosophy of A3 dlc in case nobody ever thought much about it and was interested

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it's pre CDLC but quite useful analysis of bohemias really quite generous approach to the player base

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which also explains why there's 5.5m owners of A3, which is such a niche product

void yoke
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I love the DLC strategy they use for standard DLCs
not sure why they decided to change things after tanks

muted narwhal
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how dis they change it?

sinful cape
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the change was explained a million times since the start of it

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not sure how one can still not understand it

dusk cargo
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What's the change?

void yoke
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should rephrase,
I don't like the change

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@dusk cargo CDLCs and contact don't work like normal DLCs
CDLCs are completely separate and you need the compatibility patch to use the assets
contact got smurfed so the enoch version doesn't contain any sci fi stuff

dusk cargo
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hmm? contact works same as Apex, no?

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guns and vehicles are in the game, terrain is locked

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scifi is more relevant to SP anyway

void yoke
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its a bit better now than it was at the start but I still wouldn't have minded having all the props

prisma mountain
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Think what he means is that for a short stint Enoch had basically just the infantry gear, and EBO terrain assets.

bleak glen
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When in the editor, how do i create a spawn for singleplayer and then use that to properly play it?

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and sorry if I am in the wrong channel, this one looked close enough

lucid depot
bleak glen
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thanks and sorry

muted narwhal
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@void yoke you have the props, just not all of them

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@sinful cape my dude, i have the supporter edition, when i bought dlc, i did so in order to gift them further, so i really don’t know how it is not to have a dlc

sinful cape
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ok?

muted narwhal
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hence my question about how β€œofficial dlcs” have been changed post tanks

red saddle
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I don't know what's supposed to have changed either.
Tanks was the last DLC, there were no DLC's after that, only creator DLC's (which are different). So I don't really see how they changed the DLC strategy not even having released any DLC since then.

Contact was a Expansion, not a DLC.

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Art of War will be a DLC, and there I also don't see any strategy change

void yoke
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apex was an expansion aswell but it works like any other dlc

mild solstice
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As said, they've explained it before: Many of the Contact campaign assets' features are reliant on scripting so don't fit the sandbox environment when you can't just plonk them down and have them working

void yoke
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thats maybe for the modules or the spectrum device(which people still got to work)
but the alien assets didn't need any extra functionality

mild solstice
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Their movement was scripted, no?

steady gale
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the actual aliens themselves need all kinds of scripting to function but there's still all the alien props

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if you have all that you can then also script the alien "weapons" onto other stuff

sinful cape
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i'm pretty sure it was more the fear of these objects feeling out of place in base a3

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i guarantee folks would QQ about these assets being there then

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you just cant win

void yoke
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I really don't get those folks
it would just be in the game files
its not like an alien ship would appear during their milsim operations

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back to the CDLC topic
I understand why they can't be made like normal dlcs for a number of reasons like IP rights, size, game context
but I think it would increase its sales if people got forced to try its stuff like with apex
and I can guarantee people are way less willing to try it if they need to install a 30gb+ mod for it

waxen lynx
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where is that 30+ gb coming from?

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GM is now 24 GB and was 1-2 GB less at least from what Mondkalb is saying

muted narwhal
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forced to try its stuff? really?

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short versions:
all 3rd party content is DLC by definition. cDLC behave more like mods than official dlcs for reasons you are already aware.

void yoke
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by forced I mean its already downloaded
someone said that csla was more than 30 but even if it was 24 like GM still my point stands
and I'm not saying cdlcs are less of a dlc than other
I'm saying that they are distributed less effectively than the standard ones, even if I understand why

lucid depot
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by forced I mean its already downloaded
GM and CSLA don't fit in the base game timeline, why would I need to download them if I don't plan on playing any Cold War scenario or using any of their assets?

steady gale
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did someone actually say that CSLA was even bigger than GM?

void yoke
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I've heard even 60gb but I don't believe it
@lucid depot I'd understand that reasoning but its a mindset that could change seeing how much arma relies on extra content

steady gale
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I can't imagine how it could possibly be 60gb

lucid depot
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I've heard even 60gb but I don't believe it
Yeah Steam page says 56gb for CSLA, but also says 57gb for GM so it's probably wrong

void yoke
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weird

steady gale
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maybe that's count arma 3 + the dlc?

finite cave
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Steam always gives me weird file estimates

steady gale
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if arma 3 on its own is about 35GB

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then that would be about right, with GM being about 22

finite cave
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When I was installing ArmA 2 a few days back Steam warned me it'll take 20 gigs, but the download was like 7

steady gale
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if that's the case, CSLA might be just slightly smaller than GM

red saddle
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CSLA filesize right now is 7gb

steady gale
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oh really?

red saddle
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in pre-release test. Still subject to change a bit

finite cave
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Can't wait to get my hands on it

steady gale
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that's pretty good then

warped quail
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When I was installing ArmA 2 a few days back Steam warned me it'll take 20 gigs, but the download was like 7
first is filesize and what you'll need on your hdd, second is download size as that is compressed and how much will vary depending on content

finite cave
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Right, thought it'd be something along those lines. Thanks for clearing it up πŸ™‚

young geyser
sinful cape
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well i sure as hell dont know what people want

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maybe BI should just sell weapon skins and be done with it

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seems to work for other games

young geyser
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maybe BI should just sell weapon skins and be done with it
@sinful cape They would need to remove the workshop for mere skins dlcs to work, otherwise modders just do a much better job for free.

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Rather than competing with moders from the workshop BI should do DCLs that add features and content that moders cannot do, at least not at the same optimization/quality level that BI can.

sinful cape
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well but they did

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and they even made that stuff free for everyone :>

lucid depot
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Rather than competing with moders from the workshop BI should do DCLs that add features and content that moders cannot do, at least not at the same optimization/quality level that BI can.
@young geyser and that exactly what they do? Most of the assets you find on the workshop aren't anywhere close to BI standard. As for CDLCs, I haven't really used GM but from what I know, their map and armored vehicles are really great quality-wise.

young geyser
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@lucid depot My comment was just to answer Lexx's idea of weapon skins dlcs focus for BI and not a complain about the quality of current DLCs and CDLCs, only a few mods can match the quality of the CDLCs and that is a fact

dusk cargo
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Interesting discussion but it doesn't seem to reach any conclusion after three pages

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Except numbers of dlc adoption rate

cunning nacelle
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add features and content that moders cannot do

Depending on the level of support for CDLC makers, that may include some engine changes, new commands, etc. That's the exciting thing for me meowtrash

fresh oasis
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We've already seen a bunch of new scripting commands drop in 2.0.0, which is always fun an exciting.

red saddle
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2.00 @fresh oasis
and most of that isn't CDLC related I think, but some of it definitely

sinful cape
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as example? :>

red saddle
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The playSound/say3D start offset thing

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that people use to play sounds but start from the middle of it

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And... uh..... hm.. I think that's about it

sinful cape
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hm I'm curious where this would be used

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maybe someone trying to make a radio that remembers timings :>

fresh oasis
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Clearly for a DJ booth that allows players to mix audio tracks on the fly.

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....Crap, I want that now.

olive vortex
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I feel like there might more changes due to discussions on ace slack than due to cdlcs. πŸ˜‚

cunning nacelle
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most likely, but maybe there's the option of a cdlc pitch being able to convince BI to devote some manpower or something

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like say for passing info to extensions other than strings

sinful cape
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[x] doubt

devout turtle
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if you have a strong candidate cdlc, and signed contract, lots of visible progress and pre-written, proven solutions, BI will consider additional things but only without any promises, they do try though.

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some things are possible

red saddle
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like say for passing info to extensions other than strings
That was looked at, not sure if the ticket is still open but that won't happen.

cunning nacelle
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understandable, too bad it wasn't put in when it was implemented

ebon sedge
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bongocat I gotta say I'm excited for the future of arma though

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I have a feeling that there's still lots of interesting content to come

hoary ridge
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if i activate a creator dlc in launcher, and i cant connect to standard a3 vanilla servers right?

tepid lance
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Correct.

solid slate
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(meh)

modern solar
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maybe someone trying to make a radio that remembers timings :>
catJAM 🎡

dusk cargo
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I have just had a thought. Imagine if the game was better organized in terms of programming development, would it be possible for 3rd parties to develop more interesting complex game modes as community DLCs? Think of something like battlefield-type of game mode for instance, or KOTH-type, since we recently discussed its funding. What do you think?

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Also a side thought. I see lots of people involved in modelling, textures - the art side of game overall, compared to programming? I don't really know, is it because game is more suited for this side of game development, or are there just more artists than programmers? I don't really know.

sinful cape
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you can script game modes like that

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there is more art people, because i guess most players prefer new toys to play with.

dusk cargo
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I know that it's possible to make such game modes but current set lack of proper programming development tools turns away lots of programmers

wraith sleet
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You can make both of the gamemodes easily in vanilla arma

dusk cargo
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Sure, still takes time to develop, playtest, debug, balance. 'Easily' is not a word I would apply to that. Anyway imagine if KOTH-like thing was sold as CDLC for instance for a 1$ or so per copy? πŸ€”

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Or like wasteland, like dayz, etc, take any 'big' game mode in arma

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these are not 'easy' to make

wraith sleet
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Koth is already available to the community which goes against community DLC guidelines.

On the other hand I made a copy of Noshahr canals and set up a basic territory capture gamemode that functions perfectly in about six hours total

dusk cargo
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I am not stating to make KOTH paid 🀦 I am just giving it as an example of game mode.

wraith sleet
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That's the problem with your idea. Your examples are already made. This is a sandbox, nobody is going to pay for a gamemode as you're not going to find anything particularly revolutionary

hallow parrot
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Honestly if there's a gamemode CDLC, it's really easy to rip from ebo since the most of the things aren't binarized, so community will make it happened worse

wraith sleet
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And the amount of time developers put in would mean not sell anything for $1. These are people putting their time and effort in, working an additional job and are already losing money to Valve and then likely Bohemia

hallow parrot
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πŸ€”

dusk cargo
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nobody is going to pay for a gamemode as you're not going to find anything particularly revolutionary
well I don't know, I think that something like Alive, Antistasi, Liberation would have sold, if they were 'launched' properly

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nobody is going to pay for a gamemode as you're not going to find anything particularly revolutionary
I think that your argument applies same way to the problem now with people saying that they won't pay for 'a paid mod if they can get same thing for free from another mod' πŸ™‚

wraith sleet
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Alive is a mod, not a gamemode.

Nothing listed hasn't had some sort of similar gamemode made. Gamemodes are a dime a dozen in this community

On top of that it's a sandbox. The point is to create things that others can enjoy. That's why every gamemode Bohemia has put out has the framework readily available in the editor

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On the other hand the CDLC we have is expansive, adding basically as much equipment as vanilla Arma

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And is continuing to add new things. There's easily as much stuff in there as there was in 2013 excluding civilian items

dusk cargo
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On the other hand the CDLC we have is expansive, adding basically as much equipment as vanilla Arma
You are trying to explain it to me just like I am trying to explain to you that new game modes do add a lot of new gameplay.

wraith sleet
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Gameplay that is supposed to be created in the editor. That's why we have it

dusk cargo
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You can create thousands of things more in code of course

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That's why we have code 🀷

wraith sleet
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Which you can do, in the editor and in your file browser.

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There's a whole wiki full of code you can use

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If you know how to use it your options are essentially limitless on top of creating mods that can add more things

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There's wanting to have CDLCs then there's wanting to pay for things we already have and can make relatively easily

dusk cargo
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No, one really can't make those complex game modes relatively easily, you will want to attach this, that, and a lot of other things to it, you can't just put a few things in the editor and get it.

wraith sleet
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Yes you can actually. You could create your own version of old man in the editor of you wanted to which is easily one of the most complex vanilla gamemodes. Find one example of something you can't make through scripting in what is already provided

dusk cargo
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Although, I now see how harder if would be to assert quality of programming-based CDLC. Models and visuals are one thing, but bugs in gameplay are a totally different thing. πŸ€” I think at most it would be viable to make campaigns or SP scenarios.

wraith sleet
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And we saw how well with probably the least popular DLC, Tac-Ops

dusk cargo
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Yes you can actually. You could create your own version of old man in the editor of you wanted to which is easily one of the most complex vanilla gamemodes. Find one example of something you can't make through scripting in what is already provided
there are lots of things not made based on BI's modules in the workshop

wraith sleet
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They're using BIs scripts

dusk cargo
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in what way? in a way that they use SQF as their base?

