#reforger_feedback
1 messages · Page 35 of 1
See, this is why feedback tracker is superior. You smack it with "As designed" and move on. 😄
even arguing with devs saying that their vision needs tweaking because it does not align with your vision
Crimson, you have talked about compromises to increase player base and or popularity of the game. The arma player base is a specific group of people that have religiously played for years, enough that BI has pumped out games and tons of DLC’s. We play the arma series for a reason. We play because we want all the little quirks, adjustments, inventory management, zeroing, etc. The game has a loyal player base that want arma, not a weird arma but not arma quasi COD simulator. If they did what you want, the arma community would hate this game
I have to say that I disagree with your opinion about this specific problem we have discussed, but at the same time your input is valuable as you pointed out the issue. Thank you for concern.
this still going on? It doesn't even take long to adjust the sight to 100m
Arma players like driving food water and ammo to their bros
I think he wants PUBG but without being a deadgame
it's like what... hit PageUP and done
Look I'm all for making things slightly more streamlined for new players, the old guard won't always be here with how unpredictable life can be. But I don't think we need to focus on small shit even new/casual players won't have a problem with.
Literally yes
There’s nothing wrong with your wants, it just does not fit the vision of arma. We have the option to play games that are a little more tailored to point and shoot and that’s 100% ok. Arma is just not that game
Dude just needs to go back to playstation
Have they fixed the servers yet?
and I mean it's not gonna affect the amount of people who play the game
Not that I have seen, but they've acknowledged that they know about it and are working to fix the issue
"Oh no this one specific weapon has a minor feature that can be reversed by the click of a button, I'm not gonna play anymore!" If the arma community was like that then it would've died a longggggggggg time ago
Please people, be civil. I am sure Tide has good intentions.
https://twitter.com/ArmaPlatform/status/1527937269881090048 + https://twitter.com/klamacz/status/1527971590939586573
@ScottyDontNZ This is mostly for Xbox players. On PC there is no change atm, most of the servers are 32 max.
After weekend I should have better news.
And those of us who have been waiting far too long for a new game are the ones who will be playing and modding the hell out of the game
I mean think of it this way... Arma 3, RHS is one of the most popular mods out there, wanna know smth funny? Yeah their AK automatically zeros to 440m too
That, and Reforger exists in part to serve Arma 4's development anyway... so I'm not sure how concerned any dev at Bohemia Interactive (as opposed to, say, the CEO) is with how well Reforger sells except as 'more Arma 4 development funding'
and I would like to believe that, except for the passive aggressiveness he has displayed to anyone that disagreed with him
I am all for people giving feedback, but not the way he went about it
Well, maybe he's just passionate, and I am inclined to respect that.
maybe, but passion is not excuse for aggression
not saying that you are saying otherwise
🙂
Because that's how it is irl lol
Says you, I for one I'm extremely passion aggressive. 🤣
mhmm, but that point was already made so didn't feel the need to repeat it
Well either way, this dude is fresh to Arma and shows up and Tries to tell us that this game will fail because it's not CoD pretty much tells me he's a moron.
I believe so...
The problem is the bandwidth required, I can run all the modern triple a games but this needs a constant 40~20 mbps upload speed and I just can’t do that
@slow cradle, some feedback, when trying to move objects up and down in game master, on console the sensetivity when doing so is too high which makes trying to put objects on tables extremely difficult to get right
If you Die while being in the Map you´re stuck with a Blackscreen.
I will write it down and forward it to needed peeps.
Please add a feature like in Arma III to host your own server. It's very annoying setting up a dedicated server / paying for one. @slow cradle
Thank you comrade
I feel like a way to make the firearms in game feel a lot better would be to up the recoil a smidge, using the more recoil mod made them feel like they had more power behind them (though I think the mod itself adds too much recoil for 5.56 and 5.45 rifles). Right now the rifles in game feel like laser beams and can be held in place fairly easily.
Of course one of the other big factors to making firearms in games feel more satisfying(don't know if I would really use that word) is a good response from the people getting shot on the other end, right now I feel like the death animations are a little cartoony/over-exaggerated, though I do think along with other people that they are just place holder right now, good ragdolls would certainly make the rifles have more of an impact.
