#reforger_feedback
1 messages · Page 1 of 1 (latest)
the stuff they have to work on better be Netcode, AI and stability bugs because its been a few months now
When will we get modded servers
We geting soon
soon 
If someone dies on a ladder or some kind slope their body moves and becomes unlootable
To the dev team: Really appreciate all the work you do 🤘 My personal experience have improved quite a bit over the last couple of weeks. Almost no disconnects (only one was a crashed server this week). Also looking forward for more content 👏
I don't know if this helps but I got DC'd while in Game Master as a player tried to join. May be one thing to explore.
Yes, known issue, work in progress
Most probable cause is additional strain of connecting player impacted your network state causing disconnect. We are investigating this one
I just saw someone earlier asking people to report anything they notice about crashes. Figured I should mention it.
Something I think would really benefit the team and give some perspective is to play Ghost Recon Breakpoint and see what console players have had to suffer through. There's crumbs of a good game in there and immersive mode is fun but the main benefit would just be the perspective. "THIS is what the competition is? Weak. We can do better and here's how."
Or you know, focusing on fixing issues rather than looking up different games to compare it to
Additional knowledge and perspective can only make a person more capable of what you're after. Maybe come in a little less hot next time.
For example better social skills and manners is something you might benefit from.
The reasons why you example above didn't work
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Ghost Recon Breakpoint is futuristic setting while Arma Reforger takes place during the 80s
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Ghost recon has a campaign and multiple dlcs for said campaign while Arma Reforger does not and will not feature a campaign
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Arma reforger can have double diget amount of players while Ghost Recon Breakpoint can only have four players.
also hurling insults does not strengthen your point of me being wrong and you being right it just makes you look rude
Breakingpoint soldier animation are top notch though
That doesn't mean nothing can be learned from it.
Ok, I know the last guy got chewed out for a game comparison, but can there be an ammunition system similar to squad? (For conflict mode) As of right now, there is NO reason to do supply runs.
Specifically, make weapons and ammo persistent after death, and have a limited amount of ammunition at each point.
Not a huge fan of making supplies more important at the moment given the low player count. But probably wouldn't mind something similar in the future
They upped it to 32
I do see your point tho
Refueling vehicles during the mission isn't something that only applies to high player counts, same to rearming armed vehicles or repairing them.
Unfortunately those modules haven't been fully implemented yet, but they should be implemented relatively soon
Besides what Lekker said, it's hard to draw comprehensive lessons for a primarily-PVP game from 'what happens when the chief creative officer at the time wanted to have The Ubisoft Formula (which was already at play in Wildlands), pseudo-DayZ survival lite, and looter-shooter (as in The Division 2) all in one'... 😉
That, and with AI teammates that were 'bolted-on' in the sense of 1) how unchanged they are from Wildlands, complete with most of the same limitations, and 2) how not-designed-for-AI-teammates the missions' difficulty is
Okay. I will break it down. Additional information and perspective equals being better informed which improves individual capabilities. Devs doing their research and seeing what their customers are experiencing, what they like and what they don't like is going to better inform them. Breakpoint would be an immensely useful case study given BI is at this very moment stepping into the void Tom Clancy games have been failing to fill for years.
Must be Americans. Most people don't have such hostility to the concept of learning and self improvement.
says that others should learn better manners
goes on to insult and generalise others
I think what we need is the smaller maps but with 32 person servers. This would help give players the feel of 64 man servers in a way without having them. Encounters feel few in between and it’s simply to difficult to successfully coordinate over large distances with only 15 other teammates. Shrinking the map would solve both these issues temporarily until 64 man is able to make a return.
I'd say try playing Capture and Hold because it is a lot of fun with the lower player counts but I don't think I've seen anyone in one of the servers in weeks.
There are smaller versions of Conflict I commonly see populated though. The Morton and Saint Pierre one seems pretty common
For sure, I just don’t see any 32 man servers for smaller conflicts, only the full map. Imagine how many more firefights could be going on if we were playing 16v16 on Saint Pierre.
Capture and Hold in Morton was really intense
So is the end of CWA being retconned now?
|| It seems weird that you're still friends with the FIA commander in Status Quo after the FIA killed American soldiers and American soldiers killed numerous FIA two years before. Definitely kind of cheapens the end at least||
Can we hope for a 'WeatherFogPattern' in WeatherStates.conf ? Right now I don't think it's possible to adjust fog - be it in the world editor or as a game master.
the fog curves work, but the graph editor is very buggy
But that means overriding the master config right? Wouldn't that affect all missions & terrains?
no, your world can have your own weather states
Well, I took a look at the graph editor... and I'm not sure I wanna touch that. 
So, looks like there's no way to adjust fog dynamically during a mission, either via script or the GM interface then... That's kind of a big bummer for spooky scenarios & mods. 😕
Only thing i would like to see fixed is the map. At least half the people in the milsim i belong to are unable to see grid coordinates due to them just being off the screen and way too small. I have personally went and bought a new remote control for my tv and have no ability to change my aspect ratio. I even went as far as factory reseting my series s xbox with hopes of being able to readjust screen size with no luck. So my only option is to buy a new tv(which i am currently unable to afford) or pray that yall will soon release an update with settings to adjust this
- while i agree that there should be larger grid coordinates so these are easier to read (maybe provide a slider for UI in the settings) - i never had an issues reading these
- cutting the borders of the screen is due to overscan - which is a feature of older TVs. Most post 2012 TVs should have an option to turn this feature off if this was enabled by default
Yes sadly my tv is from before 2012
I know you’re not the only one to have said something about their screen ratio or scale hiding the UI or grids. I’ll pass it on and check to see if it’s known, but I might suggest submitting something for the Feedback Tracker as well about it if you have a little extra time.
is this the only game you have issues with? Because i used to have a late 2009 plasma TV (one of the latest ones) and i had issues with most games in regards to overscan. The only way to properly fix it was to change the TV altogether - to a modern LG OLED (note that it is not game or xbox specific, i had the issues with my former PS4pro and pretty sure i would had the same issues with my current PS5 just as well)
overscan can be disabled tho, it'd be weird if it wasnt
I am not sure if the xbox version provides the user to ability to scale screen to existing (visible) borders of the display - overscan or not
Not sure. I just submit issues and the engineers construct solutions. 😉
not all older TVs allowed that (i have experieced it myself), and as i said, the proper fix is to get a proper modern TV. Otherwise the work around is to simply scale image to some made-up borders - overscan size varies from TV to TV from anywhere to 2% to 5+%
wtf really? all my old plasmas had an aspect ratio setting of some sort that had the option to disable it
I would lose my mind if I bought a TV and it turned out overscan is permanent / no option to disable it
Its the only game i have ever noticed it on
as said, i had one of the latest LG plasmas to be sold. there was no option on HDMI ports to get that disabled. Hardly a feature back in the day
Pretty much figured it was my tv cause only option i have is 720p mine is one of the original Pioneer plasma tvs
is there an option on xbox on first game option to scale display to made up borders?
give model name
might wanna look into investing into changing that anywasy, my main issue with it was heat and huge power consumption.
also 720p might be the reason you cannot see the grid coordinates
Yeah just unable to for awhile do to other things taking priority. I have overscan border checked
can you uncheck it?
Just did and about to check map in game
should simply google your own TV (by model / serial) and see if you have that option hidden in some service menu of sorts - my older LG plasma had such a menu but i just couldn't disable overscan for HDMI, it worked on every other port
these options can be pretty well hidden sometimes
Nope still same ratio top part of upper right screen that looks like it shows current version is cut off
¯_(ツ)_/¯
checked pinned messages and go to the existing tracker and suggest such a scale option
I believe shooting from vehicles will come soon. They release promotional material with soldiers sitting on top of a BTR waving their guns around. BI don't have a reputation for deceptive marketing like some big publishers do.
i think sitting on vehicle can be done right now.
I think shooting from vehicles can be done right now, actually, the only issue really is animations
give it a shoot then without any animations, see if that works - doubt it
Like gameplay or those irl promo shots?
Shots like this one: https://www.bohemia.net/assets/games/armareforger/info_bg.jpg
I guess it's concept art. Civy vehicles in BG also not in game.
Wow, that's incredible
I think there was no behind the scenes stuff published, but its big cool yeah
Yeah I wouldn't put too much stock into those. It's possible you might be able to sit on top but I wouldn't use those promo shots as proof.
I thought they released something
It's like, the editing gives it this surreal flavor, so at first glance it looks less real than the game does
I have a suggestion that might help prevent frame rate issues caused by a large amount of items being dropped at spawn.
Being able to customise what you spawn in with rather than having to spawn in and drop all the stuff you dont want to then replace it with the stuff you do then save a loadout,
To long didn't read: prespawn gear customisation
The wheel system (for selecting hotkeyed items) from dayz works far better for console user than the current system used in dayz
Yeah saving loadouts in Conflict is a feature our servers are trying to mod in for when mods are handled better but honestly it just needs to be in the base game
I'd like to also make a suggestion that would significantly impact gameplay. And that is the gamemaster being able to create specific classes and lock out the default class. For example: if you wanted everyone to spawn in with aks instead of M16s and be on the american side.
Anyone know why now in Reforger the Arrow keys no longer work.. Up Arrow and Right Arrow work, but Not Left Arrow and Back, at least for movement?
An oversight that slipped through due to the alternative keybinds not being displayed in keybinding menu at the moment. Will be fixed, thank you for reporting.
It’s starting to get better game Proformance as i am seeing better FPS.
i have noticed this to. yay
https://reforger.armaplatform.com/news/comrad-2
In that page we have seen preview for old video CallMehTOMMEH
https://youtu.be/uEDM6fmC2ZY
Not new https://youtu.be/BdIvHY27ZX4B
please add the ability to clear keybinds. e.g. I never use the pointing animation but keep hitting the key accidentally and there is no way to just remove the keybind for it completely
I'm not sure if it's a known issue - could be. But well, it seems like there are some problems with saving progress in Game Master - specifically, it doesn't.
Saving in conflict too, rip. Hope they fix it this next update! It's been preventing me from playing! 😭
Currently, joining a modded and password protected server makes you downloading the mods before you input the password... seems more logical to me that you have to enter the server password before, but there could be a reason behind that I don't know
Top move would be, start downloading mods in background while the password dialog is open.
If password correct, put mod downloading in foreground, if password wrong, abort mod downloading
What if you type it wrong the first, 2nd and 50th time?
I've also started to encounter a strange issue in game - Seems to happen randomly, occurred two times so far. The FPS drop astronomically, and stay at this ~10 FPS range, while the hardware utilisation is really low. I usually solve it by restarting the game. Not really sure what's going on, but I thought I'd post it here.
I wish you could download mods from the workshop while tabbed out.
you could try launching game with -forceupdate - https://community.bistudio.com/wiki/Arma_Reforger:Startup_Parameters#forceUpdate - command line parameter
hmm just seems like to should be a standard thing since most work liek that
- World Interaction - Electricity
Full electrical network on the islands.
Buildings, transformers, and lamps connected to the sources
Possibility to interrupt and repair the electricity distribution.
Lights in the buildings.
Neat, this is in the second milestone items in todays released roadmap. [https://reforger.armaplatform.com/news/roadmap]
We discussed the possibility of electricity networks in here a few months ago, glad to see this addition as it will add an entirely new dynamic into not only missions but types of terrain assets as well.
Thanks for this 😄
People already wanted it in A2/A3, so not too strange it because a feature in AR/A4
I love that. They need to readdress the night color though. Too dark atm. It's neither realistic nor fun gameplay wise.
That's why we're getting flares
Personally, I don't think it's offset how absurdly dark the night time is now.
Does brightness change depending on time of year/phase still?
I don't know but even then it doesn't make any sense. I can't think of any condition currently present in the game were I can't see someone moving two meters away.
I don't find it to be that bad
Would like to throw it out there for BI, please don't forget about joystick support when you add the helicopters. I remember in OFP that was an afterthought.
Is it weird if I believe that the game being designed for consoles from the get-go will help here?
- Game Master Update
Sharing your saved scenarios with others.
Finally, we have something approaching A3-style mission-making... not to the same level of 3DEN, but this is key too and will look better with the other announced plans for GM mode.
- Conflict Update
Freeform Building - FullBases won't have their predefined places, causing the opposing faction to locate the opponent's bases first.
Bases can be built anywhere on the island.
The only limitation is the radio range and the number of supplies.
I imagine that this will add gameplay possibilities for user-made game modes?
Conflict: HQ Role
By default, it's an AI deciding on the strategy.
HQ role defines the objectives for the faction.
A player can take over this role and decide strategic decisions.
AI conducting the supply runs.
From what I recall there's several A3 game modes and community-made systems/frameworks that already have 'strategic level' AI, so this may be the first time in a decade that BI has made it official? (I do not recall if there was one in Arma 2's Warfare mode.) I'm interested in knowing what exactlystrategic decisionsentails besides the faction's objectives (which sounds a bit Battlefield 'set objectives for your squad' style)
As for the AI conducting the supply runs... I do wonder whether a player in the HQ role can customize this or whether this is something that would be automated even then. (I presume automated when the AI is acting in the HQ role.)
I recall Benny Edition Warfare back in ArmA 2 had automated supply trucks. Hell, you could even remotely have some AI you bought go invade and capture towns, so it's at least doable.
Gotcha, albeit that was community-made whereas this is 'vanilla' via being in an official game mode
Nice roadmap btw, thanks for keeping us updated!
2) Weapon Deployment
Deploy your weapon for stabilization while prone.
Use interactive bipods on weapons.
1 Does that mean there won't be weapon stabilization by just keeping it near a vertical or horizontal ledge like in Arma3? It was like deploy, however without having to press a key and it was less powerful that a real deploy
Quick explanation on how it was in arma3:
Players could "deploy" by pressing a key, which worked for bipods and guns without bipods. Then the character would rotate around the bipod position. Then there was also "deploy without deploy" which was a weaker deploy that was just stabilizing the gun
2 Will stabilization be limited to only prone?
The game should have it like in arma3. I am worried that BI might skip the "real" deploy where your character could set up a gun on a ledge and then rotate around the point it was deployed on.
Could a dev confirm whether it will have the full arma3 function or not. Because the spelling in the roadmap appears to be specific to only allow it when prone.
2 servers on xbox. In gamemaster have issues that are not allowing players to spawn in, nor allowing the gamemaster to edit. Can we get a refresh on servers 11042095 and 11044276
I'll answer both parts in one: If you're used to the way Arma 3 does it, then you will essentially understand the system, but with a few improvements that we will reveal later on.
Hopefully the bipod will stick to the surface and not hover over it. Also, the weapon should move right and left without the bipod moving with it.
Oh hey thanks for taking the time to respond. I read from your statement that it will have the functionality of the arma3 system and new stuff? That sounds very exciting.
That was what my concern is about. Whether the character who is holding the gun will be realistically moving around the bipod in a circle, as arma3 marksman dlc added. I think back then only Red Orchestra 2 and Arma3 had it. It was the standard for realistic weapon deploy features.
One thing I am really excited about is assembling a mortar with 2 other players. Games like squad treat mortars as buildings you place.
It would be awesome if the deployment of mortars and heavy mgs would be animated like in company of heroes 1 and 2. Where the tripod guy plops down the thing from his shoulder and then the mg carrier puts the gun on.
I think this type of physicality would set reforger apart. As it already does wit hthe very physical vehicle entrance animations.
Have issue with in game talking not working on Xbox
Apparently clearing your Mac address will fix this
It’s Xbox I don’t have a max address
every device with a network connection has a mac address
Oh well idk how to clear it then bc I thought u meant computer
Might help to use Google
https://lmgtfy.app/?q=how+to+reset+mac+address+on+xbox 
For all those people who find it more convenient to bother you with their question rather than to Google it for themselves.