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tbh in my practive I have always stayed away from stock SQF systems as they were flawed in one way or another.

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And we saw how well with probably the least popular DLC, Tac-Ops
Well, these are relatively low-scale SP missions, think of something more of the old man scale probably

wraith sleet
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One of the biggest "selling points" of old man is the things provided to the community for free

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Which is where the flaw in your idea is

hallow parrot
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Doesn't mean he can't sell a gamemode

dusk cargo
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One of the biggest "selling points" of old man is the things provided to the community for free
It's good game content on its own, imagine some third studio made it and wanted to sell it

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I honestly didn't think of Old Man as a campaign plus lots of by-product free content, but rather as a solid campaign

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"selling points" of old man
it was whole free thus it can't have a selling point
Which is where the flaw in your idea is
again, there is exactly same argument about the current CDLCs, where lots of people declare that mods provide similar quality for free

prisma mountain
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I think it could work, but the content would probably need to be both SP and MP.

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I couldn't see MP really working very well even at a small cost. Particuarlly when your dealing with the same game limitions and such so polish is a bit limited vs 3d assets.

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Also I think the utilization as modules is fantastic for the end user.

devout turtle
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be aware that game modes need frequent updates, which doesn't fit well with Bohemias limited publication timetable. they often also contain parts of other peoples code, so writing from scratch can be done but will be time consuming, especially the testing and balancing, and further expansion and development. If you wanted to create a game mode as some kind of basis for a DLC, I'd recommend creating a small set of new assets (6 weapons, 2 vehicles, 4 characters, some cool useful new props for game modes) and then releasing the game mode alongside the CDLC as a free steam addon.

sinful cape
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game mode cant be protected and is easily ripped out of the files

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also I'm pretty sure BI said that cdlcs with only sp/mp are not going to happen exactly because they can't be protected

dusk cargo
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also I'm pretty sure BI said that cdlcs with only sp/mp are not going to happen exactly because they can't be protected
@sinful cape interesting, I didn't know that

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Yes I agree it's also quite easy to steal

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Will be annoying to take down servers running stolen code too, unless it's implemented somehow πŸ€”

tepid lance
dusk cargo
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Yeah I see

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So it can check ownership of model but not of code if I understand it correctly

waxen lynx
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technically it can be done and missions have basically same protection as the rest of the data

sinful cape
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but I could just rip off the idea

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dont even have to be a programmer pro to do most game modes

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ofc I can also rip off 3d model ideas, but that's a whole lot more work then :p

waxen lynx
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to do comprehensive game modes takes many months of full time work, and you need to provide continued support

muted narwhal
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you also need a lot of testing

dusk cargo
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Okay at least someone agrees with me that it's a lot more work than 'just place free modules'

wraith sleet
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I am on the edge of agreeing with CDLCs as a whole, if they are done with really high quality and provide lots of content like GM, then yeah

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But charging more money for game modes, hell to the no I would not buy it

dusk cargo
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Why, do you think that programmer work is less important?

wraith sleet
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Especially since ArmA is supposed to be a platform on which we can freely share, make, play, and contribute to the community to create an amazing experience, and make the game last for as long as it does.

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I don't think it's less important

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I just think that the only content that should have a paywall, should be that made by Bohemia

dusk cargo
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Especially since ArmA is supposed to be a platform on which we can freely share, make, play, and contribute to the community to create an amazing experience, and make the game last for as long as it does.
what applies to art, should apply to code, no?

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well and other stuff of game mode creation, testing, balancing, etc

wraith sleet
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Utilizing your sense, and wanting this type of rewarding the creators of assets or game modes, we'd end up with Paradox Interactive level of paywall additions

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And I personally absolutely and unconditionally am against that

dusk cargo
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I just think that the only content that should have a paywall, should be that made by Bohemia
And the content made by CDLC participants you mean? Or only by Bohemia? I don't get it.

wraith sleet
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It is in a sense a step next to the idea of paid content on the Workshop, which is a hugely terrible and unwanted idea

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Only by Bohemia, I'm not a fan of the CDLC system at all

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However I can appreciate what the GM Team has brought forward at the same time

dusk cargo
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Oh ok, so you are against CDLC in general

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However I can appreciate what the GM Team has brought forward at the same time
Well imagine same amount of man-hours invested in good programmed game mode πŸ€”

wraith sleet
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How much content will it provide?

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is it customizible?

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Will it add to the ArmA Modding Community?

dusk cargo
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well it's like a game within a game

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sure it will add regardless if it's paid or not

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you can play it

wraith sleet
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The modding community which provides free content as its their hobby is in my opinion the only reason ArmA is still alive and kicking

dusk cargo
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Sure I agree with that

wraith sleet
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If we had dozens of CDLCs for Game Modes, Vietnam, Cold War (Germany), Cold War (Czechoslovakia), Cold War (insert part of world) or even more

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I would lose interest definitely

dusk cargo
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Well, core part of CDLC is that the company assures quality of all that... but yes I see that it is harder to sell and assure quality of functionality compared to art

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The modding community which provides free content as its their hobby is in my opinion the only reason ArmA is still alive and kicking
Edge is somewhere when the quality of that becomes comparable to base game, and modding groups become quite big and organized, like the RHS or CUP teams and many others I guess, I don't know them all

wraith sleet
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Honestly I don't know, there is a huge negative cloud generally around CDLCs already, it is a fairly unpopular addition to the ArmA series, yeah there's people who support it, and I can support it, if they are really game changing additions and huge, but honestly

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I am kind of disappointed seeing the new CDLC, being only further down the border than the last one, even having some same assets

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And unlike Global Mobilization, the new CSLA CDLC (From the pictures only) seems to be questionable in quality

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There's also the rumor of the re-use of assets, none of which really steer my opinion towards supporting the whole CDLC theme

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Re-use of assets from the previous ArmA games is what I mean

lucid depot
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So the issue you have with CDLC is not it being produced by a 3rd party but the quality (so far) of the (C)DLC itself?

wraith sleet
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I just personally could not see myself supporting the game in the same way, if they started releasing more CDLCs, and especially game modes, I understand your argument for code vs content, but something like a game mode should just imo be free, adding more paywalls in the community could divide the public-part of the playerbase behind several paywalls

karmic harness
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Okay at least someone agrees with me that it's a lot more work than 'just place free modules'
To make you feel better, I'll say that I also agree with this statement, but IMO it's so obvious that it doesn't even need to be discussed. And anyone that claims otherwise has not written any real game mode for Arma (PLEASE: not ArmA - makes my eyes bleed).

No, a Proof Of Concept doesn't equal to a game mode. If you still don't believe that, just count the number of commits game modes like Wasteland have and reconsider your opinion
cc: @dusk cargo

wraith sleet
#

Primarily yeah, the quality, how much does it add, the duplication of content (having several same items, just from different DLCs)

dusk cargo
#

Just so we stay on topic, if you don't mind, here is the initial question I wanted to discuss:
Imagine if the game was better organized in terms of programming development, would it be possible for 3rd parties to develop more interesting complex game modes as community DLCs? Think of something like battlefield-type of game mode for instance, or KOTH-type, since we recently discussed its funding. What do you think?

wraith sleet
#

Global Mobilization was definitely a, oh this is something brand new, Cold War, untouched part even by mods

void yoke
#

as much as I'm not interested in the current ones I feel like CDLCs are a plus for the game, their existence wastes no BI developing time and if you like their themes they are the best thing about that theme it so far

#

they could be better but so could vanilla arma
GM has spectacular buildings and vehicles too

wraith sleet
#

But CSLA feels like a CDLC on top of a CDLC, same general timeline (80s) just seemingly (what we can judge from imagery) lesser quality and some same items (SKOT/OT-64) - I do hope I'm proven wrong on release, and CSLA matches Global Mobilization in quality and perhaps even quantity, but I would hate to see smaller additions kind of like the ArmA 2 British Armed Forces DLC, or the Czech Forces DLC, where Operation Arrowhead was something brand new, smaller ones feel like just trying to squeeze out a buck here and there

#

And where ArmA 2 allowed you to use DLC content just in lower quality, in ArmA 3, you can't pick up DLC items (not all), you can't operate DLC vehicles, you can't play the DLC map and etc.

#

What I'm saying is, I'd hate to see it become a trend, where we'd see many of these DLCs, it is a problem for a lot of Milsim communities too

#

Since now we either have to require the player to purchase the DLC, or not use that DLC at all

#

otherwise, the player will have a bad experience, not being able to use the weapons, us not being able to host missions on those maps, if someone in the tank crew doesn't have it, we can't use the tank

lucid depot
#

So if a DLC was released with the same quality and same content "mass" as what we had with BI-made one, you'd support them?

And to answer our questions, I'm have mixed feelings (I hope that's the correct way to formulate that), putting a game mode behind a paywall like you'd do for maps, eh no, but applying a "the more you play, the more you see ads for it", yeah, I don't have anything against that as it doesn't split the player base

wraith sleet
#

I suppose what I'm saying is I don't want a huge quantity of DLCs, I understand it's business and what that entails, but at the same time it becomes a problem at a certain point with communities

steady gale
#

Cold War, untouched part even by mods is this supposed to be a joke?

wraith sleet
#

What mod touched upon West-Germany vs East-Germany?

ripe trail
#

gm

wraith sleet
#

Well it's not a mod πŸ˜„

ripe trail
#

c+dlc

lucid depot
#

A huge number of DLC wouldn't be an issue I think if they don't overlap, no need to buy a Cold War DLC if you only play 2020 era missions

steady gale
#

several mods covered a lot of the same ground that GM did

#

GM just did it at much a higher and consistent quality

#

but if you want BTRs, arma's got plenty of those

#

it wasn't a case of "oh this CDLC came out, now I can do all these scenarios I couldn't do before"

lucid depot
#

And have a few DLC overlap eras is fine as long as they don't provide de same content (ex, one can cover ABC country, and another one can cover XYZ nations)

wraith sleet
#

See I agree with that, I just don't like the fact that we have two CDLCs, covering happenings, both in Central Europe, the Iron Curtain between West Germany, East Germany, and Czechoslovakia

#

And if the price is going to be the same, that is an additional $40 on anyone new to the game, if they want to try out joining the units that do use them

#

And I'd honestly be pissed if we got a for example Balkans CDLC, and we get an additional $60, on top of the base game, and if you want any of the Bohemia DLCs

#

In my opinion, way too much

steady gale
#

I think the overlap is probably the worst part

karmic harness
#

I'm have mixed feelings (...), putting a game mode behind a paywall like you'd do for maps
As much as I understand your feelings and intentions, as a programmer who spent hundreds if not over a thousand hours over a game mode, [I've literally gone to and done lectures at several programming conferences with what I've either learned or built] it's unfair to me that you're saying that my work has to be for free whereas it's okay to pay for an island or a dozen of new rifles

dusk cargo
#

As much as I understand your feelings and intentions, as a programmer who spent hundreds if not over a thousand hours over a game mode, [I've literally gone to and done lectures at programming conferences with what I've either learned or built] it's unfair to me that you're saying that my work has to be for free whereas it's okay to pay for an island or a dozen of new rifles
I second that, and I can find lots of game mode developers around here

wraith sleet
#

I don't think so simkas, not many mods provided good quality content for West German and East German spheres before the CDLC, you can maybe scrape up a West German faction out of 5 mods, but it would have tons of issues on its own

tepid lance
#

Don't forget that server-side scripting is possible and employed by various Life Game-Mode community, who are approved for monetization, while the content authors of the assets they use in their game modes have no such avenue.

karmic harness
#

over a thousand
(not counting anything around the game mode, like custom launcher, etc... then, we're at 3000h+)

wraith sleet
#

While I understand everyone wanting to be rewarded financially for their work, hell I'd want it too for my models... but at the same time

dusk cargo
#

(not counting anything around the game mode, like custom launcher, etc... then, we're at 3000h+)
I've spend 2k hours probably, and we have 3700 commits (btw it's a good estimate of effort spent, I agree), plus the work of our other team members

steady gale
#

I was doing east/west german stuff in my group and I didn't really feel like I was missing all that much long before GM

wraith sleet
#

If we really start doing this, and each person that has devoted time wants financial compensation for their modification of the game, we'll soon end up with a ArmA 3 Mod Store, and all the good content being behind a paywall