Let me remap the send chat message key or at least make it the same as opening chat. Currently it is hardcoded to be enter and I my keyboard has that key broken
its nice that we can talk to the enemy
https://youtu.be/--FmTy812FM one of my favorite when it comes to death animations, headshot just drop like a brick 😄 but idk how that is in reforger when you hit the head, most of the times I was just center mass hitting
Yeah, when it comes to make death feel impactful, if they want to take more inspiration of things the community did, I would take a look at Project Injury Reaction in Arma 3, I feel it honestly made the shooting feel a lot more real
@slow cradle Feedback, you still can’t save changes and then go back to that save after you quite on console
On gamemastwr
Has the whole death animation thing been discussed? I dont know about others but it feels very out of place, i much prefer the ragdoll sort, or something along the lines of what tarkov does where dudes just slump.
I’d much prefer rag doll
^ especially if they went with something like the Real Heros Ragdoll Mod
- Slowing down steps at the slowest point is too slow, like slow-motion ( you can adjust i t with Alt + mouse wheel )
- Sprinting is too fast for a mil-sim game
- There is no stepping out feature of characters (from behind a tree or other cover )
- There is no rolling on the ground and other complex Arma3 lie feature
Bring back ctrl+wasd controls for pc users
Easy to mod back in I'm sure if they don't
It would be neat to have more control over grenade throwing.
There's no weapon resting. Not only it impacts aiming (i guess Łąck of recoil is related to it), but also makes shooting crouched impossible in places it should doable. Like behind a firing position in the shooting tutorial
Maybe not easy, but still probably doable
Most definitely, just throwing out suggestions
Oh yeah fo'shizzle
I just really want them to add the host sever functionality 😢 😭 😢
same
Can you host games? What about in game-master ?
a player cannot host a game unless he sets up a dedicated server or rents one
beforehand in previous games players could host Listen Servers, which would allow the host to also play
you Łąck mate? 😄
😅
The worst thing about current implementation is that it behaves as if starring the game locally already made a server for you. It took us a moment to realise we cannot invite people to our games despite iu having a player list
honestly if theres any kind of performance impact then ragdolling is not worth it. It just looks funny, doesnt add to the gameplay
is any form of global illumination\indirect lightning planned for Enfusion?
probably
Imo one of the most immersive and atmospheric mod in arma 3 is RHRM, a mod that adds realistic ragdolls, for me it changes the whole feel of taking down an enemy. Instead of looking like you turned a guy off and he just kinda powers down, he looks like he got shot. wherever he got shot.
Has anyone else reported this -- Purple pixilation when aiming down sights?
pretty much everyone
look up and then look down again, poof, no more artifacts. That's the "fix" for now
Also, about the movement. Pretty sure that the main "problem" with it right now if how fast you can sprint from 0 to 100
it's basically instant and it feels really strange imo
that may be but then again one of the most immersion and atmosphere breaking things are FPS dips in CPU intensive scenes. Theres definitely a reason reforger doesn't have ragdolling, and that's not because BI couldn't make ragdolls
sounds like a choice to save resources to me
don't think so. It seems like a mix between Arma 2 and Arma 3, canned death animations + ragdolls. Ragdolls are wonky though, more than vanilla Arma 3
wouldn't make a lot of sense to implement ragdolls that look like shit instead of canned animations and nothing more
I cant speak for your experience but in CPU intensive scenes, reforger is preforming infinitely better than arma 3. And with future optimisation and tweaks im assuming it'll only get better. It could also be similar to RHMH where the ragdoll is only active for a few seconds and then its more of a static pose.
i dont find them so bad, in fact i hadn't even noticed before reading up on this discussion. The mix you're describing is exactly the kind of compromise im talking about
but that's not a compromise at all. A lot of games mixes them
my main problem with it is the immersion breaking aspect of me shooting a guy and him reacting/dying in a way that it looks like he got shot from a completely different direction
ragdolls always get their legs twisted right now
yeah, and why do you think that is? if you own gmod you can try what a big pile of ragdolls does to your cpu
how experienced are you with game dev? 'cause that's not how it works
Source games are full of bottlenecks
still though, they are very resource intensive
not really
Reforger ragdolls are great, dont know what youre talking about
id imagine theres a lot of calculations required in mimicing a human body. im a programmer but definitely not a game developer
you'd be surprised at how many ways there are to make them fast
yes and i believe thats what we're seeing in reforger..