Ok
Can’t play a game of conflict for more than 10 minutes before getting kicked for a session error plz fix this
Are you on Wi-Fi? If so, try a hard line?
I’m on Ethernet.. I’m just hoping they fix it next update
Hey guys, a suggestion I thought yesterday was to be able to point to a generic direction and press F to interact instead of having to pinpoint to exact interactive point. Like when you are using the jeep in tutorial and you need to switch to gunner position, it would be more natural especially in combat to just look at gunner position then press f and go to that position. Is that suggestion made already? Should I register it somewhere? Of course when the view is cluttered this might not be possible, like when you're looking at vehicle ignition or maybe at a plane panel. But when there are not many options this might make sense.
I think you have a good point, it sometimes is a bit hard to find the exact location of an action, especially when under stress.
I'm not 100% sure, but I believe it's possible to set a range around the point on which the action should pop-up, so it would only need some tweaking.
Personally I don't like the new method, but it's a massive improvement over the scroll action system in previous games.
That said I am used to the ACE method, which is basically the same, it just feels easier to use.
Going off of Grez's "under stress" statement; does my character really need to take the time to close the Ural door when I get out as MG fire is ripping the truck apart?
it would be cool to get a bail out hotkey (like there is for Arma 3 with double tapping V) where your character will dive out of the vehicle and hit the ground prone
Like a quick exit button, which allows you to exit quicker but leaves the door open 🤔
Too bad consoles don't have enough buttons 😅
Quadruple press X to exit quickly
x exist as the quick exit
That still makes you shut the door
fair point
Press ⬆️⬆️⬇️⬇️⬅️➡️⬅️➡️🅰️🅱️ to exit vehicle without closing the door or by jumping out the window 😂
I mean they have free 12 buttons. I don't see how someone could need more than that.
More like 10 buttons actually.
I need my 200+ different keybinds, otherwise it's not a real Arma game 🤫
its still one of my fav features, e brake fishtail stop to jump out. Many times the car can be your cover!
I've made the same suggestion. 😅
I said, I could wait until ragdolls are in and have them tumble out.
ahh, well glad it has been brought up at least
Add deviation like PR instead of having reticle do funky dance
Can be added the mod download after you use the password? If u add a private mod (Testing and incomplete) to a server and someone click on it, first download all, even the private or not listed mods.
Hey, I was wondering if Xbox is going to get keyboard support or more sensitivity options. I love the game needs tweaking in those areas.
Mouse and keyboard support is 100% coming very soon
Any of these been fixed yet? I'm pretty sure rain causing lag was fixed last I played, I'ma hold off playing again yntil the issues below have been fixed
Xbox version keybinds reset upon death
Xbox version items not in backpack are lost upon death even when loadout is saved
Xbox version has lag spikes caused by smoke grenades
Xbox version has shuffling items when multiple players are using the same chest
Xbox version has a bug where item discriptions will stay on the screen after hovering over them.
I may have run into an issue with the server browser and auto-detecting mods? I recently deleted all my mods and tried to join my server running 46 mods and I got a never ending yellow circle, it never turned to a green "Up To Date" nor "missing Xx.X Gb." I subscribed to most of the mods I'm running in the workshop and then it could detect which mods I was still missing. So I'm thinking there may be a limitation on how many mods can be displayed in the list that pops up telling you which mods you need to download or update to join the server? Wild guess, but either way this is a big problem for modded servers if the client needs to know the mods to join but the server browser cant deliver that list of mods to the client.
Apart from the server issues, we really need more focused modes that can accommodate different player counts and concentrate the action.
At minimum the upcoming (Q4 2022) Arland Conflict means the fights there would take place on a 4 x 4 km island instead of the larger Everon
One thing that IMO would be excellent would be an AAS like mode with a single "line" of points that need to be capped in order.
Throwing bots for a large scale PvE or even PvPvE mode would be another idea.
Just wanna say great job adding pc<->xbox crossplay. I think this is under rated for arma... this is mindblowing that now, we can play with console players on Arma !
It's certainly something I've been looking forward to as well. The more folks who can experience Arma together, the better.
Soon cross-play is gonna be disabled again because console players will get absolutely destroyed by PC players.
It never worked in any shooter game that tried cross-play, so imho a stupid idea 😅
Or is there mouse and keyboard support already for consoles ?
It’s planned to be added.
i think arma is different enough from most shooters in ways that make the gap between mouse and controller much less significant. your value isn't boiled down to twitch aiming. and let's not forget coop play
Agree with the above, I would even add that Arma is not only about shooting. I can easily mention roleplay servers. This is the first time console players will be able to experience roleplay gaming as we experienced it on previous Arma games.
There's is also coop servers where you fight AI with the other players in the server like invade and annex on Arma 3. My point is... this is very difficult to compare it to other shooter games like the big ones (COD or BF). I'm sure it'll work fine on Arma
Please, add more info on the logs when getting the error "Inconsistent item table on Slave connection. Item is missing or different item was loaded in its place", its a headhache found the damm error
I would love the ability to launch Game Master in singleplayer Conflict. Currently you can only do it if you are the admin of a dedicated server
Also for it would be really useful to have spawn points in Game Master that can spawn a certain group and automatically assign a waypoint and act as a respawn for them. Similar to how the AI Spawn module in Arma 3 worked for Eden
If someone with the "Ñ" on the name (Steam username) join the server, all the server gets a LOT of lag. Looks like the game dont have the Ñ and make this.
nice update, can unbind all the keys except Talk over radio (toggle) [Double CAPS]. and now chimerauserinput.conf is not accessible through the workbench app...
binding keys with modifiers still doesn't work.. can't assign a hold key, or double press..
wonderful update.
When downloading mods while joining a server, I've seen the progress bar go up to 300%
Changing input filters (hold, double-click etc.) from the ingame UI is not supported yet.
Thank you for finding the issue with radio binding, we will check this out.
suggestion: return the arma 3 style infinite out of bounds area
Xbox version we can’t reload pistols after saving load out half the guns don’t shoot and really buggy some people take 5 magazines to the head before they die
Can't join any cross play servers even low pop ones
Powerbits have like 8 console players now
i wanna see a feature where you get slower and slower depending on how much weight you are carrying like in EFT, but arma
Atm heavier weapons have lower speed when weapon is raised.
Having limit on max jog speed is possible but controversial. Looter game needs a cost for looting too much, while military simulation may require that all roles in squad can move with similar speeds.
That just seems like the squad should be distributing equipment more evenly then. M60 gunners should have assistants who carry their ammo for example. Though I guess that becomes problematic with AI since I assume they're not going to know how to share ammo like that
Fix the server save issue please...
We run a lot in arma because of the game scale so please don't do anything close to tarkov. I don't want to take a break after running for three seconds when I have 30kg of gear on me.
Firestation ladder is still a death trap btw
Submitted feedback ingame about it
not to that extent, i mean so people cant carry 80 STANAG mags like they could in A3
edit: in hindsight my problem is actually with how A3s inventory system allowed you to carry that many mags as long is the packpack could hold it lol
edit 2: even if the packpack couldnt realistically hold that many
I believe there are better way to balance it. For example a better inventory so I can't fit 20 mags in a normal vest.
yeah the new inventory system is a game changer
i also kinda want the inventory system to be pouch based, like something with a similar size to a 5.56 mag could fit in the pouch but something bigger cant
I just worked out my 3 day assault pack which is like 40 litres could in theory (disregarding the weight since video game super soldiers can't get back injuries) carry 50+ PMAGs lol
In my opinion it comes down to the underlying fact they are treated as full magazines that disappear when empty, Best improvement would be to treat magazines as magazines and ammo be separate so we could carry stripper clips or boxed ammunition for sustainment rather than just piling on more mags to have more ammo
That's a DayZ thing, maybe it can come to A4 if not Reforger...?
im sure we can make mag repacking that can use stripper clips
There's a lot of nice DayZ features I would love to see AR
maybe they should take a page from RS2 vietnam how certain rifles can top off reloads using stripper clips instead of changing mags. like the m14
i kinda like the idea of having boxes of ammo along with the mags, carry one PMAG and have like 300 5.56 bullets lol
the M4 can do that too cant it? put a bullet in the chamber then put a full mag in right?
corect
imagine if they add that to A4, probably only for looks and cool points lol
edit: the animation for putting the bullet in the chamber
It is pouch based.
Alice stanag pouch can fit 3, more of them are being stored in buttpack, just try to fill your Alice vest with stalag and drop it then on ground.
damn i must of not noticed then imma go check that out
No worries
Crash occurrence on loading up servers in favorites. Happened 2x.
If you can replicate it, please submit a ticket here when you get a chance: https://feedback.bistudio.com/maniphest/task/edit/form/37/
We could use an ingame profile. Changing my Steam name so my name tag doesn't disappear every time I want to play is frustrating.
Greater stamina cost (faster fatigue build-up per unit of time) for moving the same speed as someone else who's carrying less?
AI limitations strikes again... although even in an all-players group, one thing about fatigue vs. stamina in A3 that stuck out to me was the former making vehicles pertinent in the scenario you describe
At one point I thought DayZ combat would be the basis for Arma 4, that's how much DayZ (once modded) seemed to me to be a game-changer...
There's one thing I'd like to see here and that's a clear distinction between low ready movement and read movement.
Maybe something like having the player stay at low ready if they're above 25% movement speed, and at ready if they're at or below 25% speed.
This would lend a lot of actual utility to the movement speed, which otherwise, while a neat thing to gave, doesn't add much to gameplay and actually detracts from it in parts due to the loss of the ability to quickly transition between different movement types.
One other useful thing would IMO something to indicate speed, so the player can tell what speed they're at (making it much easier to keep formation and groups together).
Yeah the things off the top of my head that I would like from it are:
- equipment damage from getting hit by things ( I don't want my gun to take damage as I fire it but I would like it if hitting a guy with a 500lbs bomb would destroy his gun and armor)
- being able to throw any object you can hold
- weapon jams
- being able to put bullets into mags (I don't want to have to do this every mission or anything but having the option would be nice)
- being able to carry things like barrels (that arent heavy), boxes, and tires
- being able to move objects on the map (not technically a DayZ thing)
- vehicle repairs requiring specific pieces
- being able to cut down trees and bushes to clear lines of sight (not sure if I want to be able to craft things but sand bags and being able to make other small fortifications with a realistic amount of items and time would be nice)
- being able to make arm bands from things or having arm bands as an option. It's useful for things like coup scenarios
- water bottle silencers for resistance missions (if water bottles would have been common in the 80s)
That's all I can think of for the time
I’d have to ask what purpose would clothing damage have, what purpose would throwing items have apart from throwing grenades.. in dayz I’ve got killed because I raised my gun to throw it rather than shooting someone. A big no to weapon jams, I don’t see the point of having to load bullets into a mag when you should have your gear set up before going into a firefight. Again carrying things… why would you need to do this? I’m conflicted with the vehicle repair idea, one side I can see how it’s be i
fun they blow out your tire and you need to grab a spare.
maybe on the sandback thing you’d need to load the supplies into a truck to build fortifications.
Armbands to me at the very least sounds very odd but in the niche situation you listed it’d work.
water bottle surpressors… again a big maybe because the us, soviets and fia dont have real supressors let alone improvised ones
Loading/bombing up mags I like the idea of, many times in prolonged contact you need to bomb up and use spare ammo from kit. Arma is the perfect game for that element to be implemented in to.
i kind of like the jamming idea too, but it would have to be rare
i feel it should be rare at least
nah make it 1/3 chance your gun jams so skill is completely thrown out the window you need to hope your gun doesn’t jam and the enemies does
hey then you would be forced to use the melee lol
Real life military tactics can be used, 360 degree protection, cover your buddy as he sorts his kit out. Still a danger element out there etc it would be great, same from dayz just more specific to this game would fit even better. And weapon cleanliness should be used not weapon damage, if you don't clean your weapon you get stoppages
better have affixed bayonets before you went into that room lol
Theres no civvies I’m having a pineapple thrown in each room
Clothing damage for resistance missions. If you blow up the sniper you don't get his rifle.
Throwing items would be another way to move them or hide them. For example, I wanted to toss something onto the second level of a barn a few weeks ago so I didn't need to carry it.
Loading bullets allows you to combine half empty mags or change tracer count or use multiple types of shotgun shells
Carrying things could be carrying an ammo box or backpack.
I want the jamming to be rare too and it's one of the ideas I'm least attached to.
If this game or any was truly realistic you'd spend more time prepping kit, waiting around and walking than anything for your 30 minutes of contact lol
spend 4 hours making sure you have everything and making sure none of your kit rattles just to get into a 5 minute firefirght then spend another 6 (hours)walking with no sight of anything lol
sitting in the wire drinking booze and waiting for shit to happen
The true milsim experience
Oh I'd also Iike it if like one roll of barbed wire could fit in a backpack and you could place it
tbh i would love to see a weapon customization system like in EFT but in arma, i wanna have no stock on my M4 but a 18 inch barrel
edit: and no handguard on me M4, also being able to have like a HAMR and change out the deltapoint for a RMR or somthin
i swear i remember hearing that enfusion could let you place attachments onto attachments, like having a keymod (handguard) and putting a keymod-pic rail on it then putting a flashlight on the keymod rail
or having the RCO from A3 and taking off the red dot on top and replacing it with a different red dot
you seem to keep talking about m4’s… Arma reforger doesn’t have any, unmodded
this is a fact
i just like M4s so much and forget AR doesnt have em
at least not the ones im thinkin of
I keep reading AR as Armalite Rifle, ngl
same tbh xd
Need to be able to bind our own controls
Squad implements ammo management quite well in that regard, infantrymen have a fixed amount of mags or belt boxes which once empty can be 'refilled' at the expensive of ammo points. So in sustained contacts you have to either get someone to drop ammo bags to redistribute the ammo on their kit within the squad or have to gtfo and head to a friendly supply point to retrieve more ammo.
Something like that but with actual ammo types rather than universal 'ammo points' and a solid way to move and distribute supplies of said types of ammo would work well in Arma i think.
That's cool, could definitely implement some of the same dynamics from squad/IRL to arma for sure. Especially with the large scale of the game and relevancy to the need of resupplying after engagements.
Can just do what's been happening in Arma for 20 years which is loading up a truck with ammo and resupplying from it. Or more recently have one or two guys be ammo bearers and carry spare mags for others
just take one PMAG and 300 5.56 bullets and call it a day
or dont take any mags and turn your gun into a breach loader lol
for real tho, i think loading up your vehicles with ammo is smart, i personally do it but i die before i can use all the ammo i take lol
and most the time my vehicle is destroyed before i can use it all, even with me squadmates
You don't need to fill the vehicle with ammo then since you never run out 😄
its a contingency cuz you never know when theres gonna be a 1000man soviet manwall runnin at ya lol
@silver nebula I would disagree.
Squad should not be copied for rearming, as it just uses abstract points from boxes and ammo packs you can drop.
Reforger should do its own thing and make this very physical, where each type of ammo has its own realistic box that can be physically carried with hands.
That is the major advantage reforger has over squqd, it is not attached to the Battlefield legacy gameplay. Reforger can be a game about physical intimate item interaction.
ALso there should not be an ammo pack that players can just drop for others to rearm from. That is very gamey. Instead they should use physical realism as much as they can, so if your squad anticipates needing more .308 ammo for their machine gunner, they should all make the decision to carry and extra box of that ammo on their body to physically give to the machine gunner by dropping it next to him. Instead of a gamey magic ammo pouch that just refills anything.
Reforger hass that unique advantage of being the most milsim game out of all of them, because BI invested into the physical item handling and realistic animations.
Squad is basically just a BF clone with higher damage, it has no tactics because players just keep flooding out of rally points and respawn.