#

And if the game for a full version with all content starts racking up as much as hundreds of dollars, then I'd say we went overboard

dusk cargo
#

Well noone says that everyone must monetize sell game mode access. But if someone wants to, and can for sure provide good level of support for his creation, then why not?

wraith sleet
#

Do you really think anyone wants to pass up on an opportunity to make money?

dusk cargo
#

Do you really think anyone wants to pass up on an opportunity to make money?
Some people do yeah

karmic harness
#

@wraith sleet please, pretty please: there is no such game as "ArmA 3" ;)
Like really, write "Arma 3" πŸ™‚

wraith sleet
#

It's a habit since the first ArmA okay leave me be 😦

#

Still got the image of it stuck in my head I can't stop

tepid lance
#

As long as the assets on the "paid arma market" are curated and vetted to prevent IP violations as well as kept to a certain quality standard, it's a good thing, as it would enable content to become available that otherwise would not.

wraith sleet
#

I honestly don't want the CDLC to turn into a landslide in the direction of, what if people could monetize this, and monetize that, going from paying for a modification that adds a whole new setting, to paying for a game mode, I think it would evolve based on people demanding it, to paying for 'nation packs' perhaps

#

I'm just worried it'll turn into a tale of "Well they're making money off of it, why can't we", and I'd hate to see the game I once played and enjoyed with thousands of hours and hundreds of modifications and people who put their time and effort in for free, turn into a

#

Well, content store

karmic harness
#

Do you really think anyone wants to pass up on an opportunity to make money?
Tbh, yes.
In my case, under a certain threshold I wouldn't care. Having money involved would probably be more hassle that it would be worth

#

Of course, if you decide to give me 100kUSD then it's different, sure πŸ™‚

steady gale
#

I would just feel bad asking money for something that isn't up to a very high standard

wraith sleet
#

As long as Bohemia is strict with CDLCs, and makes them stand up to the level of quality and consistency that they themselves can put out, then I guess it's fine, as long as it's not an overwhelming amount of CDLCs

dusk cargo
#

As long as Bohemia is strict with CDLCs, and makes them stand up to the level of quality and consistency that they themselves can put out, then I guess it's fine, as long as it's not an overwhelming amount of CDLCs
Why not, if it's indeed functioning as platform for other content?

#

Well I see you argument that it becomes a store

#

But still πŸ€”

wraith sleet
#

But I'm afraid if there is an overwhelming amount, that it could lead to a smaller playerbase, and less welcoming to new people who just want to buy the base game, join a unit, try milsim (something that is a core part of the community in ArmA)

dusk cargo
#

Yeah I see

wraith sleet
#

And it would be harder to find communities you can join, and units, since you might have ABC CDLCs, they have XYZ CDLCs, and unfortunately majority of people live paycheck-to-paycheck

#

and especially for us living in countries where the average salary is some $500, those would be some hefty prices

tepid lance
#

Please do not forget that nobody is owed free addons. Mod makers put out releases as a courtecy, there's no right to those. A monetary incentive can make content happen that otherwise would not be worked on. The time it takes for making a decently sized nation pack for arma 3 is not comparable to the time it took to make that for OFP. Being able to justify spending more time going the extra mile in polish/content to your friends and family becomes easier if there's a financial reward possibility.

If a CDLC is however just a strict paywall to sub-par content / straight port from previous releases, then that's an issue that needs addressing.

wraith sleet
#

I agree with you Mondkabl, and we're not owed, but I'm afraid that too many could lead to a fractured playerbase, and possibly a smaller playerbase

#

Where Paradox for example, notorious for the amount of content they put out, has a system to deal with that, I don't see a similar system working in ArmA

tepid lance
#

Certainly there is a possibility for a chilling effect, whereas I see it as the opposite. Modding is becoming so much more resource intensive and a time-sink, that fewer people are sticking with it as the game's complexity progresses. Opening a curated (not free for all) marketplace is IMO a good way to counter the decrease in talent-pool.

steady gale
#

sure, mod makers are not obligated to make free content, but do you really want A3 to become basically a microtransaction game?

karmic harness
#

@wraith sleet, I just wanted to note that I understand your point of view and your concerns. I'm just opposed to the idea of treating programmers in a different way than, say, 3D artists or animators

wraith sleet
#

Yeah you got a point, with the next games becoming even better in quality it'll take more time for individuals to create content that is up to par with the base game, I suppose it's a doubled edged sword and there really isn't a great no consequences solution

#

Yeah I get you Stack, I understand your points too, and I understand that people often would look at a game mode or a full fledged campaign as less content as it's not something you can browse in the arsenal or spawn in the editor

#

Perhaps a solution would be that a CDLC provides it all, the scenarios, the campaign, the content, the game mode, and then it could really be worth the money, but that is also making the margin for your content to become a CDLC really high-up

steady gale
#

hopefully A4 hits a balance where making things up to the standard takes a bit more work, but the amount of work required to actually put it in game is considerably less

wraith sleet
#

At the end of the day, I have no solutions or answers to such problems, but I do have the concerns πŸ˜…

steady gale
#

so it'll overall be the same amount of work, but more of that time can be spent on making the content high quality and not figuring out all the arma weirdness

tepid lance
#

There's no time for bad tools. πŸ˜„

dusk cargo
#

hopefully A4 hits a balance where making things up to the standard takes a bit more work, but the amount of work required to actually put it in game is considerably less
Why 'make more work'? Do you know how time-wasting arma SQF programming is right now, for instance?
I can't say about models and such as I'm not familiar with their work flow.
Still see no reason why something should take more useless work.

wraith sleet
#

Perhaps better modding tools could be used to remedy the amount of work, but some parts of course you still need to put in the hours, unless some revolutionary way for scenario-making or 3D modelling gets discovered πŸ˜„

steady gale
#

that's what I mean

tepid lance
#

Thats how I understood it, too.

steady gale
#

making the actual content takes more work, but the arma side is easier and more straightforward

tepid lance
#

A more logical implementation of PhysX 🀞

steady gale
#

dunno how that would apply to scripting

wraith sleet
#

Could definitely remedy the situation, considering that upon first glance the ArmA 3 modding tools are oh lord.

#

While we're at it Mondkabl, a easier to configure armor system please, I have so much trouble making a vest behave properly

karmic harness
#

Perhaps better modding tools could be used to remedy the amount of work
I think we're slowly getting there, seeing the DayZ editor, for example (DayZ modders, please don't eat me, that's just my impression! πŸ˜› )

vivid lynx
#

@tepid lance be realistic now, what color do you want for your dragon? πŸ˜‰

wraith sleet
#

I haven't had a chance to look at the DayZ editor

#

Is it a big improvement?

dusk cargo
#

Coding-wise it is yeah

karmic harness
#

I haven't done much there because I'm not a fan of Zombies but you get a real code debugger, for starters πŸ™‚

wraith sleet
#

Wow

#

A debugger you say.

karmic harness
#

You can sidestep your code line by line, AFAIR

wraith sleet
#

Holy Jesus

karmic harness
#

And that's the thing that was available in 2018-ish

wraith sleet
#

I remember I did get a look at the config for some items too, vests, weapons

karmic harness
#

@tepid lance

πŸ’©
So brown, you're saying? 😏

wraith sleet
#

It looks very similar to A3, but it also made some things so much freaking easier πŸ˜„

steady gale
#

by editor do you mean mission editor?

muted narwhal
#

@steady gale it already is to some degree

#

a micro-transaction thing

#

just that is not allowed for everyone

#

so it'll overall be the same amount of work, but more of that time can be spent on making the content high quality and not figuring out all the arma weirdness
@steady gale that also means getting importers and shaders up to industry standards

karmic harness
#

Also the scripting language:

  • If you want to be mean: Finally resembles a real programming language
  • Otherwise: Is something that would make more professional programmers flock to it as they are more used to something that looks like C++ and won't need to waste their time to learn the quirks of the language itself before becoming productive, hence drastically lowering the entry barrier @steady gale
muted narwhal
#

@karmic harness - that is also stands true for 3d side of things

karmic harness
#

Great to know πŸ™‚

muted narwhal
#

being able to use industry standards tools and workflows to get content in

#

that means people who are already accustomed to the 3d world, could inject their content without having to unlearn and then re-learn things

karmic harness
#

Yeah, not having to feel like you're wasting your time to learn something that you're NEVER going to use anywhere else is a big plus πŸ™‚ [the reason why I still don't know SQF and am not planning to learn it]

lucid depot
#

As much as I understand your feelings and intentions, as a programmer who spent hundreds if not over a thousand hours over a game mode, [I've literally gone to and done lectures at several programming conferences with what I've either learned or built] it's unfair to me that you're saying that my work has to be for free whereas it's okay to pay for an island or a dozen of new rifles
@karmic harness that's not what I'm saying, I do think that we should allow selling game modes, but the current way of implementing CDLCs (any player that doesn't own it, cannot play it) wouldn't work with a (multiplayer) game mode. If you can use the game mode without paying but you have midscreen ads (like you have for weapons, vehicles, ...). I just think that locking game mode behind a total paywall can do more harm than good (as MP game modes need players, for SP yeah, why not)

dusk cargo
#

I'm pretty sure that some wasteland or exile kind of thing could tolerate this πŸ€”

#

Some battlefield-type, I guess not

wraith sleet
#

Depends on how well the public server community is doing

#

I don't think a paywall locked game mode would do well, when they have alternatives

dusk cargo
#

Yeah depends on price also. I think I am fine to pay 1-2$ to play wasteland. If I played wasteland of course.

wraith sleet
#

I do have to really thank Bohemia for even just trying to remedy the issue with DLC owners and those who don't have it, both with official DLCs and with CDLCs

#

Hm, I don't know, you would need either a really amazing game mode, or a game mode that has not been made yet for free

#

Otherwise I don't think it'll keep running, not for long at least

dusk cargo
#

It's hard to say what would be reachable if we had Unity level of convenience for software side of the game

#

Maybe said wasteland-type of game mode would be 3x better 🀷

steel valley
#

Better physx implementation would certainly help. I gave up on modding because of it.

zinc nova
#

several mods covered a lot of the same ground that GM did
@steady gale
Show me a single mod that covered the conflict between east and west germany, with poland and denmark in it too.

steady gale
#

I said a lot of ground, I didn't say it covered everything exactly the same

prisma mountain
#

In regards to the game mode, I could easily see a cheaper DLC that adds custom content built around a game mode.

zinc nova
#

I said a lot of ground, I didn't say it covered everything exactly the same
mods that added 80's factions of any sorts were second to none. It was the rare few soviet or us mods that had 20 dependencies just for a few pieces of gear

steady gale
#

you can fairly easily make somewhat complete 80s soviets with just RHS

sinful cape
#

but did someone do this? :>

steady gale
#

yeah? anyone can do it

prisma mountain
#

Saying mods cover the 80s is like grabbing the AK47 from apex and saying it's now a East German AK47. Like there is bits and pieces from various mods, but in general it's the smaller details that make GM so great. You don't get the quality of the m113s that are specific for Western German forces, and such with mods.

steady gale
#

yes but the discussion was about overlap

prisma mountain
#

For me in terms of overlap will come with CDLC vs CDLC rather then mods. Which I think GM will always have the home field advantage as the first released content. The quality of GM stuff though is better then any mod currently. It's not just about looks, it's about the technical side of things. Are the firegeos and hitpoints really fine tuned, can I pop the fuel tank or mess with avionics on a helicopter, ect.

#

Not saying mods don't do these things, but in terms of time and quality. Implementing the full mechanics to something like a tank to be on a vanilla quality level is a lot of work for modders that CDLCs will always want to achieve to justify their cost.

wraith sleet
#

I sure hope they do

zinc nova
#

yeah? anyone can do it
go ahead and prove me wrong then. Make an accurate 80's faction using RHS.

karmic harness
#

I guess you also need to define "accurate" :)
Do you want to fool a historian or a statistical KotH player with that faction?

sinful cape
#

i dont think the point is that "anyone can do it", but that nobody has yet

#

so the cdlc has +1 valid reasons to exist

zinc nova
#

a statistical koth player can go bite the dust

ashen belfry
#

Any well made CDLC has a reason to exist and many thanks go out to the mod creators.

red saddle
#

not like there wasn't already a debugger for SQF πŸ‘€

karmic harness
#

Made by a BI employee? 😏

...oh wait! πŸ˜‰

#

You know what i meant πŸ™‚

muted narwhal
#

you can fairly easily make somewhat complete 80s soviets with just RHS
@steady gale not just yet, nope
in any case, 80s for RHS is secondary, it's not our primary focus

ashen belfry
#

Would be nice to see it happen though πŸ˜‰

steady gale
#

yeah you can, tan M88s, those vests in GREF, SSh-68, AK74

#

that's already pretty close

wraith sleet
#

Pufu give us a dp27!

devout turtle
#

that may depend on how well they are done, and how much fun is designed into them

prisma mountain
#

I would fork money left and right for more DLC addons.