it probably differs from engine to engine but on roblox it's barely 10 lines of code
your definition of great and mine are wildly different
I just want directional impact reaction, idk if thats the correct name for it
What do you want? No bending legs, looks like the body has actual weight.
are we playing the same game?
ragdolls need a slight touch up thats all
Yeah
☝️
No legs bending backwards, but they almost always are scrunched up and the dying animations just feel cartoony
sanity check time
im not sure there are big directional impacts with bullets, unless they hit something like a breast plate. I could be wrong though. definitely not a ballistics expert
I think it depends on how the victim is moving, if they were running they'd just faceplant if they got shot from anywhere
Hello. I think that it is necessary to disable the display of the nicknames of the players talking into the radio. At the moment, it is very easy to understand when the enemy captured it by simply opening the list of players.
On the Arma 3 server where I play, we use a modification that adds walkie-talkies. I really like the system that no one sees my nickname when I take an enemy walkie-talkie and confuse the enemy. I would really like this to be implemented in Reforger.
well a lot of features are you know... planned.
are they?
wdym??
Still, saying A3 had better ragdolls is just flat wrong😂
I mean, are they actually planned? Cause I didn't read about them
Im talking in a general perspective, that more features are planned.
hold my beer, A3 ragdolls were shit but reforger ones are worse imo
Wtf
I completely agree, The amd virtual resolution is meh and the AA methods are expensive or dont do much comparatively. I can only dream right that they implement DLSS in the future somehow.
plans don't need to be publicized XD
Reforger has a wip arma 2 death animation
Yeah lol, its just like I'm pretty sure theres more planned like you know??? 😂
they kinda do? It's in early access for a reason
regarding ai performance i understand its mostly because their behaviour really isnt that complex yet. There was some discussion in the ai modding channel that implied the same single threaded bottlenecks are still in enfusion. I absolutely 100% would not want any of my cpu resources to go into ragdolling
Closest thing to what i'm hoping we get is Real Hero's Ragdoll Mod for arma 3, If you look up a demonstration, you might understand what i mean.
What I would personally like is small animations on death like hands covering the place that just got hit and the body going kind of stiff while they fall over, sort of like what Ground Branch does
if you look in #reforger_questions, check pinned msgs
they really aren't forced to share plans with you lmao
I'd love to have a clearer roadmap
I cant say for sure but i swear i've shot a couple of guys and they do either the same or similar animation like 3 times in a row.
not saying they're forced dude...
If they do, people will be asking for them constantly. And noone has to. Roadmaps always are just general.
They don't have to, and why would they? You have a lot of cost to benefit stuff to decide on in development.
true that, but I'm kinda talking about features currently in
It goes back to tank interiors.
"We want interiors"
"spends a DLC to make interiors"
"All youtube videos just show people in 3rd person mode in vehicles"
Like that is a generic example, but sometimes the customer doesn't always know what they want. What mind sound like a hyperfocused issue might be something not worth it in the long run. I have had plenty of devs give me sad stories of cool tech they put into games that consumers give zero cares about lol
Honestly, if we get PiP tank optics I think I'm probably only going to play on first person only servers, the amount of immersion with that would be insane
until you get run over by a oblivious tank crew
i wish people in general played first person only more. It completely changes the gameplay when you cant see stuff without exposing yourself
I always advocated that by default 3rd person should be disabled. Requiring community servers to enable it.