It still has tactics and people in Arma keep flooding out of mobile respawns as well. It isn't unique to Squad. It just depends how the scenario is setup. People do 1 Life Events in Squad too. Agree with you on the ammo concepts though
I just got that client crash on pc while in the server browser that does not pop up a send crash report window. Here's the end of my console log: 12:07:02:867 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000001A1D91A4030> Internal_CheckAddons() 12:07:02:867 SCRIPT : GetGame().IsSafeMode(): 0 12:07:04:460 Creating menu 'ServerBrowserMenu' 12:07:04:460 RESOURCES : GetResourceObject @"{577573D066AC7153}UI/layouts/Menus/ServerBrowser/ServerEntry.layout" 12:07:04:460 GUI : Layout load @"{577573D066AC7153}UI/layouts/Menus/ServerBrowser/ServerEntry.layout" 12:07:04:460 GUI (E): Unknown keyword/data 'No Localization' at offset 7226(0x1c3a) 12:07:05:321 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000001A1D91A4030> Callback_CheckAddons_OnSuccess() 12:07:05:328 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000001A1D91A4030> FinalizeInitAfterAsyncChecks() 12:07:05:328 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000001A1D91A4030> Init Finished 12:07:05:328 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x000001A1D91A4030> User Workshop access: 1 12:07:08:948 BACKEND (E): Http Error (TIMEOUT) Hope this helps!
that's what I said...
but with actual ammo types rather than universal 'ammo points'
it has no tactics because players just keep flooding out of rally points and respawn.
Yep, because this is totally not what happens with the Conflict game mode at all either...
That's a player base/playstyle issue, if that's your experience then I see why you dislike Squad but there are immensely tactical communities and also events as Jake highlighted.
As for major advantage of Squad over Reforger? it's relation to battlefield is irrelevant to me, main thing is it has a sizeable active community that actually plays it unlike Reforger.
I've never played Squad before but I've watched a lot of videos from it and I feel like it has the game modes down better than Reforger currently does. But we'll see what changes this next update brings to Conflict.
This chat keeps being full of Squad players that seem to be post Arma3 generation. I start to get concerned that BI believes we want something like Squad or Battlefield. We don’t want that BI!!! There is a reason why there are still way more active players in Arma 3 than in Squad and Battlefield together. We want Arma 4 (and Reforger as a Milestone) to be Arma 3 with epic graphics (Enfusion), better FPS, more realism, more complexity, more vanilla vehicles, more vanilla logistics and medical game-play, more multiplayer interaction and communication, more difficult to master, just more awesome!!
The lack of AI in your comment is disturbing considering that's probably what sets it apart from Squad the most.
The only reason I am comparing it to Squad game modes is because AR is a multiplayer game so the game modes are pretty important. And currently Conflict doesn't really measure up to anything I've seen in Squad. But again, maybe the changes coming next update will change that
Personally I don't care about vanilla content, never used anything in Arma 3 (with exception of the terrains). I do love the fact that it's much easier to get access to more complex parts of the engine for modding, and with a few modifications to the Workbench a lot easier to build anything for Enfusion as well.
And I doubt we'll get better FPS, because Arma is the Crysis for the cool kids 😉 "Can it run Arma?"
yeah but bench markers use couter stroke and fortnightz
I would disagree.
Squad gamemodes are just copies of Battlefield 2, because it started out as a BF2 mod.
In squad there is no strategy or tactics, because any tactics there might be are canceled out by the fast flooding back in after reaspawn into combat from squad leader rally points or FOBs.
It has no pauses in combat or "space" for players to use tactics that matter.
An example: In Squad, if you play in a tank or any vehicle, the enemy will always have an AT infantry kit rushing you like zombies every minutes, because players know where you are approximately, so they pick a spawnpoint the closest, run up to you, fire their AT and if they fail they just respawn. So there is an unrealistic amount of very fast "rock paper scissors" gameplay where every vehicle has an immediate response.
In reforger however, there is space for the quietness between firefights, where youi can not bring up an AT counter against enemy vehicles right away, because of how spacious the game is.
Squad is just battlefield with higher damage. Players might feel tactical when they "ambush" enemy vehicles in the obvious access route to a flag, however it is just filling up preset rock paper scissor points.
In Reforger however an AT guy might not be able to get close enough to an enemy BTR in time because it takes actual foresight and strategy to be in the right place. And that is what the great advantage of reforger is. A game where there is enough "dead space" between the action where tactics matter.
That is the true magic of reforger, nothing happening for a few minutes if you execute a plan and then suddenly you bump into an enemy as you sneak across a low profile treeline.
And in Squad you can test this yourself, a highly organized clan will not win more often against a group of unorganized casual players. Beacuse tactics dont matter, only convenient spawn points.
So Reforger should not imitate Squad, Reforger should preserve the unique advantages it has.
As you might have noticed, we are renaming our updates - now the title reflects the numerical version of the update.
Thx for that!
It's more certain individuals who at the mere mention of squad bring us down into my game is better than your game antics rather than taking people's views and the criticism they give as it is. I don't see anyone suggest that Arma 4 becomes squad, We were having a discussion about ammunition and it's management. points were made, comparisons were made and it was constructive and I wish we could keep it at that.
Yeah it feels really tactical when people just drive their vehicle into a base and run everyone over. Or getting killed by invincible players who just spawned at the objective as you're holding down F on the radio. 90% of combat I see is two jeeps driving into each other. VERY tactical! I also thoroughly enjoy standing at base not doing anything for 30 minutes just in case the enemy uses the MHQ to try to take it. Or when I'm having fun at one objective and then without warning the enemy wins the game because I wasnt standing at base. That definitely feels epic. It's also a ton of fun being a guy with a radio and sitting in a bush for 15 minutes while your team spawns on you and attacks an objective. Or having to stand in a zone the entire game and not do anything so the team will get the points for it. I also love spawning at base whenever I try to spawn somewhere else because the game gave me no feedback about where I would actually spawn or why. It's super realistic that everyone carries a sniper rifle or two SAWs. A lot of fun that most objectives get taken without a fight too.
Again, I don't play squad but the videos I have seen of it look way more enjoyable than Conflict and C&H.
And this there are no tactics talk is complete BS. Every open world FPS definitely has tactics. Or at least I have yet to see one that doesn't. You make a big deal about convenient spawn points making Squad less tactical but Reforger has those same mechanics they're just worse.
I don't understand why people still compare Arma with Squad... because they are 2 completely different games...
Squad is basically Arma for those who don't have the patience to play a real simulator.
You make a big deal about convenient spawn points making Squad less tactical but Reforger has those same mechanics they're just worse.
And this is why I don't play Reforger, because the game is becoming too mainstream with terrible mechanics to please the masses (and console players)...
But the problem is not the engine or game, but the people trying to play it... Arma was never really designed for PvP, but it kinda worked and now it became the main focus of AR and people still complain about it...
Realism is important, but I'm still glad I can get Arma'd with glitchy bugs, otherwise it wouldn't be Arma 🤣
I'm comparing it to Squad only because the way the objectives work in that game and to some extent respawns is far more enjoyable than what AR currently has. The realism when it comes to loadouts is also far more realistic. You're not fighting squads of snipers or people carrying two saws.
I've hardly ever even played PvP in Arma. I'm only doing it because it's the only real option given how bad the AI is right now. I played PvP in A3 maybe 3 times in the 4.4k hours I have in it and I didn't particularly enjoy it. But I'm giving feedback on the current game modes because there are things that can change that will be more enjoyable. Like in Capture and Hold not having to stand in an objective that no one is attacking for 15 minutes to keep getting points from it. And it turns out, Squad does some of those things right imo.
I will say there was a great mission I played in Armed Assault one time where INDFOR and REDFOR both needed to secure a BLUFOR pilot. Because the pilot on BLUFOR and the rescue team on INDFOR were on different teams, comms had to be done on Global comms which meant REDFOR could listen to their plans and they had to be creative about how they decided to meet. REDFOR had to make sure they could respond and block them off from Corazol. That was a fun MP game.
I’m sure it’s currently being worked on in some way and I know it’s been mentioned by other players and myself before, but we desperately need higher player cap servers. Through official or community servers dosent matter. It’s just tough only having 1 server with 64 man conflict and I wish we could hear something about it being close to returning or at the very least hear they are looking into bringing them back soon
There is bunch of guys points here which I agree with, especially about Conflict ruleset and gameloop
Those are being tweaked according to how it works out on actual public servers, internal playtest, but mostly your feedback.
C&H ruleset is very simple and proved to be very fun to play - assuming you have enough people on the server of course.
I think next logical iteration would be big area to gain control over, KOTH style. That allows for gameplay outside and inside.
Most fun (tactical at least) I've had on C&H Morton where objective placement forces you to play with suppression and denying movement.
With the rework to capture points coming, I think each point should have two layers to capture similar to koth but with a stationary hard point.
Players inside the hard point (which is located around the radio tent and is small) count as two. Players inside the bigger capture layer counts as one.
One suggestion, if we can save our load out in Reforger/A4 and if we die we could just load that load out. Less hassle and it won’t be annoying if we get shot/die.
What if you spawn on a radio?
- You wont get option to equip loadout.
What if you spawn on base with an item missing from your loadout?
- You will get other items that are available but won't get items from loadout that aren't stocked on base.
What if an item's missing from base that was in your backpack as loadout?
- You will equip everything that's stocked at the base or vehicle or ammo dump but if an item is missing (even from backpack) you wont equip it and it'll either be default or slot will be empty :>
What if people you spawn on a radio and guy is driving vehicle with some ammo or guns in trunk?
- You will take items in vehicle that are stocked and rest will be empty/default.
I guess that explains it better.
One more suggestion
If we can get that audio setting (just like squad) where you can switch certain radios like platoon or specific frequency on left speaker and local voice on right speaker? (or vice versa) It would certainly be a good thing as right now it’s so annoying to follow up on local chat and radio.
(copied it from my general chat thing, dont mind lol).
C&H ruleset is very simple and proved to be very fun to play - assuming you have enough people on the server of course.
I don't think I have seen one with any people on it in months. And when it was around it was normally fairly low player count which often meant people had to stand in a zone that wasn't getting attacked doing nothing or else lose the game.
Agree with you on C&H Morton. That one was a lot of fun the one time I got to play it with a lot of people. If I remember correctly, there was only one zone so it was constantly under threat which made staying in it enjoyable. In C&H Le Moule though, it was common for some zones to not get attacked especially at lower player counts so someone just had to stand in it and listen to that radio playing music
Part of me likes not being able to set that at least on MHQ and Radio respawns because it acts as a punishment for forward deployment and means you are a little less prepared unless you can get to your previous body.
Nah, if u have those items on base then u will have it as part of loadout, if not then it'll be empty or default.
So if you spawn on a guy with a radio backpack you just get the normal M16 loadout then?
ye normal loadout, if u spawn on people loadout wont work, if u spawn at a base with those things stocked then u can have it as ur loadout
Even if one thing is missing (for example backpack) u wont get backpack and items in it as part of it.
Okay. That makes sense to me then.
Squad is basically Arma for those who don't have the patience to play a real simulator.
... we really playing the 'real simulator' cards?
So basically if you want to get close to the action again you become a regular foot soldier, if you respawn at base you can take whatever you want. Fair trade-off in my book 
compared to Squad, 200%
Probably in some ways but you can repair a tank much faster in Arma than you can in Squad (from what I've seen) as one example of more realism. I mean it isn't realistic either way but it taking longer is more realistic to me
@stray frost check my suggestion again.
Makes sense. One situation you left out is respawning on MHQ. But I imagine that's kind of like a mix of radio and inside vehicle
Ye, if u have it in trunk u can get it, if not then it'll stay empty or vanilla, if that makes sense xD
Im horrible at explaining things
Nah you're doing fine. It's just an easy to overlook option.
Arma please don't turn into squad, that game already exists! I've never played it (nor wanted to) but if I wanted to I'd buy squad...
I love taking the good bits of other games.. arma scale is unmatched so I don't think we ought to worry about it turning into any other game.
Especially not when Bohemia has multiple times since launch differentiated between Arma Reforger and Arma 3 (and thus presumably Arma 4) in terms of scale and scope
Assuming that Bohemia keeps to the originally-announced-by-Nillers schedule, we can expect the Reforger to leave Early Access by the end of May 2023, come to PlayStation 5, then the company shifts focus to Arma 4 development... which admittedly will incorporate feedback and lessons-learned from Reforger development
Man, it's a shame that I missed out on this conversation earlier; but I'll give my thoughts now.
One of the things about graphics in games is the distinction between functional graphics and eye-candy. In a game like Arma, shadows, render distance, smoke/transparent materials, and proper anti-aliasing can make or break the experience. Nobody wants to see the pixels of another person hiding in the grass 500M away shimmering through a cloud of smoke that should be concealing them! Having fully modeled fruit sitting in baskets or high resolution reflections tend to just be something that game journalists and reviewers gawk at and then promptly forget.
Having toilets that you can flush and pianos you can play is a funny little surprise, but please don't let that line of thinking overrule the mechanics that are most important to gameplay. I know that BI has avoided this better than many other devs, but bloated features that don't add to the experience are one of the primary ways that games and software as a whole fail to be enjoyable to play/use.
Do you all get the gist of what I'm saying? (I'm probably not awake enough for this 😆)
Feedback except for 'please make Arma 4 PC exclusive' that is... seeing as the Arma Reforger Branding and Marketing Guide said that both games would be coming to consoles 🤷
Running up something like this should slow you down. It doesn't feel like it does currently. There is a angle where you can't run up it anymore and another angle where you clip through the ground and fall into the water under the terrain but there should be some angle where you're slowed down and it doesn't feel like there is.
ignore the horrible looking hill. I was just testing out the whole running up slopes things
It might be a minor thing in the grand scheme of development but gear clipping is off putting and a mood killer.
for the game master ive been using the wrecks and some of the vehicle wreck float above the ground. that is a minor thing but it should need some attention too.
Oh hell yes, I just realised Reforger handles magazines and having a round in chamber as separate things, as it should. This is awesome 
So bullet-in-chamber is finally vanilla?
Yes, there's a separate "round in chamber indicator", looks like a cartridge.
the machineguns do it too ;3
shit, I lost my M203. I just realised UBGLs are removable too 
Now I have an M16A2 without a handguard, but it works anyway
Why not join one of the running Game Master servers?
no one is doing anything i searched and searched for a server that wasnt modded cause i dont have those and no one is on so thats why im here
unless i just have bad timing and everytime i join reforger no one is on
When I posted my message there was at least one Official Game Master server with 13 people in it and some others with a few more. And I think you're supposed to ask things like that in #looking_for_game anyway
And right now there is one with 19/32. That one is called [OFFICIAL] - Game Master Eden - 11033533. I found it by going to the Official tab and arranging the servers by number of players.
Please allow reversal of the automatic bans. Far too many times players have been banned in our server because they were a driver of a vehicle and their passengers died.
whats going on? automatic bans?
Different movement speeds is one of those ideas that sounds good on paper, and is usually just plain terrible in practice.
I like it
It would be great to see ability to paint identification marks on vehicles using a spray, like famous Z marks seen in Ukraine for example. @north portal
Little out there but it would be great for us Xbox players to change our igns in arma like hell let loose let’s you do
I want it too
If it happens and when, that's unknown yet
if they do add identification markers, i hope they make it so the player can place them, like being able to paint a white star on the sides, back and front
Reforger really needs to add a Sharpen-filter as a PP-option so everyone stops complaining about it feeling like Squad or Insurgency. I genuinely think that's a big part of A3 feeling very different from Squad.
i would also love a sharpen slider like in A3, i need my extra sharp image
I would put Respawns as a fairly important thing to fix in Conflict. There doesn't seem to be any way to tell whether you are going to spawn at the place you picked or somewhere else. Not to mention the timer disappearing doesn't help. But I kept picking a camp to spawn at, it had 6/6 or whatever on it and no countdown. It was connected to base but I was never able to spawn at it. I just kept getting tossed back to base.