#

2035 navy, planes, terrains. All things I'm sure would be a big hit added to the base game, and allow the community to contribute to it.

fresh oasis
#

R.e Paid Gamemodes: Back when I was modding Garrysmod, years ago, there were a few stores online where server owners could buy gamemodes. You'd get a base copy of a gamemode for $10-40, and then could mod it to your heart's content. Yeah, they could always be copied or acquired for free for the most part, but it was a way to give modders a bit of something.

The key bit that made that work though, IMO, was that only server owners would have to buy a copy, and everyone else could play for free. I wouldn't mind seeing something similar in Arma. It wouldn't work as part of the CDLC program, as it wouldn't bring in enough money, but it's an alright way to get a little bit back for modding. Especially when a complex gamemode can literally be thousands of hours of work.

devout turtle
#

Thats actually a neat idea so long as all the code inside the game mode is credited and compensated

#

I think over the years my expansion of kiljoys evolution mission has 100 contributors. Hard to write something completely from scratch

dusk cargo
#

Given that game mode authors (especially of multiplayer and/or pvp game modes) also need to rent the server to keep it up, I doubt that such amount of payment will even cover the minimal amount of money. But better than nothing.

devout turtle
#

Youd be surprised how much a $40 per server host could raise

dusk cargo
#

πŸ€”

devout turtle
#

2,000 sales a year == $80k

#

More than enough

dusk cargo
#

I doubt there are 2000 server hosts though. Maybe 200? Well 8k is also good πŸ™‚

devout turtle
#

I think its the individual person who rents the server not the game server hosting company that spoffy meant

dusk cargo
#

Yeah I understand that

prisma mountain
#

As long as the game mode is PvP centric it would be fine.

#

The slotted servers a lot of people host zues on can't handle lots of AI

plucky magnet
#

I think its the individual person who rents the server not the game server hosting company that spoffy meant
I think Sparker means that there are only so few people that would actually be interested in such a gamemode and how many people would be ready to pay for that gamemode.
Thinking of Arma most servers are Life servers and that already is the biggest PvP mode of all MillerTarget

prisma mountain
#

I think there is still room for another RP game mode at some point. Just got to find the nitch.

#

I'm still down to do config/encoding for a farming style CDLC even if it means just a tiny 1-2 asset one. πŸ˜„

devout turtle
#

well consider Epoch had 1m players at its peak

#

so financing a game mode like that would make a lot of sense

#

if it helps sells your cdlc assets

#

Arma needs high quality MP gamemodes, so i'm in agreement with Sparker on this, you just have to be innovative and flexible when it comes to tying it wit ha CDLC project.

#

CDLC as-is won't easily contain a developing, evolving game mode that needs monthly updates

#

but it doesn't mean you can't work around that

prisma mountain
#

One big advantage with how old Arma is that it's settled. So at least your keeping your time doing balance and meta tweaks rather then broken code.

devout turtle
#

yeah i remember when i ported evolution to Arma 3 alpha it was the first game mode launched. I used portable toilets for MASH objects.

#

I worked with a swiss guy to develop the first gear saving code. what a nightmare it was.

dusk cargo
#

Arma needs high quality MP gamemodes
yes and I expect their amount to get multiplied if Enscript is used in arma, the outdated and unusable software side of the game currently is a lot of missed opportunity IMO

devout turtle
#

after 6 months of repeatedly fixing the mission each time BI patched the game, I went back to arma 2 for a year and a half.

#

and came back only when it was more stable

#

this is one reason I'm happy to make a CDLC, it will give me something to enjoy while any future game is bedded in.

prisma mountain
#

I'm sure Arma 3 will be relevent up to the point of A4 release just like A2 is.

#

I mean hell Skyrim is 9 years old, still gets mods.

devout turtle
#

there's no game like it

#

same with skyrim, TES Online was a hackfest

#

skyrim was a classic built on a classic built on a classic

#

stoked for BG3, but that's OT

#

it's easy for game creators to mis-step

#

scary industry

#

once the stakes are raised

#

one bad scoping decision can topple a $100m studio

#

it happened to many a movie studio in hollywood before games were a thing

#

or almost, often they were saved by a low-budget smash they had paid no time to during development

#

and in a nutshell that's what CDLC is - a chance to pan for gold.

#

dayZ, PUBG, what next?

#

chances are it will be made here, by this community

#

we've done it twice before

devout turtle
#

(despite the funky tools and zero budget)

#
PUBG was the top-selling premium game of 2017, having sold 30 million copies worldwide and grossed about $900 million. By June 2018, it had sold more than 50 million copies worldwide. PUBG was again the top-selling premium game of 2018, increasing its annual sales revenue to $1.028 billion.```
#

annual

#

so that's $2bn

#

from an arma 3 gameplay mod

#
DayZ: The alpha release sold over 172,500 copies in the first 24 hours, totaling over US$5 million in sales. During peak sales, over 200 copies were being purchased per minute and after one week over 400,000 copies had been sold. The game reached a total of more than a million sales while remaining at the top of Steam's sales charts for two weeks in a row. By May 2014, the game had sold over two million copies increasing to over four million by November 2018.```
#

an arma 2 gameplay mod

#

4m sales at $30 = $120m

#

so fun game modes are very very very important

#

what makes both of these so special? they caught peoples attention, they were new and interesting, and they had a creative force behind them and a hugely supportive community of developers, players and community organisers/ hosts

#

all of the people who hosted these game modes as mods, and contributed to the code, the ideas, the assets, should have been rewarded in some way.

#

there are many people in this community who helped make those millions, billions of dollars

#

arma is an incubator

#

"rival" games like squad, scum, h1z1, hell let loose, post scriptum, etc etc can't touch arma, partly because arma has Bohemias vision and stability behind it, and partly because of all of us.

plucky magnet
#

Yeah there is a strong veteran community behind arma

devout turtle
#

we may bicker and fight amongst ourselves, there are loads of petty rivalries in the community that go on like dumb hillbilly feuds, but at the end of the day we are one big family with a shared passion.

#

and i hope CDLC will allow some of that passion to flower into the next big thing...

#

whatever it is it will need game modes.

red saddle
#

Even if we could say "give me money for permission to monetize my mod" that'd be great already. And IMO that makes sense.

devout turtle
#

a community monetization license, with collection system for fees would be needed

#

but if we make everything commercial activity, the community could become a bit hard-nosed towards helping each other

hoary ridge
#

why not sell weapon skins for arma 3? other games make their money also that way.

dusk cargo
#

but if we make everything commercial activity, the community could become a bit hard-nosed towards helping each other
Agree, it's a taugh situation, creativity must come from will of creation, not will to earn money πŸ€”

prisma mountain
#

why not sell weapon skins for arma 3? other games make their money also that way.

I don't think it would work as well. Re-texturing is a pretty entry level modding thing that almost everybody first learns, and I can't think of one community that I know of that doesn't have at least one member who hasn't done something custom.

#

Like you even learn it if you make a mission and want a simple custom sign.

vivid lynx
#

maybe steam resurrects its paid creations system, much of the methods and stuff is still there

#

it was live for 5 days or something last time? πŸ˜›

wraith sleet
#

creator DLC is good in my opinion

dusk cargo
#

Why was it closed btw?

steel valley
#

Microtransactions and too many paid DLCs will kill the ARMA series. Large DLC's with really great and unique content, sure, but selling individual skins, vehicles and weapons will end what ARMA is all about. This game has been kept alive for all these years largely because of all the great community provided mods, I know that my community and I would absolutely not play if we didn't have things like CUP, RHS, ACE, CBA, and many others. Absolutely people should be able to do CDLCs and get paid for the enormous amount of work that goes into certain things, but without the freely available community content any future ARMA game would live a short life and not enjoy as diverse a player base.

vivid lynx
#

@dusk cargo people raised concerns about stolen content, destroying communities built around content and how the revenue was split, 25% to the maker(s)

dusk cargo
#

Thanks!

vivid lynx
wraith sleet
#

jesus christ

#

i dont like idea of selling mods πŸ™„

vivid lynx
#

the revenue split seems a bit odd

#

then again patreon etc aren't that much better either

sinful cape
#

well, the steam paid mods thing wasnt the end of the story

#

bethsoft still pushed through and now they have their own platform where they dont have to pay anything to valve

prisma mountain
#

I kinda still stay by my opinion the CDLC program would of been better off with a Jet/Tank DLC approuch. You can make what you want but it has to be 2035 themed, ect.

#

Although I'm not against what it has become now either.

mild solstice
#

The Steam payment system was crap. You didn't receive a cent until your accumulated something like $1000 IIRC. So you could be sitting there waiting to be paid an instalment of your earning for years waiting for it to tick over the last 5% to reach that threshold if the income was not consistent. The vast majority of contributors would never have gotten paid simply because their assets never met the threshold, in spite of making a small amount of money for valve and the publisher

sinful cape
#

i guess that's on purpose

prisma mountain
#

Wounder if the new Enfusion engine could support P2P downloads on joining for mods.

#

That would help with a lot of content split and justify maybe smaller CDLCs.

#

IE, you could treat them all as they treat vanilla DLCs, allow players to field them, but not drive, interact, ect. But then not bloat the game filesize.

sinful cape
#

joins random server, proceeds to download 30gb of mods

karmic harness
#

If you add a "do you want to download these mods to continue?" you'll have what has been done in the launcher (so it's not that much of an absurd request)

#

A big improvement would be if we were not forced to restart the whole game to download, enable and disable mods and that all of that would be possible directly in-game

dusk cargo
#

The Steam payment system was crap. You didn't receive a cent until your accumulated something like $1000 IIRC. So you could be sitting there waiting to be paid an instalment of your earning for years waiting for it to tick over the last 5% to reach that threshold if the income was not consistent. The vast majority of contributors would never have gotten paid simply because their assets never met the threshold, in spite of making a small amount of money for valve and the publisher
Wow that's horrible

#

From change.org skyrim petition page:
Mods should be a free creation. Creations made by people who wish to add to the game so others can also enjoy said creation with the game.
Doesn't seem to make much sense 🀷

sinful cape
#

it's the internet. don't expect things to make sense.

fresh oasis
#

Another model I've seen work in interesting ways are variants on a sort of kickstarter + store model.

One is where you release a mod cheaply, say $5, but allow people to pay for feature requests ($10-40), but retain rights to add that feature to the product, and keep selling it.

Another is basically the same, but the mod itself is free, and you crowdfund feature requests.

sinful cape
#

nobody will pay for such stuff

dusk cargo
#

Typically most feature requests are extremely generic IMO

sage oxide
#

That's probably good if you're in it mostly for the money. Else, you might lose "control" what is going to be in the mod.

#

And if you make the base big enough then the starting price still cannot be much lower than actual dlcs.

hoary ridge
#

the way bohemia handled most of the dlc's was a good way eg. marksmen, laws of war, jets or tanks generally players were able to choose. better more small dlc's then 1 big.

ebon sedge
#

I think having smaller dlcs that come with a platform update and then show off the new features aswell as having bigger expansions is a good way to do it, so the way its being done now

muted narwhal
#

you cannot really have feature requests, because, unlike official dlcs where content was limited in scope and size content wise, but there were quite a few free improvements engine/feature wise, cdlcs cannot do that

#

and having free product that is paid by a handful via some kickstarter is not gonna work

wraith sleet
#

imo untill the next arma the situation is screwed, game is near EOL and majority is happy with Altis life scams/koth and the rest cup/rhs based servers
I think its better to bide time and work with what exists then struggling to fund new content (unless you can and want to port to next title) and hope theres better support for the mod creators
this ofc is not meant to discourage anyones work, if your happy with what your doing keep at it

prisma mountain
#

I will ship my money directly to those Czech offices if we could crowd fund BI for more offical DLC for Arma 3 XD

prisma minnow
#

Probably better off throwing money to individual devs and hoping they'll accept the bribe offer to make something in their spare time similar to the ADR-97

devout turtle
#

hang onto your money, you're going to need it πŸ˜‰

#

(baldurs gate 3 is out lol)

wraith sleet
#

I have to agree with what Beachhead stated earlier, if Bohemia is to keep any user-created paid system, it should be like it now at best.