Please add artillery. Howitzer, Zis, Etc
It's you're job to stay out of the tanks blind spots and to communicate with it when you're there
Refer to #reforger_questions, pinned messages
Oh im well aware, but i can promise you that it will happen quite a bit on 1pp servers
tell me with a straight face that these look fine. Always crossed legs and with stiff arms, all the time
I wouldnt consider that in ragdolls tho. Only how they fall.
dude that's ragdoll...
i mean what do you want them to look like. If you really want to see what real war bodies look like then especially now you have plenty of sources to check up on. They probably dont look like what you think
that's the static pose after the ragdoll stop "moving"
Yeah, the leg thing is because of when the ragdoll starts, it starts too low as a direct result of the death animations
not always the same and with crossed legs. Come on, it looks plain broken
Ragdoll by definition is the animation of a dying character
If the ragdoll started when they got shot and they just fell over, the cross leg thing would really happen
a procedural animation. If it stops like that, it's still a freezed "frame" of that animation
Also to the devs, waves also need ripples, not just the sea but little lakes are not a static wave, so either make the surface flat or make it wave but a static wave looks really off lol
Could happen in IRL too. Landing in funny poses could be a thing😂 .
whenever you fall, you fall in the exact same position? I'm not saying it's impossible to happen one time, but that's basically every single ragdoll
the death animation functions like this, Death Anim -> Ragdoll
i havent noticed that but im sure if they all have an identical pose, then that is a bug and it will without a doubt be fixed
I'd like to see the game go in the Ground Branch direction with death animations/ragdolls
Thats what i mean. You dont always fall perfectly.
arma 3 ragdolls were never fixed officially
thats because they were fine
uh
Same, id like to see some of the ground branch features in Arma
It would also be nice if they brought back more Zeus tools, Fire support, Repeat waypoint etc
i mean if you want realism then why not add 10 hours of groaning and spasms before bleeding out. i dont
I've got so many screenshots of broken A3 ragdolls that it's not even funny
that's a really different thing my dude.
you think so but its not. its about dealing with death in a war game. ragdolling by definition is the death animation
I mean, adding some movement on the ground certainly does add some impact to firefights
yeah, and it's already in and fixable. That's what I'm talking about
I'm not saying they should add shit like that, leave those things to mods. But aspects like ragdolls? They should be fixed
This is the sort of direction I'd want to see Enfusion's deaths go
https://www.youtube.com/watch?v=vF_5wz60Lhg
A video showcasing the ragdoll physics effects (including lengthy animations too) in the V1032 update for Ground Branch (BlackFoot Studios)
You can get the game here:
https://store.steampowered.com/app/16900/GROUND_BRANCH/
Consider supporting the channel on Patreon, supporters of the channel get the impressions and analysis vids a week ear...
Insurgency sandstorm does an amazing job at this.
thats kind of a gray line dont you think
not really
meh, i sort of get your point, but if i think about acute stuff that needs fixing then making death look more realistic is not on my list, and probably not on devs list either
maybe not top priority, I'll give you that, but it still should be on the list imo
I mean A3 default rags were perfectly fine, imo.
hold my beer part 2
this, i never even paid attention to them so obviously they were alright
They were a little floppy for my taste but were still serviceable
Ye fr xd
they were "ok", but not good at all
If the devs want to give us the whole authentic combat experience, convincing death animations/ragdolls are pretty important, not to mention they help gunplay and firefights feel weighty, because the firefights I've had so far in Reforger honestly haven't felt that great
Calm down.
alright, have it your way
It ain't that serious, guys.
The death animations really take me out of it and make the gunplay feel kind of arcadey
i think we should just be clear about what we're talking about. it is kinda serious
same
It ain't serious to get mad about and start performing snarky comments.
Have you ever played A3 on servers?😂
im just passive aggressive
Yeah I played on 100+ player server
just gonna drop this. Old, but can be done even with modern a3
Like, I'm not going to ask for being able to blow chunks out of people and taking limbs off
We already have wound effects on the body which is fine, just either going entirely ragdoll, or having some better animations for death would add a great deal
if you thought they were fine, good for you, I don't
https://imgur.com/5mkoX24
You found the most outlier ever, ngl.
im sorry to say but disregarding the floating, and probably not on purpose, that actually is kinda realistic
I know, at this point I'm fightning an useless war so why not go with that
depending on what happened before, ofc
yeah ok, at this point you're jokign
Yeah it looks goofy, but you know.
limbs dont always line up nicely when the inevitable happens
Arma 3 had a bad case of knees bending backwards
I mean were talking getting shot, unless your getting by a .50 cal or some shit you are probably gonna be lined up okish.