And then people with radios in vehicles when the vehicles are full doesn't allow you to spawn. The icon for them should change or be a different color. It's annoying waiting for 30 seconds to spawn on someone. Getting sent back to base. And then having to wait 30 seconds to spawn on someone else.
You know it's crazy, I got mad, uninstalled the game and then I saw a bunch of patches and a roadmap and I thought, "if they are adding features and talking about a future, they must have fixed their servers" but no, no you still have a multiplayer game where the servers kick you out every 10 minutes, stopping you from being able to actually play the game, and no singleplayer at all, so it's unplayable garbage, good job, why are you working on adding ANY new features, when you haven't even made what you already have, playable? You think it's a good idea to add crossplay, when you have broken server code? I really don't understand this dev team. I was actually so pumped to play this game, even though I hate pre-modern shooters, and I'm a HUGE Bohemia fan, I've literally bought all of your games and dlc, but with this bad of a launch I think maybe the people who made the old stuff are all gone or something because this is garbage and I don't see any talk about addressing the server issues, you are just pretending they aren't still happening.
Click on it, wait for the timer to go down, click on something else then back to it and press space.
That's what I do and it still doesn't always work
Because the devs working on the roadmap content aren't the 'fix the netcode' devs
They must be because crossplay is netcode.
Which makes me think, there are no "fix the netcode" devs
Crossplay wasn't on the roadmap... I'm thinking 'who's working on the mortars or on AI commanding'
I don't see how that's relevant to my point in the slightest?
The only thing I said about the roadmap was it made me come back to check out the game, and it's still broken.
Gotcha
The main thing I can find on netcode in general was from a month ago:We are currently working on addressing other related bugs. Because of complexity and difficult reproduction, we had to develop tools to better diagnose the causes. We are currently using those tools to investigate known repro-steps and your feedback. We are confident that this method will lead to significant improvements in network reliability.https://reforger.armaplatform.com/news/dev-report-8
Beyond that, it's a wait-and-see... and seeing other players' experiences
The ai in this game are stupidily accurate, really off putting
This is how the game is played with the current spawn system : https://cdn.discordapp.com/attachments/329978448938532868/1008463031308656800/unknown.png
Everyone can spawn on everyone, it's like battlefield.
I don't mean this to devalue your feedback, but I think this is sort of funny to see, given I'm used to hearing people talk about Arma 3 AI being all snipers all too often and the Reforger default accuracy I find much worse in comparison. 😄 They do tend to hone in though quite quickly. Can't really peek the same spots or stay out of cover too long.
yep, wish we had to deploy radio backpacks to spawn rather than just spawning on moving players and that there was a lower limit for said deployed radio backpacks
like squa...
Yeah my suggestion was to give such backpacks to group leaders only
And only their group can spawn on it
the whole group or squad stuff on Conflict is a farce in my experience though
people just join one, ignore each other and attack the main objective
welcome to public servers...
yep unless you enforce the use of squads so it benefits the players to work together this is the outcome
While I can understand the frustration, please know that we are fully aware of the known issues regarding connection, kicks, and crashes. Unfortunately, there is no silver bullet to fix them all at once, but we are finding lots of the most common causes and working to remove them as we sort through the systems. It's not that we are pretending they don't exist. In fact, we've tried to address issues like these in almost every update and/or Dev Report. We're sorry that your issues with the game haven't been addressed, but hopefully we'll resolve them in upcoming updates, even if we have other features or content being created simultaneously.
im really impressed with enfusion, the laymen just dont understand such improvements. I think BI is doing good work, hopeful they continue with providing a good framework for the community to expand upon.
I don’t get why people act like the devs aren’t doing anything. Things have been pumping out fast and a lot of things have been improved despite still having to deal with other issues present in the game. You’ll almost never get this with other devs in triple A gaming or other devs from other games like HLL or Insurgency. The devs here impress me with keeping us informed and are taking our feedback without having to wait months to know if they did or not
They're somewhere between 100% accurate and 0%. I watched an AI in the same hallway as another AI and he missed his first 15 shots and probably hit on every side of the guy. I watched two 5m apart empty their mags and not hit one another too.
i know right, one time i was playing and it was pitch black at night. i was taking cover from an ai, when i finally decided to move i get shot immediately.
no way he could of got me so accurately
I agree, more user-friendly and powerful game master and easier time making gamemodes and mods too
fwiw Game Master changes are on the roadmap... though I imagine that what you mean is a version of Eden Editor, however who knows if that's considered 'within scope' 🤷
there's also a very specific thing that annoys me so much in arma 3 that I would really appreciate if they changed in arma 4, the "overhardcoded" teams system (and consequently, hierarchy system). Setting up a mission like wasteland where as the independent is really "independent", i.e. use of renegade system maybe unnecessarily repetitive and inneficient
if the game master really gets more powerful (e.g. more complex objectives, scripting, etc.) there isn't much need of a "edenlike" editor
From what I can tell some Enfusion/Reforger modders are using something to substitute for 'civilian', so we're not quite at DayZ's factionless under-the-hood yet
😔 while I was messing at the enfusion engine there were somethings at the factions system that really seemed to be modular, really sad to know that maybe it's not exactly the case
Definitely look to modders for clarification on this point, they're closer to this... indeed, the modularity that you saw may be more correct than my understanding. For example, this is what I read from a week after this game went public: #enfusion_ai message
I take it that you've already seen the roadmap-to-1.0's Game Master updates?
I had seen the first, but only now I noticed the other two to be honest
Sorry, I just took a closer look at that link and saw that un-assigning factions is a thing:
klamacz (see who he was replying to for the context on this first one): It calls IsFactionFriendly or IsFactionEnemy on factions, which can be scripted and you can have some more logic there but then also: If you want civilians, unassign the faction. I consider FactionLess being closest to civilians logic.
The electricity system sounds really promising
nice! seems like it's also possible to add other factions, perhaps with a script it would be possible to dynamically create factions ingame
one of the things which would beneficiate (idk if its a word) arma the most would be something like "modular plug and play gamemods"
like, in Arma 3 it was possible to play anyway you want, but to make suitable gamemodes do as you want them to do was very time consuming and somewhat hard
of course it's extremely hard to do something like this in a way that it is so powerful that doesnt require a lot of preparation, but every enhancement to this would be major
Linking waypoints with specific entities (e.g. waypoint for destroying a specific vehicle)., placing artillery strikes/smoke shells/other effects, and Multiple Save Slots for the playable content (Game Master and Conflict support by default). in Air Assault, and Sharing your saved scenarios with others. for Game Master in Final Strike...
nice
I just found this:Character faction affiliation determines faction to which unit belongs to. Unlike in previous Arma titles made on Real Virtuality engine, characters in Reforger are no longer divided into few hardcoded sides but instead, faction system is used. In this setup, it is possible to setup alliances between factions in more flexible way depending on the mission creator needs.https://community.bistudio.com/wiki/Arma_Reforger:Faction_Creation#Changing_character_faction
😁 🥳 🥳 🥳 🥳 🥳
Keeping in mind that this is with the World Editor, not Game Master...
adding face paint would be a cool feature in reforger, hope a mod manages to pull this off or the devs decide to take on this feedback and add it in a later update.
Until the issues are squashed I hope complete attention is spent fixing bugs
Painting in general would be nice like being able to put identifications on vehicles to know there freindly
yeah on pc you can...
I don't like whatever dev placed all the buildable structures. The machine gun nest is basically useless because of how poorly postioned most of them are
I almost feel trolled by the dev team lmao
fwiw, come Ground Support: Services and fortifications can be built anywhere near the supply source. in Conflict Mode and in Final Strike: Bases won't have predefined places, forcing the opposing faction to locate the opponent's bases first.
Bases can be built anywhere on the islands.
The only limitation is the radio range and the number of supplies. Quotes from the roadmap to 1.0
Noice that's exciting
Well they are stuck in their placements for the moment, they are rotatable!
Fortifications being buildable anywhere (not just rotation) should definitely be a game changer in Conflict... though I wonder if the AI will be able to account for that, both when manning said positions and when attacking them
That might be why it's going to be so long instead of just being released now? So the AI can recognize and adapt? I don't know, it's a guess.
Yeah, the game is officially MP focused and there's little in the way of AI capabilities promises on the roadmap so I wouldn't hold my breath... still, I suppose that once the placements aren't stuck you won't be able to just 'know the map' by looking at an overhead/top-down view in the old CoD style when it comes to a given base, and that's before the bases themselves are no longer fixed in place
Not being able to Bipod has reinforced fire and maneuver. I almost dont want Bipoding back. I also a huge fan of the current infantry and light vehicle focus.
Idk if it’s even possible but if there was any way to hear noise around a player over their radio’s, like hearing gunshots through friendly coms. That would bring a whole new level of immersion
fire and maneuver by which you mean people driving jeeps into one another, getting out, and strafing left and right as they try to full auto each other? Instead of doing the proper thing and having SAWs setup on their bipods and doing bounding overwatch?
wouldn't expect you to know that <gif of Colonel O'Neill hip firing SAW on full auto in Allegiance> /s
I’m having a major issue with in game mic not working at all no matter how many times I reinstall the game or restart my MAC address idk how to fix it
probably more of a question for #reforger_troubleshooting
I have that’s why I’m said something about it here for feedback
Are you sure because search isn't returning any comments from you for me
... other than "he's on Xbox" which was posted almost two months ago
I see thank u then
With the cover/adjust stance combinations(Console); Will there be a toggle feature? I ask because I have an excellent button mapping to make this extremely easier for console players. Currently, we have the combinations of RB +Right stick to adjust stance. If it was a toggle + movement stick then it, in my opinion, would serve as a more ergonomic gameplay feature. Additionally, being able to move left and right could be enabled with the sprint button followed by the movement stick.
Will the button remapping have functions of mapping like Arma 3? Will there be Button combination, Modifiers when held, to switch buttons, and double tap and hold for remapping?
I think it just promotes call of duty style running and gunning. Long range engagements are non exsistint because LMGs are useless at range unless you lay down but then there is just grass all in your way if you do that
Hey guys. 1st TAG owner here. Want to update on modding and stability and such. Its been really fun, but somewhat frustrating as testing usually gets to be. So far, all mods are working for my guys, after the various downloads, redownloads, seagull/water screens, and restarts, once they finally work, they work. We are using a nitrado serv pc based with crossplay enabled. Dhalgren, who im not going to tag but want to thank, that tool has been invaluable and we absolutely love it so mad props and huge thank you 🙏 we are slowly adding more quality of life mods for gm and general clients over tine. The guys love it once they finally get sorted.
Additional, for those wanting to get mods in to their own server, it seems load order in coding them in to the json files, and then how the client downloads them in order helps a TON 👌
@stray frost well i mean your only effective as your team... So take the drivers position. I have had matches go both ways. Team leadership goes a long ways.
@stray gyro Long range engagements dont exist? 5.56 and 7.62 are the most common rounds and your using iron sights... How far you expect to be shooting? Average engagement for me is 100-300ish meters.
Nah running the jeep up on points and shooting under 100mm is the most common engagement against Other plays
If people can't bi pod accurately or can't lay down with out view being obstructed the fastest way to take points is always storm in with a vehicle
full screen option would be nice
Wow, I just placed down 72 vs. 72 men US vs. Soviets in Game Master, and joined in as a random grenadier. Reforger ran the same 45 FPS it always does when the map is empty 
dunno if that means that your hardware is low spec for Reforger, but that also sounds like 144 AI didn't impact FPS at all for you... a good thing?
I would've placed more but GM wouldn't let me 😭
hell yeah. I'm pretty sure I'm capped by my GTX 1060 6GB, cos tweaking graphics settings has direct impact on FPS.
Heh, at least from what I understand that either may be subject to change or can be modded... and from reading what you said, tweaking graphics settings has direct impact on FPS is a sea change compared to the previous games
Exactly, I'm waiting for those Radeon 7000 series cards to drop now.
See the most important thing I've been wishing from Arma is improving unit/AI performance when placed in large numbers. But it's also nice we got fully furnished houses, and are getting working electric grids and light switches in houses, too.
I wanted bigger battles most of all, but all the little improvements to make to world feel more alive are also really sweet.
Keep in mind that the AI is fairly basic at the moment. Or at least feels that way to me
Yeah, the AI is just plain stupid.
Flashlight/torchlight shines through the floor/ceilings inside of buildings on xbox version
More of a request than feedback. Static Mil radios should be able to communicate with player radios. When looking at different parts of the radio, players should have interactions to turn on/off, change frequency, change volume(not even a feature with current comms systems). Speaking with the radio should be handled by interacting with the handset sitting on the radio and then speaking normally as you would handhelds. When the players moves a certain distance the handset automatically returns to the radio and transmissions stop
radio sound is heard through the speaker like standard civ radios
Was just sitting here waiting for my brother to set something up not even touching the control and it dashboards me
All this that people say delete the game and stuff and re download mods manually does not work as it still throws you to the dashboard on console. Weather its in a community server official server or even looking threw the workshop. It still kicks you to the home screen.
Does anyone know if AI's are getting a re-work as they are dumb as shit but they are way to overpowered in health (compared to player) and accuracy?
if you think they are hard here, they are easy as heck compared to Arma 3 AI
LOL
I agree, I've seen many people say the AI is like an aimbot-terminator, but I found their shooting precision to be much more tolerable than A3's was at launch. I think it's just right.
They have exactly same damage model
It actually will get a bit more difficult. We are adding ballistic tables so they will be able to aim precisely even at long distances.
Ooh, are you going to give them like various aiming points/sight settings, like setting their sights to 300m, 400m, 500m? So they might have more vertical error at long range?
I'd like to see the AI make more human-like errors with their shooting.
<people complaining about AI aim>
<me watching two AI empty mags at each other at point blank range and missing every shot>
Besides what klamacz said for their damage and accuracy, behavior-wise the under-the-hood fundamental changes to AI have made them moddable already... for example, here's a video of them seeking and making use of cover with greater frequency then the vanilla AI (currently) can: #enfusion_ai message
There are AI changes announced on the roadmap but they're not what you're looking for... come Q4 2022's Ground Support update AI is able to drive all ground vehicles present in the game. with On-road ability., you'll finally get the ability to command them (albeit the commands are barebones... Move, follow, mount, and search and destroy and/or target), while in next year's Final Strike the AI will gain the ability to operate the new mortars and will by default occupy the new HQ role (defines the objectives for the faction) in Conflict mode and can conduct supply runs in Conflict mode
I'm waiting/hoping for when the AI can be made to do an "URAAA" charge, everyone firing random bursts from the hip to suppress. (or switching to semi if too low on ammo)
Yeah maybe don't do that, we can't aim that well at longer distances, except for the few scoped weapons, and the biggest problem with Arma 3 AI, was they had perfect aim and could see through brush that humans can't, the AI in Reforger right now has a pretty good feel difficulty wise, they just don't react fast enough.
That would be an interesting addition to the existing rush behavior
so you guys are going all out and want this to be as realistic as possible so A.I's will actually get supplies?
and thank you @misty lantern @north portal for responding to my query!! is this link that you sent me about the AI controls is it available in the workshop yet?
I just don't understand why I am an cbox player and wr have a pc player who has created a server and I can get in maybe few others and the rest can't get in. This makes no sense. Please don't tell me to delete the game or mods as we have all done this a thousand times. I know the game is in the making but if it wasn't this ready yet it shouldn't have had crossplay or mods yet or anything
All we keep getting is people pestering us every 2 mins we can't get 8n we can't get in. We join other servers and it still does the same to us there too so what's going wrong is the ma8n question.