#

Adding smaller mods, more paywalls, more paid mods, everyone wanting a piece of the pie, will kill ArmA as we know it

#

I hope to God that in the future we don't see dozens of mods under paywalls, it'll break the community, make milsim units pretty much impossible since you'll have to tell people, oh we have this vehicle pack mod, you gotta pay 5$, and then this weapons and uniforms mod, 10%, make sure to not forget the realism enhancement mod for 5$

#

Especially for anyone newer to the game, they just paid however much money for the base game, and now on top of that community leaders and unit leaders would have to force people to buy more stuff otherwise they can't participate

#

I agree with a simple statement that modding should be done out of your own will to contribute to the community, enjoy the unit, and such motivators, not monetary ones, donations and etc. is fine, absolutely if you want to support your favorite modders to help them get along, get more assets, whatever

#

And personally I'm okay with losing the "Oh if they earn money we'll get more motivated people", I would personally be okay without those people, and I don't think the community would just die because there's no monetary motivator for mod makers, if anything I believe that adding that paywall, if anything, will kill so many communities, cause so many issues for actual organized units, even for standard servers where it's "Sorry fella, you're missing these four mods that cost 5$ each, so pay up if you want to play"

#

And whilst a DLC per year at a cost of up to 20$ is completely fine, I don't imagine a constant flow of paid content would be reasonable, because you'll never be able to just have them, since there's always more, and over the course of years, spending 100s of dollars mods or anything alike is ridiculous to me

knotty ore
#

But why do modders have to make stuff for free?

wraith sleet
#

They're not making it thinking I am making this for free rather than money

#

They should do it because they enjoy doing it, they want to contribute, they want to add to their favorite game

knotty ore
#

Who are you to dictate such terms?

wraith sleet
#

It's literally what hundreds of communities across dozens of games do every day...

#

And we can see how well such a monetized system worked out with Elder Scrolls

knotty ore
#

Sure. But it does not mean it gives you right to dictate how any maker wants to do things.

random crane
#

idk about other games but developing stuff for arma is really complicated and time consuming

wraith sleet
#

It is for other games too...

random crane
#

also requires tons of knowledge

#

you speak from experience?

wraith sleet
#

Yes I do

#

I've been making modifications to games all my life

#

Whether it's models, textures, mechanics

#

And I do it, because I want to do it, because I want to see something in the game

#

Or because it's good practice, like 3D modelling, because I want to make my favorite gun, and etc.

#

I understand everyone wants to make money, but it should be done via donations, not via charging people, and sticking things behind a paywall

#

As a community leader as well, and knowing many others, nobody would appreciate telling their players, the actual people who play the game and would be otherwise customers of those mods that people would want to charge

#

We would have to tell them what to buy, on top of the game.

#

That they bought.

#

And the DLCs that they bought.

knotty ore
#

It would only be fair if the choice was real. Paid mods would then likely not get mu h traction

random crane
#

dont use the paywalled mods/cdlcs then

knotty ore
#

But the maker could make the choice to ask a price or not

wraith sleet
#

Oh no, CDLCs currently are fine, because they go through a vetting process, are selected by Bohemia, and have some form of quality control on top of Bohemia involvement, not the largest fan, but I can understand it.

random crane
#

also donations are not really worth justifying sinking so much time into doing something for arma if you want it to be profitable

wraith sleet
#

But if we start adding $5, weapon pack mods, left and right, what happens when there is duplicates, and you bought one weapons pack, and you join a different server tomorrow, they require a different weapons pack that's also $5, and has some of the same content.

#

Modding ArmA is not a profession

#

Or a job.

#

It's modding

knotty ore
#

Then servers stay empty and mods are not bought

wraith sleet
#

If you want to get paid, you get a job

random crane
#

maybe i want making quality content for a game to be my job

knotty ore
#

Then maybe many modders do that and quit modding

#

And users are left with nothing

wraith sleet
#

They haven't quit for the past decade

#

I haven't

random crane
#

you haven't, many others have

knotty ore
#

Then likely they would not put their mods up for sale either

random crane
#

look at the amount of custom content available on older games and compare with arma

#

and you'llnotice it has sharply declined

#

because making things now is much more time consuming

#

and making good models takes more time

#

etc etc

wraith sleet
#

It is also a lot easier at the same time

random crane
#

i dont know what you do in this game but in my experience thats not true

wraith sleet
#

You can put on different uniforms, vests and helmets at the same time, it doesn't require a new model and entire configuration for each unit, creating factions is a ton and a half easier than in ArmA 2

#

In ArmA 2 so many of the mods were faction mods, that most communities nowadays, make privately

#

In ArmA 3 we have practically all the vehicles from ArmA 2 and more

random crane
#

yea, and people get bashed constantly cause they look like ass to a part of the userbase

wraith sleet
#

That's nothing new however, if anything there's more annoying people begging for content due to the Steam Workshop being more easily accessible than Armaholic for ArmA 2

random crane
#

man if only there could be an incentive for people to make those things happen

#

πŸ™ƒ

wraith sleet
#

Man, if you don't have the incentive to mod, by yourself because you like doing it I don't think it's worth it

#

You can do that right now as well, upload your mod on a platform, and charge for it

#

Of course you can't do it on Steam, but you can charge for your mod via your own website

random crane
#

not really, cause you'll get shut down

wraith sleet
#

And why is that?

random crane
#

cause the license doesnt allow it, and BI will send their legal dept after you

#

it has happened many times before

wraith sleet
#

In my opinion, should stay exactly like that. To my understanding you want to be able to monetize your work on the workshop?

#

Who would decide if your or anyone's work is worth monetizing?

random crane
#

BI

#

and at a later stage the customer

wraith sleet
#

The customer?

random crane
#

by choosing with his wallet

wraith sleet
#

You mean whether they buy it or not?

random crane
#

yes

wraith sleet
#

And how many of these monetized mods would exist?

#

What would be BIs legal responsibility to these mods?

#

What if someone wants to stop updating their work?

random crane
#

all this stuff happens already every day at a bigger scope through steam

wraith sleet
#

Well right now if a mod-maker decides to quit, it's fine, it's his time, his work, his choice

#

But if I bought your mod, I want it to be updated, constant bug fixing, troubleshooting, staying updated with any new mechanical features

#

And if you have a customer base, you can't just say, well I'm done with this project, time to start a new one, you can't just ditch a product and the support for it

#

Then, if we expand this further to game modes for example, there was a discussion it

random crane
#

thats a lot of hypotheticals that serve no purpose

#

what if i released the mod and the next day a meteorite struck me in the head? no more updates

wraith sleet
#

What is the policy on using scripts, I mean you need to prove you wrote all of them right? Because if you're using someone's scripts, and you're charging people for your game mode, that's unfair to the original creator of the script

#

It's not hypotheticals πŸ˜„

#

There's a difference between:
I'm no longer willing to support this product, and bug-fix it, even though you bough it
and
I was killed by a meteor

#

πŸ˜„

random crane
#

people are liable for IP theft

#

like any other business

urban flame
#

I was killed by a meteor is a pretty good argument

wraith sleet
#

Yeah I think they'll let you off the slide with that one

#

You being dead and all

#

Thanks for the laugh at the very least

#

But I'm afraid I disagree, they're not hypotheticals, because once you monetize, your hobby of making mods, turns into an obligation, and modders would now have responsibilities and musts, it would no longer really be modding, in the literal sense of the word modification, perhaps, but not modding as we know it

random crane
#

well thats really up to the modder who does this to decide

#

you dont like it, others might

fresh oasis
#

Personally, I think it depends on the modder and the mod.

random crane
#

dont call it modding, call it game development

#

its not really a distinction that matters

fresh oasis
#

I think it's entirely reasonable to release an asset, with no promise of future updates.

random crane
#

plenty of BI employees are ex-modders from this community btw

fresh oasis
#

But you price it lower, and set expectations accordingly.

wraith sleet
#

I could agree to the system, with BIs overwatch, rules, musts, obligations, and a very clear separate section for where there are assets you buy, and where there are mods

#

Oh no, modders setting their own prices is too much, that has ended in failure

fresh oasis
#

It's also ended in success. Depends on the modder and the community.

wraith sleet
#

Which success? What modding community has implemented monetization successfully and fully?

fresh oasis
#

I've seen some interesting business models regarding things like gamemodes too. "Buy now, get a copy of the source, but no future updates".

#

Do you mind defining "fully", so we're on the same page? πŸ™‚

random crane
#

theres plenty of successful projects born out of mods

wraith sleet
#

Alright, so:

  • Game being active after the release of such a system
  • Such a system showing good results (increased or at least the same level of activity in the modding community)
  • Such a system working for the long-term (It would have to in ArmA)
#

Let's just do those three fairly simple ones

random crane
#

well, maybe not plenty but a handful of well known successful games

wraith sleet
#

I know Chairborne, but they're no longer mods then, and those modders are now employees, not modders, and I respect that and support that fully, and if a game is born out of an Arma mod, I'm also full support for that

#

And that is how I'd want it to stay

random crane
#

then keep doing things for free

#

i dont know why their choice should bother you really πŸ€”

fresh oasis
#

Garrysmod @wraith sleet

wraith sleet
#

I would be bothered, by an unregulated modding marketplace being implemented in ArmA, and I'm extremely skeptical of a regulated one due to the many past examples of even such marketplaces failing

fresh oasis
#

Garrysmod's modding community has always had paid mod marketplaces, dating back to when I modded there, maybe... 10 years ago?

#

Some of those have 1000+ purchases

#

Not going to make a living off of it, but a nice little bonus for modders.

wraith sleet
#

That looks like it's more for server-sided users, rather than actual users, many of these are server-sided things, comparable to TADST for ArmA, and Mikero's Tools in some of the cases.

#

There are not 'mods' in your regular regard

fresh oasis
#

Ah, so serverside mods aren't valid? πŸ€”

#

Nor gamemodes, etc?

wraith sleet
#

Well it's different, since some of these are systems, and is this marketplace regulated by Valve?

fresh oasis
#

As far as I'm aware, it's not regulated by Valve.

#

For a long time, it wasn't even associated with Garrysmod officially I believe.

#

I don't know if that's still the case.

#

When it originally cropped up, I believe it was a totally independent marketplace, aimed at server owners wanting to get cool stuff for their server.

wraith sleet
#

Also GMod servers also have monetization, a lot of them, as a matter of fact, most Gmod servers have monetization and ways to make money though membership and advertisement, premium, microtransactions

#

Now, we have Arma, where most of the communities, are private, usually milsim communities, either with no income, or only donations

#

Arma's active modding, and active playerbase is usually based around some form of community or unit, very different compared to Gmod

fresh oasis
#

I agree, Arma is a different kettle of fish, so to speak. Different community, different restrictions, different support for hotloading mods.

#

The ability to grab small, serverside mods is one of the reasons it worked so well for Garrysmod.

#

No need to restart to load them.

#

But I just wanted to point out that, in the right environment, a paid mod marketplace can thrive.

wraith sleet
#

Here's also the second point Spoffy, these mods, are paid by the server owners, not by the user when he joins the server, usually

fresh oasis
#

Absolutely is.

#

That's why it works, I believe.

wraith sleet
#

And that works for game modes, and server utilities and other tools, it doesn't really work for assets, such as uniforms, tanks, weapons and etc

fresh oasis
#

Getting individual players to pay for multiplayer mods isn't ever going to work particularly well.

wraith sleet
#

Exactly, that's my point

fresh oasis
#

It would. But I believe your original point was along the lines of "Paid mods don't work"?

#

I agree that multiplayer mods bought by individual players is unlikely to work, but that's a subset of paid mods.

#

True, though CDLCs are exactly that - hybrid DLC and mods.

wraith sleet
#

Somehow could server owners pay for access to mods on a box instead of players? That would solve the present arguement

fresh oasis
#

I reckon that would work in Arma for gamemodes Dp-27, but probably not for anything else.