thats not the case and it sucks that i know that
Well yeah you are gonna blow back and shit, are saying limbs are gonna twist and shit?
game is actually rated for 16 year olds so that probably factors in as well
you brought up insurgency standstorm, thats rated for 18+ probably because of the death animations
That's usually for blood, don't think ragdolls have any affect on rating
Frankly this seems way over the top for a game like Arma, it's never been a gorefest
I wouldn't want my kids playing that, maybe if you could disable it the same way you can disable blood
I'm not wanting the blood or anything, just the ragdolls that slump
Ragdolls slumping and writhing around on the ground is vastly more graphic than bleeding
Blood and on the ground animations, while nice, can be left for the modders
lol "Don't want my kids seeing blood but shooting people is fine" what?
Its kinda funny if you start looking into what makes a game 18+. Death or violence is not actually very high up on the list, nudity, sex and drugs are
I just want people getting shot to not feel like I'm watching a cartoon death scene with a super slow over-exaggerated death
The animations right now are really what's making combat and guns feel weak for me
It's not about the blood, Arma has always been sort of sterile and sim-like from a violence perspective. It's more appropriate for kids to play than CoD or something imo, but giving it ultra-realistic graphic death will change that. As it stands A2/A3 are more akin to flight sims than they are to most FPS games
My fire selector keeps rapidly spinning even with a quick press. Id like it to be one click moves it once.
When I did a quick firefight in Reforger something felt like it was missing, so I went and played vanilla Arma 3 to see if I could try and figure out what made it click there, and that's when I kind of realized it's the ragdolls
People should just get hit and go down the way they did in A3, the only thing that needs to fixed is the spazzing/glitchiness of the ragdolls of the prior games.
Yes, that's literally what I'm asking for
Yep we're on the same page then
I want ragdolls that don't have the weird knee bending that Arma 3 had
Anything more than that can be left for modders, since BloodLust 2 is already on the workshop
Animations can be good, but to be frank, the ones in Reforger currently aren't
Even Arma 1 (no ragdolls) had perfectly good death animations
Frankly I'd rather just have those back, remade with modern tools to be a bit smoother
Yeah, either full animation no ragdoll, or full ragdoll no animation will general look decent
The main thing comes when you start mixing them, that's when you can get some weird results, like what we're seeing in Reforger where almost everyone goes into the weird scrunched up position
Are you kidding? That's the most accurate thing I've seen yet! All bodies contort that way upon injury, what are you some kind of human?
Also, I want full legit dismemberment. I wanna see my target walking around looking for his blown off arm after it gets shwacked to atoms by a .50
Crispy critters from vehicle fires.
The whole nine yards. If I don't get PTSD after an ArmA session, it's not visceral enough. 🤣
The lack of gore has always been annoying but with most of the things in the game it is a compromise
Yeah, I'm just being a shit. Lol
Issue, AI have no perception of "theres something between me and the enemy" whether that be terrain or friendly units, they will actively mag dump their entier ammo supply into the ground, then shoot a friendly when they pass in front
Oh, so Bohemia consulted the ANA on target engagement.

I hope that we will see not only the return of difficulty options for Reforger like the ones we got in A3, but an expansion on them, like turning off names (both overall and the option to turn off only AI names, leaving player ones) but stuff like damage from AI and such @slow cradle
also of course setting said difficulty settings for Servers
warning: I do not own Reforger but I've seen a lot of SP and MP gameplay
I notice a few things that BI really needs to improve on with the AI to make it on par with the expectations set with A3:
- AI caterpillar (walk in straight lines and clip into eachother a lot, as if they do not have other move nodes) a lot
- AI lack good obstacle perception
- AI do not possess the ability to coordinate amongst eachother well. I am biased because I use LAMBS + VCOM, but that is the standard most ppl have
- AI are slow to employ AT weapons
- AI can't drive vehicles (sadly, I am sure this will improve)
- AI still have the known arma issue of "I like standing out in the open and doing nothing", they should seek cover first
I feel like the immersion of Arma comes from the fact that AI units are cohesive and operate as if they were a military unit, and they should employ the proper strategy as well as the reactive/dynamic nature of infantry
I absolutely do not want rag doll to be a priority. Currently, the AI computations seems to be done on one thread, or so I’ve been reading. Essentially what that means is despite Reforger having implemented solid multi threading within their engine, the computations needed for AI doesn’t utilize it. The more complicated AI behaviour becomes, the more computations are required and limiting this to a single thread is strange to me but I am sure there is reasons for it. So I would much, much prefer ragdoll staying the way it is rather than hogging CPU resources just to look a little bit better than it currently does.