I'd happily be a game tester 😂
Might be doing it wrong. Are your guys downloading from the server browser or workshop? They have to delete all the mods, delete the game, reinstall game, and install mods from smallest to biggest via workshop, one by one. It’s worked for all my guys having issues and we have 19 mods in our server currently.
Sidenote: we're definitely looking into this issue. This shouldn't be a necessary workaround. 😬
Thank you for the update! 🙌🏽
- I'm not and have never been employed by Bohemia Interactive in any capacity 2) No, the AI commanding is anywhere from two to four months away 3) the mod whose video link I sent was a work-in-progress mod with unknown ETA... although they said that
Right now i'm mainly tweaking and optimizing thing's so it should not take too long till i can release something and give ppl the chance to turn the T-800 A.I. into something more human like. 😉
chortles seriously man thank you for the response the will help to stop asking questions about AI's lol
Everyone had done that. We also had a message pop up when we got kicked out of an OFFICIAL sever so even that's messing up shouldbt require a delete even though many of our members have done that
Hmmm I don’t know what else to say. When my guys were struggling to get it working, it’s because they didn’t do it in that order and when they did, it worked.
Fair enough. I'm guessing it's because of it still being a game preview
Just a silly idea but imagine if we could drag downed soldiers to cover
decent chance of that being added. after all, we're getting unconscious states and ambulances. might need a way to drag someone into an ambulance
drag body to inventory
lol
I was thinking like a hold Y or hold whatever the default button is for opening a door on the pc version
Is there a plan to increase the AI limit above 200 in the future / Arma 4? for CTI mode caps out with 20 players commanding 10 AI each, not including AI spawned at AI faction towns.
Also please teach AI how to use grenades and under barrel GP's.
Game pause the download of mods when I alt tab out of it. not good.
Just had a custom mission at night. I must say, walking in the dark, with just flashlight. It really feels like real life. That discomfort not knowing where you are... not wanting to stray away from known position too far. That lost kinda feeling.
Can't play while a mod is downloading in the background. not good.
The download get canceled if I join a match or open game master.
My game chat lags and then kicks me out of game
Next patch solves this
Clipping of US helmet straps with some faces
❤️
We drive a lot in this game, it's the main way of transportation. Vehicles going 20kmh at a 20 degree incline sucks the joy out of the game.
i kinda want a cruise control feature
I've had success with a rubber band holding my controller trigger
me too. the ability forward twice and let the vehicle go forward would be nice
Camera shake really makes the M2HB, but this weapon's FX could be so much better. There is almost no animation on the weapon, ejected shells and links are so weak you really have to squint to see them.
i agree, i thought A3s .50 cals were kinda weak feeling
Bug 1
Okay, I got a crash in multiplayer:
Screenshot: https://imgur.com/a/ACubbfv
Bug 2
One more bug with multiplayer inventory:
Screenshot: https://imgur.com/a/gPN3haK
Bug 3
One more bug I found in multiplayer inventory:
Screenshot:https://imgur.com/a/FyTXgJh
Did you check the Feedback tracker (link in the description), because I'm sure those bugs are already known, fixed or can't be replicated since no one is giving actual information about the issue.
Eg. bug 1 is known, although extremely hard to replicate, let alone debug and fix. But that is an ongoing process.
Bug 2 and 3 seem like (extremely) minor issues which I'm sure have been fixed already, if someone actually reported them the correct way.
Lol if fixed already I should not get those...
I didn't say the fixes got released already
durras broken brick wall lod issue
Aha xD different things
We’ll see ;)
Collision with a another player causes both players to get “stuck”
@bohemia for ping something. Please, it is VERY necessary to prioritize errors related to Replication. You can't finish even a single game on a +20 player private server with a VERY powerful server and a 1gb connection, either vanilla or with mods (which makes it much worse).
Please Bohemia, the new content is obviously necessary, but you're going to end up killing the game (just look at the current playerbase) if you can't finish a private or public game on any server without crashing half the players or the entire server. Please, stop ignoring replication reports in the feedback tracker and prioritize all efforts on solving these issues and not on bringing Helicopters or new features, being able to finish a game I think is the highest priority as a feature for a game like this.
All efforts on replication already take priority, and reports are not being ignored
Also the people who implement helicopters and new features, are not the people that work on the networking issues. Different people can do different things.
I just want to be able to save my sp/mp conflict progress...
save loadout still doesn't work...
was said that it would be fixed, but still isn't
The update for it hasn’t came out yet
tiered of not being able to do more than 60 FPS in full screen (1440p ultra 3090 Ti OC'ed 600 W + 12900KS 5.2 GHz + 32 GB DDR4 4000 MHz CL14)
but at the same time more than that is not a problem, but only in windowed
when will this be addressed?
no g/v-sync, no FPS cap in nVidia driver or in the game itself.
when I cap FPS to 30 in game video settings, it caps it to that in full screen.
but when I set it to unlimited or 120 FPS and more, it still does only 60 FPS exactly, unlike in windowed where it's not a problem, with all same driver/Reforger settings
weird, I don't have a pc master race reaction emoji 
Me too
We need 64 player official conflict servers , the playerbase is drying up . Even in modded servers the only one I’ve seen exceed 50 players is the powerbits server. We are losing the initiative ,copy hotdog 7
ill yeet up a 64 conflict for 48 hours, see how it goes. atm im 10 pop for mod testing.
saw a max 62 GameMaster server yesterday. Hammerheads server
Problem is 64 player servers don't really work; half of rounds on powerbits end in server crash.
Easily the most fun I’ve had since launch tho, and that says a lot seeing as this game has already burned hundreds of awesome memories into my mind. If anyone related to running that server is in here y’all are deadass carrying Xbox multiplayer ❤️🅿️
@fair dove The roadmap has Multiple Save Slots for the playable content (Game Master and Conflict support by default). penciled in for next year's Air Assault update
Next year really? That's why I haven't really been playing much... It worked fine on launch, why would it break for an entire year? That's frustrating!
I wasn't aware that it ever worked... in hindsight I may have been thinking of something different than what you were
I think first or second update broke it
First player progress broke, then map progress the following update
In that case I definitely believe that I mistook your intention... and thus no ETA on when this would be fixed then
I hope you're not right no offense lol if you are, I bet I can learn to script it before next year!
...at least the map progress save
Third update if I remember correctly, then it stopped saving on server restart/crash
I don't believe I remember player progress ever went beyond a restart of a Conflict match. So if a Conflict match restarted with the server, for example, player progress would be reset as well. Regardless, this has definitely been requested quite a lot, so I know the team is definitely aware of it.
Player progress has been broken since the start yes but at the very least we want map saving back
Thanks for confirming y'all are aware! 😎
Clearing destroyed entities should clear items dropped by dead enemies as all the weapons can cause lag in a large conflict
It’s a known suggestion, but I’ll make sure to bring it up again. 😉
Even on a simple GM mission of +20 players cause a small desync
Mmm. I'm wondering if the approach I used for my "Autowalk" mod would work on vehicles... 
there is a garbage manager but (at least in GM, on a server) it doesn't clean dropped weapons and items
I don't know why
maybe they can have a sleeping bag that is filled with the dead's kit like in bf2 for garbage collection
wouldn't help with items though
I like crashing my car into floating smoke grenades
I made a feedback ticket for this as well a few days ago, you can subscribe if you like: https://feedback.bistudio.com/T167167
I suggest adding back the virtual arsenal and “virtual” vehicle arsenal into the main menu. Especially for playing on game master servers. I think you should be able to “edit” a loadout for your soldier from the menu without having to join a server and set it up every time. Like you are able to with arma 3. Same thing with being able to see the vehicles from the menu and select their loadouts and edit it.
Also having the virtual range in there would be nice as well. Where you are able to test out different weapons, vehicles, gear, change your characters face,explosives.
Also allowing you to use modded vehicles (ones you have active from your workshop downloads ) and weapons while in the “virtual box” would be a nice addition as well. So that I can quickly test out vehicle or weapon mods without having to launch an entire GM solo match.
I just imagine porting over the virtual arsenal main menu tab from A3 to AR
Just noticed the character model could use some adjustments around the shoulders : https://i.postimg.cc/6QM6wfJy/Capture-bug-arms.png
Agree and i have to say that I have tried to copy loadouts between players ingame and isn't a trivial stuff (I still not finished it). I hope they add some SCR_loadoutHelpers to make some stuff easier. I should add a ticket with this maybe
it would be cool if they added radios into the cars for extra immersion
There's a mod for that
That’s awesome. Hopefully it becomes true one day in arma.
wasn't this like specifically what the devs are aiming for? for a "simplified" arma?
trying to download/update a mod when joining a server still seems broken, still have to do the workshop download workaround, which also requires you to know what mods the server is running...
conflict saves are also still broken. 
Makes sense that something that wasn't included in the update didn't get fixed
Weapon RECOIL : it's alright right now.
Weapon Resting / Deployment 👍
Weapon Sway 🤮
Weapon Suppression / Explosives Supression 🤮
Weapon Muzzle Effects 👍
Weapon Ammo Counter : don't mind it either way
Weapon Sounds : don't mind it either way
Launchers 👍
Grenades 👍
Bullet impact VFX 👍
Stamina / Climbing Walls 🤮
Character Movement : don't mind it either way
Footsteps 👍
Hills / Mountain Terrain 👍
Foilage / Bushes / Tree branches 👍
Wind Effects : don't mind it either way
my constructive feedback to your feedback.
Any solution or suggestions to spawn in the selected location? I'll spawned in the wrong spot 4 or 5 times.
Freelook (on xbox) should have a toggle option, though I'm sure once mkb support is available on consoles this wouldn't be as necessary.
Would be nice to see what mods a server is running in the server browser instead of just how many. Like maybe click on the puzzle icon and it brings up a mod list.
So, this feedback is about Reforger, just not the game in particular. I'm a humble machinist, I'm not a modder, a computer programmer, or a network specialist, the most intensive thing I ever did with my PC is put it together. The reason I bring this up is because I read the update changelogs for Reforger and I'm not getting the information I want. I don't care if the wibblederp bandwith to the dingleberry parameter function is optimized, I want to know if I can actually fire up the game and play for more than ten minutes without being disconnected from a server. I'm sure all that technical stuff is fascinating and useful to lots of people, but give us a simple Yes/No at the end of these update logs to the one most burning question from the rest of us: "Can we play?".
that depends on the feeds and speeds of your computer
since your question is subjective it'd be impossible to answer it for every player, detailed patch logs are helpful for me because I can see the specific crashes I've experienced being fixed
Of course it's subjective, but after a certain threshold of fixes it's certainly possible to say "Yeah, the issue is mostly fixed." or elsewise say "No, the issue is mostly still affecting users."
it's not ever just one issue, different people reported different issues
most of the issues that impacted me are gone
Id have to come over, fire up your computer, and try to play the game to tell you if you can play or not. So I imagine the devs would have to do the same.
The issue with this, is the second we’d put something like “yes, it is mostly fixed” and you have one person who gets disconnected or crashes for any reason, they will immediately say “no it isn’t. Stop lying.” Then you have a failed expectation and lost trust. If you say, “no, there are still issues affecting players” you’ll get: “Why isn’t it fixed yet then?!” The average user doesn’t judge their experience based on the majority of users. Therefore, there are no positives to statements like these and it’s far more nuanced than finding an ambiguous threshold.
The best we can suggest for now is try for yourself and see, but if someone is experiencing issues, report it and we will continue to resolve issues over time. 🙂
Related to what Nillers said is today's Dev Report... a paragraph from that:This week we released the 0.9.5.116 minor update that fixed some of the previously mentioned issues for a smoother multiplayer experience. For example, the problem with an unfocused application during loading should be now resolved. We still recommend running the game with the -forceupdate CLI parameter, however. Additionally, one of the kick issues we found and fixed related to how replicated items are initiated in a multi-threaded way. And lastly, a few crashes related to connecting or leaving modded servers were found and fixed. There may be more cases hiding there, but we'll keep seeking them out and prioritize finding more types of crashes, kicks, and disconnections. Also, please continue doing what you are doing and report your issues, it's a tremendous help for us.
I have a quick suggestion to make.
While I know the devs are most likely busy. I'd like to ask if there could be options for gamemaster to select what is available in the arsenal for players.
As for instance. Removing the smoke grenade from an arsenal crate.
Is there a quick way to select smoke grenade? Currently you have to consciously put smoke grenade in in one of the quick slots. (frag grenade default is slot 4) But sometimes I just forgot, and when I need to use smoke, I have to go gear menu and put the smoke grenade in one of the quick slots. Or is there another way?
It is being considered to move them to a separate slot.
is this where i come to report some bugs
read the channel description
where is
top of the page
could you just tell me yes or no
no. this channel is mainly for discussion. official bug reports go here:
https://feedback.bistudio.com/project/view/66/
ok
Had a good few hours on a high population server on xbox today. Some frame rate drops but other than that no issues crash wise.
A bug I've noticed is when in the pkm machine gun bunker when on the gun the player camera/player slowly drifts to the left eventually being not even close to the gun.
Also I've noticed that the humvee doesent seem to have a turret storage for ammo. Not to mention the requirements to wear a backpack to even transport the ammo to the vehicle. Will we be able to maybe pick stuff up to our hands to move large ammo boxes rather than needing a backpack.
Replication error persist, played a mission with 30 player yesterday and crash all server 40 minutes later with a spamming of replication errors on console log
M16A2 model bug:
Butt Stock does not properly meet the receiver resulting in a small slit which can be seen through where metal would realistically be
If you've got a screenshot that sounds like something worthy of the Feedback Tracker
Is that with high or low model details on? A3 has that thing where the vanilla .45 Colt's front sight z-fights and looks ugly if you don't run at least very high model details.
there used to be some issues with small faces not being present in the models in workbench too, esentially having small gaps all over
I would like to second this, absolutely a worthwhile feature for cargo interactions. The backpack solution works but it feels like a work around and forces you to juggle inventory you (ideally) shouldn't have to. Some kind of generic baby carry for big shells, ammo boxes, even extra bags or cargo containers would make some of the nitty-gritty logistics feel much better. Even better if we can grab said big items without having to go through the full inventory, but I appreciate that's just putting stuff back on the action menu and nobody wants that.
Having default Carry interaction on the heavy carryable, and Store interaction on the container while carrying could actually work.
like the ace :3
couldn't find this mentioned: can we get a scroll wheel sensitivity option please? I'd like to be able to go from full jog to slow creep without it taking more than two full scrolls, it's a bit clunky atm.
I’ll will double check after work later on my settings
I tried to post a snip with it but it wouldn’t let me in this channel
The Feedback Tracker is a Web site
the game crashes when trying to exit it often.
Could be nice to be able to load crates in car. Like you can load a crate with 30 ak magazines. 20svd magazine etc. Like you can load 80kg of stuff inside. When you unload it from the car you decide where to put it. And soldiers can come and take what they need. So in the field you can go resupply units
Just to let you guys know that the workshop is down and isn’t letting us join our dedicated server that we pay for on top of the 30 bucks that we already paid for this game. Please fix it. The community is very small and is getting even smaller with all this issues! Last month we were 15 players on our group and because all the issues we are down to 6 they rather play cod. That’s sad 😞
mods on servers have been cursed since day 1 due to other issues, so it's a bit of a minefield
All we got in our server is the helicopter and still kicks people constantly out
feels like a tricky situation, Bohemia have taken mod workshop off of Steam to their own platform but that comes with a pretty high expectation of maintenance and uptime
ah, the good news (for mods) is kicks during game happen on vanilla too
😂
I believe in them, they'll figure it out 
I guess just take the mod off until workshop is back
I wonder if they even read this section of the discord! Or if the developers even got discord. 🥹
they do! many of them here, unfortunately it is now quite late for them to be in office still I guess
Probably!
unfinished game, should have been pushed back and held off with some arma 3 dlc
Reforger is currently in Early Access. Our roadmap is available here: https://reforger.armaplatform.com/news/roadmap
We do.
is there a chat for nilllers feedback
Need to enable permabans, especially for xbox players. 30 minute kick does nothing. Especially cause the vote kick system does not work.