#

Not unless you had some means of enforcement, anyway.

wraith sleet
#

The enforcement can be set up through BI

#

Maybe some terms setup with mod authors and BI,

#

Mod authors provide the content, BI provides the totalitarian πŸ”¨

#

Well yeah like everything else you gotta logicalize and plan for it, I think instead of going hard left everyone gets free mods. Or hard right everyone buys a mod isnt gonna work. And meeting in the middle will be better

fresh oasis
#

Absolutely - typically the stuff you see on the third party platform is higher quality - and generally well priced too.

#

Because the stuff that isn't, doesn't get purchased.

#

Aye - that would be step 1 for any paid modding in Arma IMO.

#

That's when the "paid mod" scene in Gmod left forum posts advertising their stuff, and actually became a reliable and good source of mods.

#

If memory serves, the Gmod marketplace doubled as a place for people to hire scripters to do custom jobs too.

#

And still does.

#

I think that helped its long-term viability.

#

I agree with you there. Partly because I don't think the Arma community would accept it any other way.

#

And I do like the CDLC program - though I do think a lack of players in multiplayer is an ongoing issue, outside of organised communities.

#

(Also, hypothetically, if you could create .ebos, you could probably add some scripts to make a mod that can only be run clientside....)

#

Agreed. Maybe if it were easier to join servers running a CDLC?

#

Yeah, you have to decide to play the CDLC before launching.

#

Which with few people kicking around in multiplayer, is a bit of a gamble.

#

Just not a big enough mass of people to sustain it, I think.

olive vortex
#

Proper launcher support would be nice. CDLCs are not even supported in exportable mod presets. :|

ebon sedge
dusk cargo
#

Another important thing besides a 3rd party mod platform is some well-thought "try before buy" system in the game, so people can preview the mod before buying.

plucky magnet
#

Something like a free 30-60 minutes to have a look at some stuff after that you have to pay to continue

dusk cargo
#

Yes

plucky magnet
#

Sounds reasonable

dusk cargo
#

But it must be native to the game and not scripted, otherwise it can be walked around easily.

#

Although even if it's walked around then it's not a great problem

#

Also I think that dedicated-server only payment seems reasonable for any sort of mod, assets or game modes.

#

It means that those self-hosting can still play.

#

When people go and rent a dedicated server they are on another level, typically they have a few friends to play with or a small community.

#

What do you think?

muted narwhal
#

gmod is plagued heavily by ripped content. i have had to takedown a lot of such β€œmods” from the game’s workshop that had rhs stuff, bi did the same be caused their content has been used

hallow parrot
#

NGL a good idea, whether the possibility. The thing I actually love official DLC way is the possibility to test anything (except the terrains) before spend my budget

dusk cargo
#

gmod is plagued heavily by ripped content. i have had to takedown a lot of such β€œmods” from the game’s workshop that had rhs stuff, bi did the same be caused their content has been used
Well the arma free mod world is also plagued by ripped content

muted narwhal
#

sure, but overall at a much smaller scale

#

people who do that are usually swiftly banned from bi’s platforms

#

also bi removes that content from steam from time to time, although they have no direct control over steam workshop

dusk cargo
#

It seems to me that most veteran mod makers support the idea to add some form of monetization overall. I hope by the time of next arma, if it exists, people will organize to make the good platform alternative to steam workshop. πŸ€”

muted narwhal
#

β€œprivate mods” = heavy ripped content from other games and existing mods are usually on gdrives, but even these can be taken down by authors

#

It seems to me that most veteran mod makers support the idea to add some form of monetization overall. I hope by the time of next arma, if it exists, people will organize to make the good platform alternative to steam workshop. πŸ€”
@dusk cargo if a next arma exists, i doubt a lot of the veteran modders will continue their work if the system remains the same

#

most people i have talked to most likely won’t

#

currently, there is no way to legally monetize addons as per bi’s tools end user agreement

dusk cargo
#

Thanks for backing my point. Then surely something must be invented, otherwise we will just repeat the cycle with next arma and next wave of content creators.

muted narwhal
#

the number of people that create stuff from scratch for free = mods

#

have been in a constant decline

#

having a separate platform, besides the fact that is not directly supported by the game’s game launcher

#

would be a lot of headache due to large mod size

#

even with delta patching

#

the costs goes up pretty exponentially pretty quickly

dusk cargo
#

Yeah makes sense... although @karmic harness has made a torrent-based launcher previously, which also handled huge mod downloads

muted narwhal
#

torrents are not the way to do it

#

i am speaking from experience, before RHS was uploaded to steam, we had both torrents and a direct delta patching downloader

#

there are quite a few isp that block ports used by torrents

#

there are quite a few users that won’t touch torrents

dusk cargo
#

So it needs some huge rent server or several across the world to send mod updates to 100s of thousands of people, right?

muted narwhal
#

it’s not about the server, is about the bandwidth

dusk cargo
#

Maybe in that case BI and Valve will do something to change policy of workshop, I don't know 🀷

muted narwhal
#

steam won’t change their entire policy for a single game

dusk cargo
#

Is monetization forbidden by Valve? Or by BI? As I understand it, only by BI, right?

muted narwhal
#

bi most likely won’t change their approach towards 3rd party mod commercialization

#

valve doesn’t have the infrastructure for that

#

bi only denies monetization of content made with their tools

dusk cargo
#

bi only denies monetization of content made with their tools
huh?

muted narwhal
#

it is 100% allowed to sell you a mesh i did using 3ds max and is ready to be packed into an addon

#

is not allowed to sell you the .pbo

#

i could sell you the pbo if it would be made with a 3rd party tool that doesn’t use bi’s binarization for instance

#

for now, there isn’t such a 3rd party tool

dusk cargo
#

Anyway it seems like any change is easier to negotiate with BI than with valve, if we bring lots of mod developers, outline the problem, make a sort of petition 🀷

muted narwhal
#

they should be aware of the problem btw

dusk cargo
#

I hope so. If noone speaks then nothing happens for sure.

muted narwhal
#

neah, i honestly think that won't change anytime soon

#

surely nothing will change for A3.

#

considering whatever/whenever a new arma product pops up, i expect modding side to suffer the most drastic change since OFP times, due to engine changes.
Which in turn will mean a lot of the existing content won't be as easily ported over, a lot of the way things are done now will change, so it would involve a new learning curve, even for veterans. I welcome such a new slate to be honest, i am hopping for a more industry standard approach. That being said, i am honestly not sure how many of the existing old farts that have been around for the past 15+ years will be willing to start over once again. from what i can tell from various conversations i had, not all that many, unless there is another incentive.

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most people that produce content right now, have been around for quite some time. there is a minority of people who are new around here, not the other way around.

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i don't see any reasons for this sort of number of modders decline to change

dusk cargo
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Only change to that is the new game with new flux of players

muted narwhal
#

why would that matter for 3rd party creators?

dusk cargo
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Because some portion of creators are players, more players means more people will be interested in developing something

muted narwhal
#

all creators also play the game, that's why they mod it in the first place - for themselves, it is a hobby

#

A3 had more players than A2 had

#

A2 had more players than A1 had

dusk cargo
#

Yes, so more new players means more new creators, I'm just saying it in reply to this:

i don't see any reasons for this sort of number of modders decline to change

muted narwhal
#

still from A2 to A3, there was a constant decline in terms of number of people who were doing mods

dusk cargo
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Hmm weird... I don't know then, I wasn't around in A2 times

muted narwhal
#

in OFP times, itwas easier to make content, the bar was lower, overall you could slap together something pretty easily. with each iteration, stuff got more complicated, for A3, in order to produce developer quality content you need to have more or less the same skills and tools as the game developers themselves. it also takes a fair bit more time to do

#

also, people like myself that started modding back in 2007, had to learn quite a few thing to get quality content out the door, it isn't a straight forward process if you start from scratch

#

in any case, unless everything is properly documented form the get go, there is a straight forward process of importing from industry standard tools (that way it would open modding for professionals that know the tools, but not really this particular engine and all the workarounds needed)

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i don't see how this expect decline could change if overall the same systems stay in place

dusk cargo
#

Did you check dayz? Is it better for model makers?

muted narwhal
#

maybe i am pessimistic, but as i said, most of us old farts know other old farts and we do speak to each other, no matter of what mods each is doing

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@dusk cargo i did, and it isn't. but days being a testbed for enfusion doesn't mean it is using the entire engine which is suppose to be modular

#

there are also several things missing from the existing modding toolset if you are to compare to A3.

#

you can check yourself the amount of mods (and the overall modding numbers) that feature custom made content versus re-using dayz existing assets

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vs A3 for instance

#

but again, we are going way way oftopic here

#

it has nothing to do with creator dlc anymoe

dusk cargo
#

Well it does, better tools means more creator DLCs

undone raven
#

also, people like myself that started modding back in 2007, had to learn quite a few thing to get quality content out the door, it isn't a straight forward process if you start from scratch
Hex editing models to make new ones and the likes, because of lack of modding tools πŸ˜„ (that was 2002 times i believe) πŸ˜„ thats how it all started at some point

muted narwhal
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yeah well aware how things were done back in 2002. i think was 2003 when Bi allowed people to apply to get some tools

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none was publicly available

#

modding for OFP wasn't thought over, it was some sort of unexpected side effect

undone raven
#

indeed, it was very rough around the edges in the beginning

muted narwhal
#

Well it does, better tools means more creator DLCs
@dusk cargo more or less cDLCs for A3 has nothing to do with the tools

dusk cargo
#

But you have just described how negatively poor tools affect productivity 🀷

unless everything is properly documented form the get go, there is a straight forward process of importing from industry standard tools (that way it would open modding for professionals that know the tools, but not really this particular engine and all the workarounds needed)
Maybe for arma 3 it doesn't matter that much any more, because those CDLC authors are all veterans at this point

muted narwhal
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you can't expect huge sales for a game that is saturated with free content (some of higher quality than others)

#

even if you had full MP compatibility for cDLCs (not even sure how you would achieve that) for non-owners, it wouldn't change a lot

#
#

here's my 2 cents on the cDLCs

#

again, my own opinion, but an opinion based on facts rather than optimistic wishful thinking

sinful cape
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depends on how long they keep selling. it could turn out to be a slow burn

#

but yes, especially now with a potential a4 at our doorsteps, it can get quite risky

#

would be interesting to know how well a2 DLCs/addons are still selling today

knotty ore
#

comparison between A2 DLC sale at current time means nothing as it would be only comparable to A3 DLC sales in say 10 years from now

sinful cape
#

it shows if anyone is still buying it :p

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once a4 is out, whole a3 cdlc economy could crash, because nobody is buying that anymore

knotty ore
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yes but A4 is not even announced so you cant compare the 2 statistics

muted narwhal
#

again, we are talking about a possible game, that is unannounced

knotty ore
#

πŸ‘†

muted narwhal
#

and which engine for all known, is not even ready

sinful cape
#

well, all I'm saying is that making expensive cdlc stuff is risky

dusk cargo
#

again, we are talking about a possible game, that is unannounced
eh, we have to be ahead-thinking positively, otherwise we can just give up our hopes now πŸ™‚

sinful cape
#

it's nothing I would found a company on

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(at this time)

muted narwhal
#

that’s how you get self hyped and then disappointed because your own wishful thinking is not reflected in the product

sinful cape
#

you mean I'm not going to be a millionaire? :o

random crane
#

😦

nimble hatch
#

well, all I'm saying is that making expensive cdlc stuff is risky
@sinful cape DLC should be a fair cost, not expensive,reflecting cost;
Before:

  • A fair cost that reflects the amount of work put in, quality level, amount of potential, additional playable hours, could also be measured by how it impacts the community.
    After (This After, if enough of a change, could justify changing CDLC to a higher cost)
  • Reviewing the CDLC impact by Measuring the scale of the impact, this could be via reviewing increase/decrease in sales, measuring how many more active users are playing arma 3 (both dormant and new), how many dormant units are reestablished or new units founded, how many new missions are being made as a result (steam workshop), does it recieve alot of positive feedback? these are measurable points,

The before is a given and is currently in use, but the after as it benefits both BIS and CDLC creators alike, and, if you was to ask a customer, ill gladly buy any CDLC that is of good quality, breathes new life and more playing hours, and if its positive reviews go up, but the cost goes up a few pounds, then im persuaded to buy,

in business development, we call it the BCR (Benefit to Cost Ratio), the CDLC programme has a massive plus in BCR, in every single aspect,

BUT, BIS should take heed to what Taleworlds Mount and Blade Bannerlord has just done, publicised and released a commercial system of modding tools, released to the public, with articulation and ease of use, streamlining work flows and efficiency, hell Taleworlds may head in the direction of CDLCs in the future (once out of early access)

But, at the end of the day, we shouldnt discard or discredit, or try give CDLC a bad rep, its positives outweigh the negatives

Lastly, to wrap it up, when arma 4 comes out, im 100% sure that will have a CDLC programme introduced alot earlier, there are so many time periods to cover, and so many different artistic directions to one topic

#

What im getting at is, if BIS is going to use this CDLC feature, then go at it with full execution and follow through own it, id personally buy just a very well done CDLC campaign (most importantly with a strong, compelling storyline), complete with new cutscenes, voice acting, score, soundtracks.

muted narwhal
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as it is, i do not think there is a way to measure the scale of impact defined by the things you pointed out.