Have people coming back every day to just grief...
Is viewing through periscope inside BTR-80 a future thing ? I havent saw anything related to that in the roadmap
BTR-80 isn't on the roadmap, did you mean the BTR-70
no, the actual btr 80 that is in the game. But i mean watching throught the periscope when in forst person https://thumbs.dreamstime.com/b/échouez-le-périscope-dans-btr-rpa-conçu-en-urss-92315510.jpg
even for the coming lav25
The BTR-70 is what is in-game
Whatever im talking about periscope
https://i.imgur.com/Q1Zwjqf.jpg like in here
so in first person you can see outise without oppening the hatches
also nod good channel to talk bout it but in game its a btr 80. Just checked the details
Went on a couple site comparing BTR 80 and 70 and the one IG look like a 80. My bad
aw yes my bad, i thought in the game the side door was doubled. Its not
ive made a suggestion on how periscopes should be handled in Enfusion games on the BI forums. one of the devs I think nillers told me that he sent my suggestion to the team, I dont know if that is true or its the standard game dev way of saying F off. but we will see, if they use PIP all hope is lost
what was your suggestion ? i thought about when in first person you are in the vehicle, and to see in a periscope you look at it and hold F
no that's not how the view ports should work... it should be a texture that disregards all the LOD of the vehicle and crewmembers inside, Il-2 tanks work in this manner.
i dont get it
The servers need looking into people keep getting kicked out of them this was a previous issue that was fixed but has returned since recent update
vehicle deformation when hit will be hot af
It's an issue that was never fully fixed
I thaught it was ohh well nvm
It's partially fixed and differs from person to person
Already looking into this. Will post when got something to show.
at this point i'm more exited for your mods than i am for the official content.
I'm more excited to get them delivered and stop with the feature creep, but it's just to much fun doing new things...
I'm more excited to be able to play the game and not worry constantly about being kicked.
Roadmap has interesting stuff; looking forward to that. Plenty of stuff to be added in and polished.
100 avg. players is a strong start 👍
Two things I would love for reforger to have.
- Having the ability to roll to your side when in prone like in A3. Using the leaning keys to decide whether you will roll right or left.
- Having the ability to continue to organize and mess with my inventory while the character “autorun” in the background. Think back to the way they did it on Day Z SA.
- Already in the works.
- Not sure about any plans for autorun at the moment, but I can look into it tomorrow.
Not reseting radio setting after every respawn would be a good qol change.
How did I not notice this one? Maybe I don’t die enough. 
I’ll pass it on though.
A wheel instead of the hotbar for console would also be really nice
Being considered.
Good to hear, but please go further than just considering it. The hotbar is poorly designed for console players and a quick wheel such as the one in dayz is proven to be extremely beneficial to console players
I feel replacing the hotbar with a wheel will also open up more button combinations
There is progress, the technology is still WIP.
Understandable
kulood what kinda of tech are vehicle viewports going to use? 👉 👈
This is how periscopes work in VBS3 by the way, plus additional offset and rotation of the main camera. In enfusion it would be difficult.
Nice ninja.
hmm thx I will have to search up how vbs has it
Look for InteriorCut shader. Maybe there are some vbs dev suite manuals for it that describe it.
so it excludes the vehicles lod?
Yes. But please remember Enfusion is completely different.
no doubt enfusion is more promising than RV
It needs unique solution for this feature to happen. Can't tell more, I am not a rendering programmer.
I figured it was either pip texture or a interior cut shader like you said since it would fit the interior geometry, but really thank you for clarifying such a feature. its really refreshing to follow what's going on behind the curtain. everything so far that's has been revealed has been a huge step up over the little tiny drops that arma 1 trough 3 went through.
To clarify - no promises. I have described solution to this problem in 3rd party product and how it relates to eventual implementation in Enfusion. Whether it will happen is a different story.
Both good suggestions, but about the second one it would be more realistic only if walking. If you ever tried messing with the gear while running in real-life, you'll discover that you risk to do more damage then else. 😅
Its there any plan to add some ammo selection keybinds? Using the grenade launcher have some problems to select the correct grenade, and cant remove the one inside and put one by hand. I made a 40mm smoke grenade and its a big problem to need to launch smoke and get loaded a HE.
Honestly adding in dayZs style of inventory and loading and unloading weapons and it’s doable works fine on console and pc or maybe change it to a hybrid of both and I mean like the plate carrier thing in DayZ like adding mag pouches to your plate that could a more modular gear system
I wouldn't mind a more modular gear system, but I don't think it will be part of the core game (at least not for AR).
Modded it's certainly something people can take a look at, and maybe it will be a nice feature for A4.
Well I mean even on the Alice gear in the base game adding extra mag pouch on the rig and actually have weight start to become a factor in movement cause let me tell ya ammo gets heavy
Maybe adding a interaction with the vest equipped, if the vest is in the ground, you can access to it and everything loaded on the pouches
something like that, but equipped
Yeah that could work and I mean in the inventory menu using a DayZ style menu have the Alice gear then open the Alice gear and it has 9 slots and 2 of those slots you put mag pouches and then each of those hold 3 mags and then 2 slots you put 203 pouches and you can like put 2, 203 rounds in each pouch
it seems that the american supply truck can caterpillar crawl with the engine off?
I reckon that all of these micro movements on vehicles and objects after colliding is just another reason why the network is flooding with data all the time, hopeful they manage to cull off these micromovements
Im not sure if this is a feature or not ingame. But items in the backpack should be slower when reloading. Having to take things out of a bag is a whole extra step compared to just reaching into a vest pocket, or a BDU for that matter. Heck that being said most vests would make the shirt inaccessible.
If you've ever played Arma 3 with something like ACE3 on, you know why this is a terrible idea. A medic can easily have over 100 items in their backpack alone. Just the natural unintended sluggishness of the inventory is a pain enough already.
yeah thats getting into the hyper realism world of things
As it so happens, 7.62 - High Calibre did this with its pause-able real-time combat wherein all actions take a certain amount of time (instead of, say, costing extra action points) such as drawing weapons and taking out spare magazines for reloading
@last kelp So what then ace can adjust there setting as they want. What will it matter if the mod will just overwrite everything from the base game. Ace should not determine whats added into the game.
@misty lantern Interesting stuff.
@slow cradle I dont think arma is that far off. It has ballistic simulation, thermals the list goes on.
Way to miss the point. Point is, a backpack could in the future have over 100 items in it. Simple as.
@last kelp I dont understand your point.
Your saying that having a complex inventory system is bad???
Have you heard the arma song? All arma is... is complex.
Not a single game i have ever played in my life has this much complexity.
Adding a tarkov-style delay does not improve the gameplay in any way. We already have a complex inventory system in Reforger, the vests don't just have "space" anymore but they're divided into pouches.
You're the one who thinks ACE makes Arma too complex, buddy.
My point is Ace has nothing to do with what im suggesting.
It's too much for me too 😂 that said, we do have in Reforger, both the game at Early Access release and the roadmap, a model for what whats added into the game can look like
I mean, Reforger kinda makes a good chunk of ACE obsolete, at least the A3 version. So yeah.
@last kelp No what im saying is your to much to handle in a single conversation and makes ace look easy in comparison.
I get the idea; if a magazine is coming from your vest it will reload faster than coming out of your backpack.
Would be nice (modded) feature.
Pending the medical system implementation of course
I personally hope we can get a good ammo system that handles both magazines and loose rounds for things like shotguns, revolvers and revolver-grenade launchers.
I just don't think adding a "realistic" delay on top of doing things is a good idea, cos managing your inventory would be tedious enough already. And remember, it's not just your inventory you'll have to be waiting on, but the inventory of everyone in your squad/platoon.
Last thursday I had to wait 10 minutes on a buddy trying to find his preferred GPS he knows how to use from the arsenal. I don't want to have to run 1-2 hour loadout-making sessions before every game.
Yeah, it would be a better idea as a mod rather than a vanilla feature.
@last kelp Im not sure man... Sounds like its about as difficult as ace... Might be a little much for you.
60 bandages of 3 different types
25 morphine
25 epinephrine
10 splints
4 tourniquets
1 P.A.K.```Imagine having click... wait... click... wait... on all that shit. Guess my brain's just not big enough and taste not sophisticated enough.
masa [GoM] i know terrible. Be so difficult... Like loading up a humvee with ammo. Such a difficult task. So difficult.. I pointed and clicked... and was such much time and effort compared to actually hauling thousands of rounds of ammo. It was exausting as a pointed and clicked... Man .. it was so hard.
dumb time wasting mechanic simple as that
You know what is dumb time wasting mechanic the damn kick button that does not work.
What were we talking about again??? I just suggested stuff load slower depending on the location...
And it was as if it was just too much of thought process for arma players.... Must be part of that group who have a compass but then install the bearings hud mod and claim the Compass is useless. and dumb mechanic.
ok what does that feature add to the game? maybe then I will agree with you
@slow cradle Realism. A staple of the entire ArmA series. Its ok, you dont like it as a feature and your allowed to have that opinion.
Nobody is asking for an interface delay, @naive widget is just asking that if you press R to reload and your mag isn't somewhere you could easily reach, the animation takes slightly longer to complete.
Well ok, that sounds reasonable. That wouldn't really be a pain in the ass tbh. Might actually be quite decent.
also for weapons too, i can put a M16 in me packpack and it be in my hotbar and i can take it out in the same time to pull out my pistol or my AT
heck yea, this would make managing your inventory a must
https://www.youtube.com/watch?v=2HFwrr51_BY
Some object actions should appear in the nearest point to the player. Good example is the ladder. The example in the video shows that it looks like that the ladder has a specify point where the action can be triggered. However the ladder is an object which a user can grab at any place.
I have an inkling this is possible using the animation system - check if there are any magazines in webbing, if not play longer animation of player getting out backpack
I vaguely recall DayZ having the character's equipped webbing/LBE determine their number of quick slots
There might be a limit to the detail I'd want in this regard, but I don't think I've seen suggestions anywhere near it yet. The only real limiting factor for me is keeping the interface clean and usable. That may well mean some design limits, but conceptually at least I'm all for individual pockets, slipping and falling and losing stuff and all that awkward horror of actually carrying crap that's strapped to you in various ways. Bring it on BI. I'm here for it.
I can imagine 'backpack magazines' as the equivalent to the COD series' Bandolier, Scavenger Pro, and Fully Loaded perks... except you reload at regular speed so long as you have magazines remaining in your webbing/pouches, after that it's either time for the inventory window to refill them or your character will keep reaching overhead to grab what's in the backpack and then reloading
this might be cool actually. not being able to use the items in your backpack at the same speed as the items in your vest, except maybe if you have a magazine pouch attached to your backpack for example.
I'm now imagining a gimmick 'backpack' that is really just four magazines strapped to your character's back with 'just about identical (and in gameplay mechanics identical) reload speed'
I really hope the devs take a look at this before updating conflict: https://feedback.bistudio.com/T167167 I'd hate to see them update a game mode that's completely broken for SP (you cant load a saved game). You say you are considering PVE, please fix this PVE essential feature. This is why I've stopped playing for now... 😦 It worked on launch, I dont understand how it's been broken and not noticed since like update #2!
regarding "supply implementation" in 0.9.6
I don't think introducing the need for constant supply runs all through the game is a good idea without first fixing the supply truck speed while going uphill.
another problem is with the lack of team and even squad cohesion, players won't care what they spend supplies on which will discourage logistic players from moving supplies in the first place.
Probably the first step for (re)supply is to make sure it's even possible to rearm/refuel, which currently is not.
supply truck speed while going uphill.
Is there a tracker ticket for this? I'll look into it and pass it on to the team for consideration.
I wrote a feedback about the truck and humvee speed going up hill on the in game feedback over a month ago.
i don't know if that is the same thing or if it is enough. I can make a tracker ticket if its not enough
Personally the uphill thing is annoying I understand but those trucks back than weren’t speed demons. Im sure they could use a small boost uphill but that’s really it.
While we're talking about uphill, how bout that uphill walking speed?
yeah the vehicles are climbing hills like a 3 legged hipo
the last thing I want is a3 style movement in which you have the same walk animation but slower when going up hills. Going up steep hills, similar to going down steep hills should have it's own animation.
No need to remake one. If it exists, you can just send me the ticket url. 🙂
Say what you will about A3 movement, I love how it allows you to move between different movement speeds and stances at the press of a button.
It's all fine and well to have gradual speeds, but when playing as a group IMO it's a lot more useful to be able to match speeds without much hassle.
Even more critically IMO, were currently missing a way to hold the player character at a movement stance; the current system is a poor alternative IMO to being able to know precisely when the player character would be moving at a low ready (faster movement, less readiness) and ready (gun up, slower movement, ready to point shoot) positions.
he just said that walking up steep hills should have its on animation instead of slowing down the same walk animation, I think this is definitely a good point considering they have already animated climbing over objects.
Just need the good ol’ GTA jump to get up hills. ||just small joke. Will note the idea down.||
I didn't know how to find my feedback through the in game system so I made one through the feedback tracker: https://feedback.bistudio.com/T167506
This feedback has more detail than my last one.
Oh! That works too, I appreciate it. Will pass on.
is the ability to hold breath while using scope going to be added to the game or will it instead possibly be covered in the weapon stabilization update?
Yea animations have little to do with the "movement system" lol they are orthogonal for a game like Arma and for most every other game out there apart from the few that have like physically-based animation like Rain World
A3's movement system was the best even though it looked a little funny from the outside
I probably dont know about some deeper features of A3,
but in case that will help: in Reforger, you can bind a key to walk (like L-Ctrl) and holding it will put you at predefined walk speed, but theres no key bound to it by default.
this way you can have walk on Ctrl and sprint on Shift like on most games, and forget about adjustable speed with mouse-wheel if you want.
also if in high-ready, tapping shift will bring you to low ready, and left click back to high-ready
Official Conflict servers keep crashing mid-game, the whole server goes down ruining all progress made.
yep that's what's happening to plenty of people on the game 😢 , it currently has some network issues and don't expect them to be fixed until the 0.9.6 update or later
Maybe one useful thing to have would be a sort of progress repository for official servers; allowing progress to be tracked across official servers (and maybe even participating community servers) and allowing players to freely move between servers in order to ease public play experience for people who aren't going to be playing in one single server.
Sounds like more work than it's worth
Does radio in reforger acts like actual radio? Meaning the transmission is only one way. If two people on same frequency talks at the same time, nobody received any transmission
No, everyone can speak over everyone.
I guess to feedback tracker then...
https://feedback.bistudio.com/T167528 created a ticket
And I just got official word my ticket has been internally tested and conflict saves "are currently not supported in multiplayer......" So God knows when that will be fixed. Maybe the new map and game mode will be much more playable when that comes out.
Fix your shit bohemia I've crashed 4 times in less than 10 mins apart from eachother
Lol, this guy
While we stated we planned to release bi-weekly, unfortunately, there will be no new updates until the 0.9.6 release.This week's Dev Report #12
That is, no more publicly going from 0.9.5.109 to 0.9.5.116 and so on
To mee it feels like bi-weekly made things worse... .116 by far the most laggy version of them all...
Current prone stance : https://media.discordapp.net/attachments/329978448938532868/1020662615053185044/unknown.png?width=1202&height=676
I think it's too low and we need more higher stances because currently going prone is a sure way to not see anything which isn't great since prone is the ultimate combat position, especially since we can't mount weapons or use trees or corners to have more control of the weapon.
An example of slightly higher stance : https://cdn.discordapp.com/attachments/329978448938532868/1020662492726296656/Screenshot_2022-09-17_011245.png
Maybe consider adding faction specific bots to certain player created structures like checkpoints and bunkers to make the pace of conflict a bit less rushed? Mid to late game you'll find players just strolling up to empty posts without any resistance, not to mention most bunkers and checkpoints stand empty the entire game, making building them a bit pointless a lot of the time.
More will be filled if there wasn't five points at play at any give time. having less points at play will entice players to use those checkpoint to guard roads and posts since the chances of them waiting 20 minutes with no action is not so high.
Should add a save and load loadout button for Conflict
Dying and taking a minute or two to reequip is a pain in the ass if you die several times in a row
I agree, it'd be cool if you could use the scroll wheel to basically bring your elbows closer together to get some more height
An auto-walk key would be a great QoL thing IMO.
A lot of ARMA OPs in my experience have a lot of walking, and the ability to not have to keep the W button pressed for a 2 Km+ march would be pretty welcome.
There's been an auto walk mod almost since launch
yeah but it would be nice if it was baked into the game; either way im happy that i dont need to hold down the w key for a 4km walk lol
Hi,
had a really cool gaming experience again today...
Opened the game, checked if the controls have finally been fixed since release, found that it still doesn't work, reminds me that Bohemia is developing the game, closed the game again.
Thanks for the 5 minutes of premium gameplay!
Yeah well what do you expect, Bohemia has always given a shit about fixing their bugs. Then they lose valuable time for the pointless content to pull the money out of people's pockets 😂
Well, at least you can buy the soundtrack...
They should be given credit for this, one of the studio's greatest achievements to date.
😂
@sly dust @idle vortex please take a look at our #rules this discord is English only.
Oh no problem, we will translate
mine too
soundtrack is dope
That is something I feel even people not happy with the games state can agree on, the soundtrack is great
Can you be more specific? Which controls are you looking to have fixed?
Developing new content and addressing issues with existing content doesn’t necessarily prevent both happening simultaneously. So I’m not sure about valuable time being lost. As for pointless content, what do you consider valuable content to add in your opinion?
Since release, i am not able to play the game unless i unplug everything except my mouse and keyboard because you can't disable or rebind the controller input...
an everytime i ask about it i get the same excuse: We are working hard on this and that... or This topic is on the list but... and to be honest, i'm pretty upset that i still cant play unless i srew up every other game i play by unplugging everything...
the server browser filters still dont work correctly!
CROWDED shows full servers (if any at all).
ALMOST FULL never shows any server at all, even though there are some that fall into that category.
selecting POPULATED shows some servers alright, but also shows tons of 0-players servers!
these issues have been the same since release.
@slender yacht is there a ticket about it on https://feedback.bistudio.com/project/view/66/ ?
can you add multiplayer to game master
You can start a server and choose the game master scenario
Vehicle engine shouldn't stop when the driver leave or when they are killed.
characters shouldn't pop out of vehicles when killed, it looks goofy.
yeah it looks really dumb, i dont know why they dont just make a really basic slumped over animation
Point-shooting : https://media.discordapp.net/attachments/329978448938532868/1021738604906688563/Desktop_Screenshot_2022.09.20_-_14.03.30.83.png?width=1202&height=676
It will be great to have this position for CQC, especially for the M16 because in most cases the handle cover the target and it's hard to follow up with the second shot if they move.
It will also be authentic since I don't know a single person who ADS in CQC because it's easier to just look over the gun and you can tell with great accuracy where the bullet will hit. Also, "hip fire" looks goofy af.
With IK, (like the gunner position on jeep when rotating around) can we have the character feet when moving up/down stairs actually step on the stairs instead of 'sliding'?
IK has little to do with it, unless you actually make it complicated and have set position for stepping on the stair
We use modded guns now cuz using old stuff is boring at this point but regardless of that m16 issue yea I agree my guys all Train to not ADS because hip fire is better in those situations in buildings an stuff etc
After the GTC and announcement of the new RTX cards and tech, it would be great to see DLSS and RTX featured in Reforger and Arma4. Especially as it seems that the new dlss also helps with CPU heavy games.
DLSS, sure, FSR 2.1, yes, raytrace...well, still gimmicky for all intents and purpose...
Yes absolutly. More for making videos, trailers e.t.c.
RT is great for gaming, it is good for something else than showing graphics to people as long as your hardware can handle it. In most games RT is just poorly implemented, RT Shadows are just FPS eaters that don't make much difference in visuals, but reflections and mainly Global Illumination is greatest think that RT brings, the first one so Reflections is very conditional though, as long your game is not being rendered in at least 1440P they are blurry and ugly.
Also on conflict Us army supply trucks can't store weapons and ammo, but the soviets can
Add a new rank of commander, but only one can have it new abilities spawn Heil, assign ai to defend certain camps/bases, and request supplies at bases (start the timer for coastal base resupply) conflict feedback
set spawn timer on camps to 20 seconds
add Us off road Jeeps with machine guns to conflict
Add fog to the weather system
@frosty fiber are they releasing a reforger campaign?
add conflict servers to 64 players on crossplay servers
probably being worked on, opimisation is the issue right now the game isnt the most stable
how to get into this game
load it up
Yeah, we’re not going to discuss the possibility of adding war crimes to Reforger here. Be tasteful. My only warning about it.
accidentally open arma3 because it sure as hell gets more updates
One thing I'm hoping really gets improved over ARMA 3 in the bots is their vision feeling more human.
It often feels like they can see the player right through foliage and obstacles, so curbing that would be a great thing IMO.
in my experience they can not see me through foliage that isn't grass
The bots should run to cover when engaged instead of crouch walking in a straight line toward the enemy
ATiM was able to do something to that effect some weeks ago, it's in #enfusion_ai
Because they can at least sometimes. There was a post here a few months ago showing that the AI was tracking people through a ceiling and wall.
Been an issue in ARMA 3 as well, and a particularly annoying one that makes any map with dense vegetation a downright penance on OPs.
It may also be related to how bots share information; could perhaps be mitigated by putting human limits (things like stress, free time, presence/absence of radio, shouting distance, detail conveyed, reaction to surprise, etc.) into whatever governs the communication between bots on both a local and broader level.
A3's AI is basically daredevil. Foliage does block their sight, but if they can hear you they can track your position basically perfectly and they're happy to shoot through concealment, so in essence, they might as well be able to see you in certain cases.
I think that the hearing and perfect tracking shouldn't be a thing.
It may sound neat, but the effects are not.
Well, I doubt A3 is getting any serious AI work anymore. Guess we'll see how they handle things in Enfusion as it progresses.
For consideration in regard to movement downhill : https://youtube.com/clip/UgkxU1lpETN6hLia1YMBiKCOhvR08BRVsL8y
Reforger is infantry focused, it will be a shame for it to have shallow animation system.
Take into account Breakpoint has 4 player controllered entities on screen at one point, Arma Reforger can have 64 and in some servers I believe more, that’s a lot
I don't understand. What the difference between a normal running animation and this type of animation when it comes to server stability. The character is doing an animation either way
there isn’t really any
I suppose I assumed it was more than simply animation as in breakpoint you can stumble and injure yourself going down inclines and there seems to be a difference in slide speed
hi, please help me fix this error with the completion code 0xC0000135 - STATUS_DLL_NOT_FOUND
the game does not start through the launcher, but everything works through the game file
what needs to be done
I feel like there's a problem with the battleye installation
I think a good step in modding would be the ability for someone to go to the games work shop and create a mod collection, when this collection is formed it would create a single mod that has a locked file, this way units can have a single pack that is downloaded and it would also prevent theft of work,
Do you guys think UAZ is center of gravity too high? Or is it realistic? Because Between US jeep and russian UAZ, the UAZ is easier to flip over in high-speed turn... (but I don't think it was that fast)
The Jeep is painfully easy to flip, wdym?
I’d have to do extensive testing in game master, I suggest you do the same to share footage of your findings perhaps it’s intention perhaps not
UAZ is definitely easier to flip, but I think it should be
Not a good step imho. If I play on 3 servers and they all use 'where am I' mod, why should I have to download that mod three different times if they each have their own "mod pack" containing it? Go with what bacon said! Please!!!
trust in bacon
The reason for it would be to allow units to have just 1 mod for all tehre members to down load, or for a server to have 1 mod pack to download in one go, it will allow the download process to go faster and be more nominal for any and all whome want to play, hell they could even possibly download it fromt eh server itself when joining which would be quick and similar to how the original arma games have done it with the missions INIT file when joining a server, to allow for a faster transfer of files to the player.
it will allow the download process to go faster
no it won't, you are still downloading the same files, and the same size
You already automatically get the servers mods when you join a server, there is no need for mod collections
Wiat they added that in now?
Last I had seen you couldent join a server with mods if oyu wanted to due to it attempting to load each one indeviduly and then crashing out the connection
Well thats a bug then, which will be fixed
@livid nebula you know why the lights on the helmets only work on single player and not multiplayer? Like the on the base helmet on the back? Or chemlights on modded ones?
no
no
How useful...
A lot of tabs for very little knowledge 😂
-
why would he know about some random mod that someone creating their own script.
-
why would he answer a question from someone that has no involvement with that mod.
-
also this is the wrong channel for any of those questions. has zero to do with the base game
@slow cradle it doesn’t work for the base game helmet either. Not sure if you know or not but it has a lit up spots on the back and it doesn’t do it in multiplayer. So it has to do with there base game not just a mods and for all the tabs he has he should know which channel than I would look for or a better response then just no
@slow cradle so there’s your answers to your questions
Do you know where i should go to get an answer since this is a base game issue? @slow cradle or we’re your comments mislead and you realize that now 😂😂
well the consoles are weak, also those are reflectors not lights...
They act as lights it’s the same functionality. They are on regardless of light. And this is for pc servers as well
Apparently you’ve never played it in single player so I’m gonna just factor that your not informed so do you have a way to help or not?
That kid very rarely has a way of actually helping someone, he just lives in the discord to gatekeep and talk shit about consoles, it's actually kinda sad
I was tryna help but nobody told me what mod it is and how to use it first
@gray orbit If you know its a engine related problem try it here: https://feedback.bistudio.com/project/view/66/
It’s not even just a mod issue lol then base helmet has the same issue
vanilla helmet has lights?
So there’s there technically “reflectors” but they glow no matter what and they turn on at night. So it’s whatever that mechanic is in multiplayer that is disabled for everyone even PC people
where is it on the vanilla helmet?
There two square spots in the back of the helmet
ah ok and they don't reflect any light on xbox?
He say they work in SP but not in MP.
the vanilla one is just an emissive material, it shouldn't matter if it's in MP or not
ok, I can reproduce this, thanks
They don’t do the light in multiplayer but Do on Xbox on single player. It actually is the same for both Xbox and pc
only the helmet, other emissive materials work fine
did you guys report this to the feedback tracker already?
I noticed this with the helmets, the cateyes are probably one of my fav things about the helmets, the army actually used them to id friendlies at night in the cold war period, hope this gets fixed!
The mod he is talking about is this one. It’s his mod that he had Aussie merc make. The Chem lights don’t work in MP. I haven’t had a chance to test it out.
Not just that one, but yeah, the material doesn't appear to work on multiplayer, which is straight up weird when it works on singleplayer, it's like it's not replicating or whatever it does to do stuff in multiplayer sessions.
Unless I am forgetting to enable something specific to make it work on MP, if so, fill me in as there's nothing regarding that side of things on the docs
something to do with the parametric material instance component or something, specifically on the helmets
That's the one you need to use to hide the 3d mesh displaying on the first person view isn't it?
I don't really know what's up with it in particular, just noticed that it doesn't work for the helmet entity, but it worked for my entity when I used one
i just put a rock and added the component to it and it worked
Ah ok, I have that on all of my headgear pieces so that you can't see them in first person view, per their tutorial.
Did you use that to get emissive working on MP specifically?
it seems the problem is specific to the helmet
well, there might be more entities with it but when I just set it up on a random gameentity it worked
Curious..
just report it on the feedback tracker
If you do, send me the ticket url.
https://feedback.bistudio.com/T167788 that’s mine which is about this issue. Unless you want mercs!
I've posted on yours Mortalis, I hadn't found the time to spare to post my own. @coarse portal don't hesitate to ask if you need further information from my end as the mod author.
seems like it be something with the parametric material instance component, or something trying to talk to it? disabling it makes the thing work
Maybe make the HUD simpler? It's a mil-sim game after all. When we can see how full the mag is, it's starting to just feel like COD all over again.
A mag check system should take it place
ong
I dare say in time folk will start dropping ui mods to decrease HUD info displays and tweak components, the way it is now is to appeal to a wider audience I think. Just my $0.02.
Any luck Nillers?
I guess the issue has been moved up to the internal bug tracker, after which the devs look at it and tag a priority to it. If lucky it can be fixed before the next patch, otherwise it might take a while.
Not sure if Nillers can say anything different, other than "Thank you for reporting, we'll look into it"
Give it a try now.
What a try?
Oops! Wrong person. 😅
But to respond again, I've forwarded it, but there is no immediate ETA.
Figured it was too good to be true 😂😂
Yeah, I've collected the issue, but your best option is to just watch your ticket.
I'm loving the game but could I add one thing would be if some one is kicked by a group in multiplayer have a short server ban time? It would help cut down trolling in droves
or own a server, that’s the way it’s had to be since arma 2 if I recall correctly, trolls will troll there’s only so much you can do about it
yeah i hate the xbox trollers
Not even servers owners can ban xbox players. They don't have a battleeye ID.\
until there's a better way, it's printed into the console.log when someone joins, or do you mean there's literally no BE ID for xbox players?
I guess it'd make sense, since there's a slim chance xbox players might be running hax
Ah, I see
That what multiple server admins said. They said xbox players have no BE ID and because of that they can't ban them if they greif. They can't use their xbox ID either.
Currently, it's impossible to ban a toxic xbox player.
keep putting them in a box until they give up
but it was unexpected for me that you can kick but not ban
That was my suggestion, I told the admin to drag them up in the air 20 meters and drop them until they behave but I believe it's against the rules to mess with people like that.
Instead they did what they can and kick them
lol I found a yt channel and every single video is about team killing in reforger, cant believe these idiots are able to play the game without dc while other legit players cant
I would mod something in for this but joining modded servers is cursed still 
I've been seeing such channels pop up about ww3 too. Personally, I don't see the appeal.
There are tons of funny way to troll people, intentional team killing is at the bottom of that list
yep sad content
Team killing isn’t funny blocking doors/pretending to be an idiot is really funny… For me at least
Shooting near far away friendlies and see them panic and run for their lives is funny
run forrest run!
Lmao or just sniping near an enemy but not hitting them and watching as they panic and run around like headless chickens, even better is when you have an enemy radio and listen in on the coms so you can audibly hear them shat themselves
lol i have been one shot by m16 while i was in gunner seat of btr
I find it disturbing how few people taunt others during gun fights. I rarely kill any player without taunting them first which is mad fun
head shot
WAIT
I read BTR but my brain translated it to Humvee that’s why I just responded “head shot”
american - "woo hoo! i am over here!", russian soldiers - "wtf, did you here that?"
gets em every time
yep he must have hade one helluva lucky shot to penetrate the armor and kill me in one shot, oh and i remember he killed my driver as well with one shot!