#

that being said, yes, bannerlord tools seems really nice from what i have seen about them (without using them) and having a glace over their documentation. Not really sure if i would flag them as commercial system of modding tools

nimble hatch
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Also, CDLC is such a great idea just in general, the community gives so much of their own time to a game they love (e.g the content on steam workshop), CDLC is a great incentive for more, high quality content.

gusty hemlock
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Yeah!

devout turtle
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it gave us the opportunity to hire 35 artists who had never modded arma before.

sick steeple
#

I've always thought the CDLC program needed to do Nation packs. A lot of nations have an Arma community focused on their nation, and there is mods for those nations that these communities use and work on. It would be great to see BIS bring those communities, players & creators, together and encourage development of nation packs that could be part of the CDLC program. Modding is great, but there is varying degrees of quality & compatibility. The CDLC program offers a reliable level of quality & compatibility that would be ideal for these communities.

devout turtle
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makes a lot of sense in terms of appeal. avoiding overlaps in arms / vehicles/ equipment is a bit of a worry

#

very difficult to avoid in some circumstances

nimble hatch
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it gave us the opportunity to hire 35 artists who had never modded arma before.
@devout turtle
This is such an amazing opportunity for all of them, and initiative on your part to see the opportunity itself, especially when the job world used to be a 'submit your CV/resume' type thing, now you are able to learn alot independantly, with abit of initiative, and alot less guidance, from remote resources (e.g youtube, github), readily available along with new easy communication mediums (e.g discord)

(slightly off topic) In this current climate, i tell anyone who wants to be more prepared for any situation, to register as self employed, and get your online presence sorted articulately, your more likely to get more work, be it short term or contract, if you cant find permanent employment, and it forces you to learn more for your craft to get more work, and not be reliant on an employer, as that is very unhealthy and is a recipe for disaster (not 100% true but imo better to be prepared for any situation)

(back on topic) for me i help the team develop an understanding of the creative direction/project management process, and where we got free time, give them tasks in new fields of work (even if at times that task isnt used), so they are not just contributing, but are learning, and are a valued member of a team, high morale means a happy individual, with higher quality and productivity levels. My time and skills learned in leading in real life leadership roles and leading in arma units has helped more than expected.

Late edit: im still learning in this project, especially in PM.

@sick steeple This is an amazing idea, but the only seperating point would be the timeline covered per country, and pick the more relevant/popular countries, or with a long history (you may already know what ive said but hey, better to say than to not)

devout turtle
#

yeah team development is #1 priority alongside technical quality

#

we get quite a few trial people from outside arma who treat it as a us and them thing, like seeing us as a threat and not an opportunity

#

those guys rarely finish a model, as their doubts overwhelm them

#

thankfully these situations are less now we have a big enough team, so new people can see the quality and work ethic and camaraderie, and it is enough to inspire them to get on with it

#

team members who have been with us since the start get enough coaching to step up into assistant producer roles, and manage design elements, specifications and checking in on progress with small teams they have assigned to them

#

managing their time and task lists, and having effective meetings... all good steps upon the path to becoming professional game developers.

#

more thought on the country specific faction cdlc idea - for this to work we would need to be able to run multiple CDLC's on top of each other. Arma 3 has quite a limited capability for that right now. Something to consider for future though, as who wouldn't want to run GM and CSLA together?

nimble hatch
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100% on all of your points, doubt and lack of execution is a big killer in the creative/design process
love all of your points on growth
Maybe BIS could find out whos interested/or already developing what, have some communications at the early stages with these prospective teams, to prevent your earlier point of;

makes a lot of sense in terms of appeal. avoiding overlaps in arms / vehicles/ equipment is a bit of a worry
and then either amalgamate or redirect teams so no one wastes any time, when it could be avoided (late edit)

devout turtle
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there is no overlap management, except in general theme terms, the rest is up to us to talk to each other.

#

as a result there will undoubtedly be overlapping content in planned CDLCs

#

thankfully it won't be much of a % of the total content afaik.

#

i host a small group of contracted CDLCs who share info together.

nimble hatch
#

so a new role of a proficient CDLC programme* lead, who works with BIS business development guy, someone whose sole job is just to keep track of the whole CDLC programme, whos doing what, when (obviously accepted applications recieve priority) prevent potential overlaps where possible, and help make the whole programme more efficient and productive, and boost the BCR, just a suggestion

devout turtle
#

what we have now is reasonably effective

nimble hatch
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food for thought πŸ˜„

devout turtle
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it costs nothing and ensures BI isn't dictating each individual item in a proposal

#

i'd much sooner we had that freedom

#

so i think they have a good balance

#

as CDLCs some of us have partnered up on some quite ground-breaking advances.

#

team members from several teams working collaboratively on solutions to common problems

#

the end results will be shared with the Arma community

#

that kind of cooperation is definitely a cool feature of some teams

#

and follows the bohemia core value of generosity to the player base.

#

without which, none of us would be here right?

tepid lance
#

for this to work we would need to be able to run multiple CDLC's on top of each other. Arma 3 has quite a limited capability for that right now.
If the content is kept cleanly and well defined, there should be no issues with that, the same way that you can run big mods like CUP and RHS in parallel.

nimble hatch
#

@devout turtle I mean, great points youve put forward there, if BIS

it costs nothing and ensures BI isn't dictating each individual item in a proposal
@devout turtle
Im not sure or have any knowledge in this, especially on the use of the word 'dictating' situation, but it doesnt sound so good
I think if a CDLC programme lead is made, its very impotant that CDLCs are macromanaged, with no level of micromanagement, unless in the final CDLC testing stages, or it will cause alot of distress, maybe BIS have an unofficial CDLC project lead, who knows, i dont know anyway lol

devout turtle
#

yeah i'm saying there is no dictation, and that is preferred by us all

nimble hatch
#

If the content is kept cleanly and well defined, there should be no issues with that, the same way that you can run big mods like CUP and RHS in parallel.
@tepid lance thats a good technical point, i wouldnt know anything about this area personally, but in my not so knowledgeable opinion an area worth chewing the fat over/exploring

devout turtle
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so in this case it's up to us to talk to each other toavoid too much overlap of specific content

#

currently afaik you can't load 2 CDLCs together in the launcher, only by using a mod line

#

so it's possible, but not made easy enough for the general player

#

it makes sense too, to not have it made easy, as right now there's no compatibility testing between CDLCs

#

as we get more out the door, maybe it will become a thing... who knows

vivid lynx
#

at least the RC branch launcher (2.00) allows multiple (C)DLCs to be chosen, it just says that compatibility is not guaranteed

nimble hatch
#

well the BCR definitely has an argument in moving in said direction, maybe a BIS in house* meeting discussing new lines of communication, and new technical lines of communication and actual new working processes (the latter helping in general specific subproject items) in being able to implement a new active cloud file editing tool, for terrain makers or larger objects, IIRC @red saddle and some other guys bought this issue up recently in regards to terrain, not sure if this actually already in play or not, but a CDLC tester who is well knowledged would be required, but then, counter argument being, a CDLC programme lead wouldnt be required with good, effective, transparent, and respect driven communication between teams (built off @devout turtle s earlier points), think this decision depends on what everyone and what the main leads believes is the better route as a whole
Even if not included soon, these are ideas to take into consideration for the future
Again, just trying to throw in new ideas into the air

#

Worth mentioning, but these decisions should be based on what is prority at the time, what is easy and quick to implement and what will take more time, and does it suit the current demand, also taking into account and what is important for the future, what can be postponed. thats my 2 pence chipped in πŸ˜†

sick steeple
#

the timeline covered per country
@nimble hatch Time period is really important, and is something that crops up regularly in my play sessions with others. e.g. Mod sets and missions are typically focussed around two periods (ww2 & modern) and modern is further split into decades (70s,80s,90s). I know a lot of players get a big kick out of their personal knowledge of what is authentic for these time periods and seeing how tech progression impacts gameplay and tactics. It is something I would like to see developed further, even something as simple as adding date of manufacture field in the config for stuff would be cool to let us get period appropriate stuff in an easier way than curating it ourselves.

random crane
#

once upon a time arma had an asset library simlar to virtual arsenal/garage that would show you the items along with descriptions

#

the config files still have entries for these asset descriptions but im not sure they're used anywhere

lean sail
sick steeple
#

If the content is kept cleanly and well defined
@tepid lance I really appreciate the job you did with that on GM. The structure and naming conventions in GM are so much more pleasant to work with than content from other places where the class names and variants can become a nuisance to use and manage due to poor structure definition and inconsistency.

tepid lance
#

The naming convention is applied everywhere. It acts as a layer of security to prevent typos and one-off errors, since everything follows a pattern. Makes it easy to use configs and materials as templates and to quickly import content. Spending less time on debugging and more time on creating. πŸ™‚

sinful cape
#

once upon a time arma had an asset library simlar to virtual arsenal/garage that would show you the items along with descriptions
@random crane you mean the field manual?

#

seems like only the way the mechanics work has changed (using advanced hints config instead)

random crane
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no it was called something else (cant remember right now) but you could open it and browse assets and try them out with some simple random generated missions

vivid lynx
#

It was Armory in Arma 1

random crane
#

there you go

sinful cape
#

isnt virtual arsenal just the armory now

#

ok, it's missing item descriptions

#

maybe it should should the field manual entry on mouse over

vivid lynx
#

Armory had generated missions to test stuff

#

I was really stoked for the 1.07 patch πŸ˜„

sinful cape
#

i honestly never used it :> same as the current vr training scenario. i found out you can even add your own stuff to it via config, which i did not expect to be a thing

#

but seems nobody ever did anything with it

prisma mountain
#

The only thing in regards to CDLC structure I mumble about is not following the orginal set up for groups and factions.

#

Nothing bugs me more then plugging in something like GM in Dynamic Recon and seeing snow guys in Tanoa.

#

But that is of course my opinion. I tend to be a strong followering of the vanilla archetecture. Groups, Modules, Faction layout, ect.

dusk cargo
#

Are you totally sure it's a fault somewhere in Global Mobilization and not in Dynamic Recon mission?

sinful cape
#

yeah i'm confused now. nothing in the unit config tells the game "this is for snow, this is for jungle" etc

#

the mission designer has to care about that

random crane
#

damned if you do, damned if you dont

#

others dislike having the factions cluttered with tons of clones of mostly the same thing

#

if you use zeus for example makes browsing the menu a bit more annoying

prisma mountain
#

The system looks for the faction and groups to spawn. That keeps the need to build gaint arrays of classes for each and every mod down.

#

It was used by a lot of BI game modes, and still used with older frameworks.

dusk cargo
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I guess it's same as with pacific and standard base game factions, just this time it's standard and snow, right?

prisma mountain
#

Yea

#

It could just be me a bit more oldschool and having little care of catering to Zeus.

tepid lance
#

damned if you do, damned if you dont
Indeed.

#

Factor in that there's also additional eras like 80s and 90s infantry, it'll just create tons of duplication.

spare hearth
#

We have a dedicated server and i am interested in playing the Map from the cold war germany DLC, i suppose, the server host needs the DLC and all the others need only the compat pack?

spare otter
#

To play on the GM CDLC map (Weferlingen) all players have to own the CDLC - the compat mod gives access to equipment and passenger seats in the vehicles

nimble hatch
#

@sick steeple hey sorry for late response, i agree with your points 100% but modern could now also include the 2000s, and the 2010s, as for the date of manufacture, maybe due to lack of knowledge but not sure how this works or its effects,

boreal scroll
#

I find it repeatedly bizarre that most people's definition of 'modern' ends back in the 80s/early 90s

#

You're closer to WW2 with a setting in the 80s than you are to the present day. That's not remotely 'modern'

hallow parrot
#

Nobody notices that vanilla 2035 is pretty modern

boreal scroll
#

modern is in fact much closer to what we saw in Arma 3 ... which nobody liked because they thought it to be 'futuristic' ...

#

@hallow parrot exactly

hallow parrot
#

Nobody? I'm here to love 2035

#

(More like, Armaverse)

boreal scroll
#

I think most people's idea of what is 'modern' is defined by the war movies they've watched and has nothing at all to do with what modern, 2020 armies are actually fielding

#

The fact is that BI didn't make stuff up when they came up with the equipment in Arma 3, 95% of it is based on real world vehicles and equipment that was in development or being trialled back in 2013. A lot of it has since entered service with various armed forces. Yes, some of it didn't make it into production, some of it was creatively altered to avoid legal issues or similar and other stuff has been slower to make it through the trial/procurement process (6.5mm ammunition) but it's still grounded in the real world. Obvious exception is the CSAT VTOL ...

hallow parrot
#

The coilgun tank back when pre-alpha! blobcloseenjoy

boreal scroll
#

Yeah, though they did have the sense to drop that one as being a bit too far fetched πŸ™‚

hallow parrot
#

Really loved that idea, tho

knotty ore
#

Maybe they were pressured to drop it as it was too close to secrets we don't know about πŸ‘½

hallow parrot
#

Like furnitures? πŸ‘½

boreal scroll
#

I wasn't going to say this, and it's not a criticism of the DLC, but I'm a bit disappointed to see yet another Cold War DLC for this reason. So many untapped themes to be explored and yet we're back in Cold War europe :/

random crane
#

thats where most of the interest for this game lies in

#

in my community i dont think i've used any of the 2035 factions more than once, with the exception of syndikat

boreal scroll
#

maybe BI shouldn't provide Arma 4 ... maybe you're right that the community associates the whole franchise with the OFP origins.
Maybe we need a new Franchise that doesn't have the dead weight of that community behind it.

random crane
#

on the other hand almost no one has made any decent amount of new content for 2035 such as new vehicles and weapons with the exception of aegis perhaps

wild tree
#

except vehicles (not all), leo, merkava or wildcat

random crane
#

so cant really tell if people would be interested cause no one is providing it

boreal scroll
#

Note that I'm not really advocating for 2035 either, but more variety. There are lots of real warzones that aren't Russian equipment vs American equipment somewhere in Europe.

random crane
#

well to that i agree

#

but i wouldnt call the older community 'dead weight' πŸ€”

#

there's very little influx of new modders, most big projects are spearheaded by veterans

boreal scroll
#

It's controversial, I know, definitely provactive and I say it as someone who has been part of the community since OFP. However there is a large percentage of the existing community who are acting as a brake on creativity and innovation in Arma. IMHO of course.

#

@random crane Do you not think that might be because new modders have little interest in developing for an old game, old engine with the community that is often times just dis-interested in anything that isn't CUP, RHS etc?

random crane
#

i dont know how you got to the conclusion that the existing community is a brake, there's really nothing stopping new people to get into arma and do their thing

#

why do you say that?

boreal scroll
#

It's not that a younger generation of modders don't exist, it's just that they'd rather make their mark on newer games rather than something that has thousands of mods already.

random crane
#

developing for an old game, old engine
well its nothing the community can fix, what are we supposed to do about this?

boreal scroll
#

you can't

#

but the reason I don't really see that changing is that if BI just pander to the majority who want ARma 4 to be Arma 3 + Cold War, then it's not going to be a new game.

random crane
#

ok but if this change didnt happen with a3 what makes you think another game has chances to succeed?

#

now you have all the advantages in the world to develop 2035 content

boreal scroll
#

anyhow, veering off-topic and I really didn't mean to turn this into a rant. I'm just a bit frustrated but I'm not going to change things. It is what is is.

random crane
#

you have all units and factions and weapons ready made

#

thats an immense overhead you dont have to think about

boreal scroll
#

again, not really talking of 2035. However given the extremely adverse reaction from the community to the 2035 setting, I can't imagine many people wanting to invest time in building out that particular setting.

lean sail
#

Did work for Arma 3... just look at the amount of content which has nothing to do with 2035. Same applied for Arma 2 where Iron Front was made for (before it became a stand-alone game).

#

Arma 3 is a sandbox anyway, so no need to stick to a specific setting, time or even game type

boreal scroll
#

anyhow, don't waste any time on addressing my complaints. I have no artistic talent, I'm a back-seat driver. I can program but I have no free time to dedicate to any sort of mod development.

#

@lean sail Tune, to a point, but certain engine features we saw implemented for Arma 3 wouldn't have been included had the game been set in 1980. Therefore you simply wouldn't have had the option of a semi-realistic modern army because it wouldn't be native, scripting can only so far and do so well to compensate for that stuff.

#

If anything, targeting the game at current day levels means you're free to go anywhere between 1900 and present because the mechanics are all there. . Setting the core sandbox in any earlier timezone limits you somewhat because they aren't going to bother implementing native support for stuff like Drones if the setting is 1975.

delicate pine
#

I guess it's also much easier to recreate existing things from real world or movies rather than design something which looks plausible and real

random crane
#

^

lean sail
#

I guess it's more a case of copyright/trademarks/licensing/etc. where modern/future could cause issues (which is why Arma 3 doesn't contain any real assets, or renamed).
Which even for mods/CDLC is a problem.

random crane
#

that applies to older stuff too if you use trademarks

boreal scroll
#

@delicate pine Absolutely and not because whatever you can imagine is in any way implausible, it's just that people aren't ready to accept it as 'real' until they've seen it in the real world. Take SpaceX's Starship rocket. Show that to anyone 5 years ago and they'd laugh you out of the room, it doesn't look at all like the future of Space Travel, yet SpaceX are months away from turning that into a reality.

#

I dare say if you took the designs of any military gear, and time travel 15-20 years into the past, no-one would believe what you were showing them was real or plausible either.

steel valley
#

Just going to chime in here and say that the people I play arma with and myself would not play if it were not for the mods that give us vintage and actual current equipment. No interest in playing 2035 fake military.

ebon sedge
#

and actual current equipment.
playing 2035 fake military.
Some/ a lot (iirc) of the vanilla equipment is pretty much current equipment though

hallow parrot
gusty hemlock
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Mi-28

wild tree
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^ and Ka-50/52 and Mi24

cerulean remnant
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ka-52 mixed with mi-24 mixed with mi-28 yeah not real

ebon sedge
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Quite close to reality though

hallow parrot
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But it's pointless to say everything is fake

wild tree
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ofc not everything

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Merkava is real

random crane
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*downscaled

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πŸ˜›

wild tree
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sshhhh

hallow parrot
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Or, maybe everything is fake since everything is only in your screen!

cerulean remnant
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everything isn't you're right. But some is. Only 1 or 2 of the planes are real

steel valley
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Didn't say everything was fake, just said it wouldn't be the game for me unless the older stuff was available.

gusty hemlock
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T-140 Angara 🀣

wild tree
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L-139 and Gripen

ebon sedge
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Tbh I still kinda want a WW1 Arma heh

gusty hemlock
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Hmm...

cerulean remnant
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Don't get me wrong, 2035 has grown on me but I absolutely hated it when it came out

ebon sedge
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you could have so much weird content in a ww1 game, but thats off topic

cerulean remnant
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but I would much rather Arma 4 be Cold War

hallow parrot
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Nah, I'd say 2025 Arma 4

wild tree
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rhs and cup is base stuff to play A3 for me

cerulean remnant
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and any additional CDLCs be Cold War

wild tree
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cant play on vanilla

gusty hemlock
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Arma 4 in 1980s... 😌

cerulean remnant
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I think you see the CDLCs being Cold War so much because that is what addon makers are passionate about.

ebon sedge
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and any additional CDLCs be Cold War
@cerulean remnant only cold war CDLCs sounds kinda boring imo if they all have a similar scale to GM

cerulean remnant
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GM has a ton of content

ebon sedge
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Yeah and if all the CDLCs have that kind of scale you'd propably get a lot of overlap

steel valley
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Plus if they added all real equipment and vehicles to Arma 4 instead of imaginary tanks and helicopters, it would save the modding community a ton of work. And we wouldn't have the same BMP re-ported over and over again.

cerulean remnant
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Probably. The better thing to do would be to have a base game in the Cold War and then CDLCs that build on it. Now people don't have to remake a BMP-1 they can just retexture it or just make a British faction or whatever

random crane
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think of all the things you could have if modders didnt have to spend time making basic stuff like a whole line of uniforms or m16s or humvees πŸ™ƒ

cerulean remnant
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I do understand how US vs Russia can get boring though. I would be all for Britain vs East Germany or even Britain vs some faction that uses French equipment or something

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but would rather have the Cold War stuff as the base game and then those things get added on after it

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then the first Expansion can add China into the mix

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I'm personally hoping for Cold War Norway for Arma 4. Then GM adds Cold War Germany into the first CDLC. Then CSLA adds in Cold War Czechoslovakia. Then someone adds in Britain, France, etc. But I dream

sinful cape
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dont think i would play a cold war a4 a lot

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i'm just 110% not interested in this setting

cerulean remnant
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what are you interested in?

steel valley
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ARMA 1 and 2 were multinational and grounded in reality. Arma 1,2 = 4.

ebon sedge
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dont think i would play a cold war a4 a lot
I'd personally prefer another setting too, something to do with the world wars blobdoggoshruggoogly

cerulean remnant
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the big problem with the world wars is that modders are then stuck in like a 20 year period mostly. Cold War has some assets spanning like 50 years potentially. A Cold War game in the 80s can still have drone features, thermal, night vision, etc. WW2 won't

ebon sedge
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Oh I think Arma 4 should offer support for all the fancy tech like drones or thermals no matter what the setting is

cerulean remnant
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I agree but it's hard to justify that when you don't need the features in the setting of the game. Those are the first things that will get cut. That being said maybe they're developing the engine with a bit more fluidity to it.

But anyway, hoping for more Cold War CDLCs and games

dusk cargo
boreal scroll
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@steel valley If you think those assets being in the vanilla game would prevent dozens of mods offering the same BMP-1 and BMP-2 variants over and over ... we've had good quality models from CUP, RHS etc from almost day one and yet other modders still want to do their own interpretations.

delicate pine
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I would say both CUP & RHS BMP are quite dated (especially that A2 BMP2 model which originates from A1 I think) and none of them have A3 quality interior

cerulean remnant
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we've had good quality models from CUP, RHS etc from almost day one and yet other modders still want to do their own interpretations.
Because they don't want their mod to be dependent upon CUP or RHS. If it was all in the base game then that wouldn't be a problem.

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I'm sure some people would still make their own because they want to but it would remove the requirement to do so.

random crane
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many vehicle models that come from a1/a2 are now 17 years old or more

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at some point one should consider just remodeling the thing and call it a day

sharp lance
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@delicate pine The salon was lost for a long time. Reborn recently. For this reason, they are not included in the models of the "oblivion of the salon" period))

delicate pine
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@sharp lance i know, it's super low quality though. Those interiors are enabled in RDS Tank pack which was later integrated into cup

sinful cape
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inb4 someone will port a1 models into a4 later πŸ˜„

wraith sleet
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Balkan War type of scenario DLC

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I do understand how US vs Russia can get boring though. I would be all for Britain vs East Germany or even Britain vs some faction that uses French equipment or something
I think that the balkans are interesting enough to replace the typical good US soldiers saving the world vs evil Russians standard that has been going on for like 15 years now

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Just one thing

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If they get the facts wrong then they can forget about it, and the only way to get all the facts right is to talk to people thatve been there

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Like, don't pull a COD and put a 2008 Mercedes in 1992 Sarajevo

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There aren't 2008 Mercedeses on the Balkans in 2020, let alone 1992

finite cave
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I'd say its too politically sensitive topic

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I'd love to see one tho

cerulean remnant
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I felt like A2 was partially inspired by the Balkans War. The main Russian force were good guys for the most part.

random crane
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i think a way to run around delicate topics could be to use made up factions and names instead

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so you can still get all the hardware and looks without the burden of diving into racial or religious conflicts that sound like an absolute nightmare to portray in a fair way