It must've been a bug because an M16 can't pen the BTR armor from any side except if you have the frontal hatch open
MAYBE he shot through your turret barrel and the bullet looney tunes’d it’s way down hit you in the head and then hit your driver lol
frontal hatch was closed and we were using third person
You can just place them into a shipping container an they can’t get out
They can respawn so the admins has to waste their time placing them back in. This is why a proper solution is needed
place the spawn point and do a wall of shipping containers boxing them in so they can’t climb or throw grenades out of it and take them out, if the person TK’s just remember the username and never let that user out maybe write Blue on blue players names down… For the time being until something better occurs
Regarding the animation feedback. I didn't want to write a wall of text and a video can explain better the type of animation I hope is added to make to characters less like toy soldiers more life like.
This is a video I captured while playing the new COD Beta. It's a COD game so the movement is a bit twitchy but you can understand the general idea of how I suggest the animation should look like in a new game in this decade.
https://www.youtube.com/watch?v=vHRD8kUPliA
That soldier isn't pressing any buttons to lean left and right, their body naturally lean a bit left or right when strafing to that direction.
I agree and what one player said about moving up and down inclines, if vics can be slowed down or sped up then an animation can play when an incline reaches a certain point for the npc/pc
the game runs fine and randomly crashes every 5 mins. Can't even refund. Wow.
also forgot about "session error, Internal error has occured"
Add a ticket to the tracker, preferably with crash dump log
Bohemia should enable stats tracking on Xbox, even if it’s just time played.
Bohemia should just drop the whole xbox thing for arma 4, to be honest, I miss the keybinds and advanced stances 🥺 happy they got rid of the scroll menu though, that thing gave me nightmares sometimes
Keybinds are there. Some might be bit hidden still in the configs.
There's even more possibility for stances. Can make a smooth stance and not few pre-mades.
That first part feels a bit forget-about-the-barn-the-horse-left-the-state/province... and St. Jimmy generally has the right of it, although there are still missing stances for kneeling-to-prone and for sidestepping
yes the prone stances are what i am waiting for, maybe they add more when they update the weapon deployment?
Hopefully yes
weapon deployment is going to be a great addition to the game when they add it, also I have noticed that with the .50 on the tripod, if you place it on the ground in gamemaster and then use it, your character clips through the ground instead of going to prone
Speaking of which, there's no mention of 'underbarrel attachment' bipods on the roadmap to 1.0 so far now Deploy your weapon for stabilization while prone./Use interactive bipods on weapons. or at least the latter seems to only apply to four weapons now -- the M249, M60, RPK-74, PKM -- and eventually the UK-59L (presumably the FIA's PKM replacement)
gib bipod for RPG 7 :3
No bipod, only scope
If we at least had a proper input binding menu like prior games had it would at least be possible to bind controls properly and not have to unplug HOTAS/pedals/etc. every time you want to play the game. The current controls binding interface looks like Battlefield or something and is completely unusable
And leave all Xbox players with out to dry because the UI isn’t very good? That’s cold
I don’t quite remember where I saw it but I remember reading at some point that BI were planning on adding mouse + keyboard support for Xbox users. Any BI employees know if that’s a thing or am I talking out my ass here?
I wouldn't say its "cold" its just me and probably many others not wanting arma to lose some of its core features that have been around since the beginning in cold war assault
I think there are way bigger feature sets missing from Arma Reforger than some movement features. IMO more in depth stances and combat rolling are pretty low on the list of priorities. And honestly, what’s in the game right now feels pretty robust. You really get very fine control over your stance and can really dial it in. Just add some lower stances and maybe rolling and I think it’d be pretty solid.
agreed, stances and rolling are a must as well as a better way to switch mag or gl type
And anyway, I doubt BI would give a big ol’ middle finger to console players after proving that “hey, it is possible to have a cross platform Arma experience with the same feature set as PC (minus the workbench)” BI have pretty much cornered the, albeit small, very neglected sandbox Milsim experience on console. There’s very few games (if any) on console, and if they can crack the code I can see it being a reasonably profitable decision both in terms of revenue and player count.
Dont like too much the bipods, literally the only thing they do is reduce the recoil, but cant rest the weapon with the bipod
They're supposed to reduce sway when prone
not too much
Resting is being worked on
Okay, okay, i was scared of losing that feature xD
it's Arma after all 🙂
Deployment (w/ bipods) in 0.9.6 and resting in Ground Support it sounds like
New death animations are way better
agreed, the experimental ones look less like dead spiders
something less good is the grenade throwing, the actual mechanics work well but I really think the non-throwing hand should be moved more to center screen and follow the camera better to work as an aiming reference. In real life you'd have a better feeling for where and how hard you are about to throw the grenade with the off hand usually being used to point at the target which gives you a good form to throw straight like a baseball and would translate well as a game mechanic.
also maybe try adding an underhand toss as a fire mode you switch to with "V"
it would have to default any time you pull the grenade out to the long throw so you don't accidentally drop it in your face but it'd be nice to have for those times you need a short careful throw
Underhand toss would be really useful
Soldiers shouldn't be able to disappear inside bushes. Bushes should break or stop the players from entering them entirely.
At the very least, they should slow down the player movement and mess with their weapon movement too.
i love how they fixed the m16 fire selector, that always bugged me
Yeah I brought this up before in questions and I don't think anyone ever answered me if it was going to change. Game went backwards 20 years in this regard.
yes i remember when you brought this up, i hope they ad some sort of collisions to bushes like in arma 3
You have no idea the amount of relief this gave me to hear. Not with just weapon deployment but all aspects, pls don’t ever change
just been testing and i would like to say the audio is way better, new soundtracks added instead of the often repeated ones, guns sound powerful and aren't peashooters anymore, however i have noticed that explosion sounds are delayed by a whole 2 seconds in some cases
I changed the video setting from low to high while on a local Game master game and i could see the back of the eyes and teeth of my character while on first person mode. I restarted the game and solved the issue, but i think you should know
That’s creepy
sounds like some sort of culling issue
not culling, culling hides the backside of the surface. It seems the game wasnt hiding the meshes its supposed to in first person
changing camera between third -> first person should help with this
I dont recall it 100% but i think I did that and did not solve it, had to restart the game
When you examine your weapon and change fire mod its still the left hand who make the clic while its the right hand that are on the fire mod switch (RPK74) and maybe others
The grenades in Reforger are still at Arma 3 level that the spoon still attached to the grenade when thrown. Both smoke and frags. Hope this will change later down the line
Regarding grenades, it should be possible to aim the grenades using the character hand or finger too.
super agree, been saying the same thing
I vote for grenade throw strength back from A2OA
Suggestion for Arma Reforger / Arma 4:
Please make a vanilla and ready to play gamemod like in Squad. Random Advance and Secure and Invasion. No need for Rally points (forwards spawns) though, just let enough transport vehicles respawn in base or at forward bases.
If people can just start the game and play an awesome polished gamemod it will help a lot.
Its the conflict brother
Suggestion for ArmA Reforger / ArmA 4:
Give us a button please, which, if you are behind cover makes you peak right over the cover object (sandbags, walls, cars,...) so you can just shoot above it and rest your rifle on it, but dont expose yourself more than needed. (It was perfectly done in Vietcong Game where you hold RMB for it). Its faster and more convenient, instead of manually adjusting your stance during the heat of a fight.
Not really, i am talking about some gamemod, which has a bit more clear front lines and can be finished within 1,5-2h, so it is a bigger motivation to start and finish a game.
try Battlefield? Or create your own gamemode 😉
i made a suggestion for ArmA, and for Vanilla. I am not in a battlefield discord here, nor in a modding channel.
In patch notes it said u can cycle through iron sights/PSO on the SVD while the PSO is on the gun, and the keybind to do that seems to do nothing, idk if this is intended or am i doing it wrong? img doing left alt + right click
its bugged
also, iron sights are bugged onthe RPG, they disappear when u ADS
Also known
This was already requested and specifically turned down for Arma 3 almost a decade ago, manual stance was/presumably remains intentional
Doesn't this exist in a3 If you rest your weapon on an object in front of you? I haven't played a3 in a while but I have a vague memory of it working like that
in A3 there is weapon resting on objects/stuffs, but no hiding behind cover button mechanic. And I like it that way
what im trying to say if you are hiding behind cover and you press the resting weapon key, it gives the same effect. kind of
Yeah... but I think when most people think when [click] to hide behind cover means hiding completely. Then click again to peek and shoot.
Arma 3 distinguished between weapon resting and weapon deployment; years ago a BI dev described the former thusly:```Resting is an automatic mechanism that detects object geometries around the shooter's elbows and the weapon itself. When you are standing still - and if solid geometries are detected within the given radius - it grants you a reasonable reduction of weapon sway, inertia and recoil penalties. This way, you could finally properly utilize your surroundings not only for cover but also to find a sweet spot for precise shooting.
This feature changes one important premise of stance stability: it is no longer true that prone is the most stable position in every situation. For example, when you will be firing too high in prone your weapon and arms might cease to be rested on terrain below and thus your stance precision will actually become worse than in crouch.```https://forums.bohemia.net/forums/topic/178715-weapon-resting-deployment-feedback/
I really want to request a mouse control solution particularly for powered turrets ala GHPC or Steel Beasts, where the input is basically converted into a joystick offset.
I really, really like how different the humvee turret control functions with the pedals vs the gun mount, but the BRDM feels like you're dragging the turret around by hand.
Not that saying I'd want GHPC in Reforger/A4 is a fair thing to ask but...
...I can dream can't I?

BTR-70 now, BRDM-2 I believe in late spring/early summer of next year
I think my point stands, but yes.
You're right, though thanks to this I now wonder whether the BRDM-2 turret will handle any differently
I like how reforger has the turret controls on the btr. WASD to rotate and mouse for fine controls
maybe have an alt fire for the coax as well 😦
Right clic is useless in BTR for now. So maybe left click for main gun fire and right click for little mg fire
I like space bar for the mg :3
I mean, you can fire both weapons without pressing V ? Im trying to find picture of the inside of the BTR 70 turret. But im sure its just 2 button next to each other. So maybe we could be able to fire both at the same time
I can provide you with turret interior picture (granted of btr 60, but they use same turret), but i doubt you would be able to say if it can fire both guns at the same time. There is bunch of selector knobs on the left side, but i can only see one button that could be used for trigger on the inside. Then again i could be wrong ive never fired one. But i guess you can buy full manual online, if you understand russian.
Yeah. Dont worry i managed to find picture. But idk wich button is for what so..
Also firing them at the same time would be stupid for anything but point blank range:
- Ballistic drop is vastly diffrent between two guns
- Coaxial is offset, so point of aim is diffrent
Being able to fire them in same time. So you quickly can switch
Just because you can on the real version. Not for the pleasure of shooting both 😂
I guess but u know it would happen since more bullet=more damage.
But irl swapping that knob takes less than a second, more time would be used to re-adjust the sight to diffrent elevation to compensate for bullet drop
Depend the distance. For me is just for the feeling. Being able to fire main gun with left click and coaxial woth left click really make you feel you have controls on your turret
From ingame i think it was also done to account for potential third weapon (not on btr 70 ofc, but imagine bmp). Cause u can keep adding weapons to that selector, but you cant keep adding controlls for each weapon. Eg. Ctrl+shift+rmb to fire maljutka 😄
Lol. Omg i would loooooove a bmp2 its my favorite vehicle. Sadly its tracked and they seem to not love tracked vehicles ahah
well, pkt/kpvt are operated by the thumb
you would have take off your hand from the handle to press both of the buttons at the same time
I mean tracked vehicles gotta be coming sometime. My guess is that we're gonna see the vehicles that are currently only wreck objects (BMP-1, M113, T-62)
Probably
The BMP-1 and T-62 would bring some variety relative to what's on the roadmap, the M113 on the other hand only if it had different weapons than BI has portrayed it with (CDLC doesn't count)
Gotta give something to the US though lol
Although i did see the LAV-25 far ahead on the roadmap
At first I only played red because I thought they will be adding the bmp2 and maybe a t72 in the future. The second I lost that hope, I moved to the US for the lav25
Right now the roadmap already has an asymmetry in the LAV-25 having the 25 mm versus the BRDM-2 having the BTR-70's weapons... while the BMP-1 brings both a bigger gun and wire-guided missiles, and the T-62... an even bigger gun.
I'm already thinking of ways to make people cry wit tha lav25
Like what roads to camp
I remember an interview that was given a long time ago close to release that said no mechanized vehicles
I’ll see if I can find it.
idk about them saying it outright, only that if it's not on the roadmap-to-1.0 No Promises™️
Doesn't the BTR-70 count as mechanized?
-: There will be no tanks for Reforger, but you have hinted at helicopters. What about other vehicle classes?
Ján Dušek: “Apart from helicopters, we currently have no plans for major additions to the vehicle classes of Arma Reforger.”
Link to the interview here: https://www.global-esports.news/general/the-long-road-to-arma-4-whats-next-for-reforger/
IIRC, at least in western doctrine, the rules of thumb are: wheels = motorized, and tracks = mechanized
From what I've heard the defining factor is armor = mechanized, but that's just semantics
And it differs from country to country, the US calls the (wheeled) stryker mechanized and the French calls the (wheeled but armored) VAB motorized
You’re right:
“As defined by the United States Army, mechanized infantry is distinguished from motorized infantry in that its vehicles provide a degree of armor protection and armament for use in combat, whereas motorized infantry are provided with "soft-skinned" wheeled vehicles for transportation only.[1] Most APCs and IFVs are fully tracked or are all-wheel drive vehicles (6×6 or 8×8), for mobility across rough ground. Some nations distinguish between mechanized and armored (or armoured) infantry, designating troops carried by APCs as mechanized and those in IFVs as armored.”
More content is great, but I find myself really offput by how jerky the movement is, especially indoors. 😐
Either way i just like a variety in the available vehicles for reforger, sad that we probably won't be seeing full on tanks
Strykers are similar to BTR’s in capability and mission set and the army considers them mech. Infantry
The community will provide a lot of content over time, I just hope Bohemia polishes the super rough edges their games are known for.
I just hope someone mods in a Bradley. The LAV just isn’t as cool.
That's true, I guess we're still in the early period where a lot of detailed large stuff haven't been finished yet, mostly small arms as of now
When the game is few years old, you can always count on vanilla servers to be full. Hoping the mods will fill the holes is not a great idea
Of course you don’t want mods to fix a game, but mods are a great way to add content to a game. ACE, RHS, and CUP come to mind.
For years I always see people say "mods will save the game, add this, add that, don't worry". Not only talking about ARMA, but even more so in DayZ etc. But even popular mods tend to die after a while, and if you like playing with other people, then you're left with just what's in the base game. And second, the REAL popular mods are not "product improvements" or things which delight ARMA fans, like RHS or ACE.
The REAL popular mods are things like ARMA 3 Life, DayZ, or Exile.
I just hope they add some sort of haze effect over vehicles engines after use and hot barrels so it effects your aim is effected by the distortion and possibly even malfunctions, that will keep those pesky fortnite sprayers at bay!
A3 top servers are either life mod or vanilla koth. Mods create niche communities but they don't last.
And A3 has no lack of features or content. The only thing which bugs me re: A3 servers is not Life or KOTH... KOTH is fun enough. It's rather the lack of 1st person servers. Last I checked there was only one 1PP server regularly populated - C4G Koth #2. Not being interested in 3PP PVP that means VERY few servers to choose from...
I had the same experience. Stopped playing koth because 1st person servers are only filled for few hours on the weekend.
I have not played for a while but usually when I checked the one I mentioned was full or near-full. I will say sometimes I played on 3PP infantry and I used 1st person only... and my K/D did not seem to suffer. In fact I had some very good games. But I still don't like the idea of being at a disadvantage. Or this very static combat where you hide behind objects and pop out when you see someone with "air cam". Weird 1PP is not more popular given the "realism" "hardcore" (lol) ARMA reputation and "milsim" genre.