I feel the easiest degree of AI driveability to implement would be being able to "drive" through them when in the gunner seat
yeah they should work on what I said above
Definitely. Good points
This. I feel performance should be the number one priority with AI, everything else comes second
Its the single most off-putting thing im arma 2 and 3
There can be some constraints when you are splitting AI computation amongst two threads because you need to communicate between them,
having a dedicated thread for AI processing is okay, as long as the thread is not blocked by other slow performing processes (specifically, rendering and game logic), but since those probably have their own threads, its much faster
Also remember that multicore processing (which is another thing Arma 3 lacked in) can also boost performance by having the processing done on multiple cores as well
If you used three available cores, one dedicated for AI processing, one dedicated for Rendering and one for game logic, and execute the threads on separate cores, you get a performance boost
Unless they are intending on taking a step backwards I am pretty sure they understand the need to utilize as many threads and cores as they can, they probably will factor that into AI
You explained it in a way I can better understand, so thank you for that. I hope your outlined list of features comes first before ragdoll to be honest.
I am pretty sure that ragdoll would be executed on the rendering/physics thread which is separate from the AI logic, so it would not necessarily slow down calculation. I am pretty sure AI and script logic is still run together.
When a agent ragdolls it typically does not need to process AI until it finishes ragdolling
I like the performance now as it stands, adding multiple squads of AI has little effect to my game which is a step up from A2 and A3
How many AI have you spawned in before performance degrades do you know>?
I had 8 squads running with minimal impact. I don’t know how many until performance degrades, I’m not at my PC right now to test
AI is very much a work in progress right now, in-game they only have basic functionality and are being used mostly to showcase some of the new behavior they have, they are nowhere near being done
I know this, it is just my observation what needs to be improved on
Here's the exact quote over in #reforger_questions:```The game currently includes most of the core features and supporting systems. However, throughout Early Access, we plan to have 3 major updates, adding more content, such as: new weapons, artillery, new gadgets, new vehicles.
We will also keep improving features such as health, artificial intelligence, and destruction of the environment.```#reforger_questions message
this might need to get pinned so we can just refer back to it whenever someone asks for this stuff
Do suppression will be a thing ?
Suppression is a thing
Tiny tiny tiny tiny then.. i dont feel suppressed when im being shot at
There is some misunderstanding here.
AI functions do run multithreaded, including perception.
AI behaviours don't, because they use scripted nodes a lot. And scripts run on main thread.
Ok
Suppression has effect on AI
Player side effect is done through sound and hit particles around you.
The moment you shout and run to cover is the intended player suppression
To me, when someone shoot at me it change nothing. I can still aim and see everthing. I mean its realy really light suppression
if i shot a player he dont care about the sound, he will aim and shoot back. they have to get huge vision penalty to work
Do you think the majority of performance heavy AI systems will be in the functions, or behaviors?
I did not know this
Scripted behaviours are quicker to write, so they are not going away anytime soon. Also for modders it's only scripts anyway.
Heavy logic like pathfinding, movement, steering, aiming, perception is already as CPP components.
We will optimizing some current AI systems to CPP when they mature enough.
As you all noticed, AI is pretty rudimentary
"CPP" can you define
This is not planned and I wouldn't have hopes.
You are saying we as if you work for bohemia?
Like in SQUAD for exemple
VERY FUN
C++, low level, highly optimized code. At least in comparison to script.
Are you able to run C++ code and access game engine components in Reforger?
Yeah, need my tag, don't have time
Fixing shit ;)
Not for modders, no
In comparison to Arma 3, are these AI functions better performing when they're multithreaded? And, is the behavior tree system implemented in C++?
Yes and yes
So, modding the AI's behavior would have much less performance impact than in A3 where you needed to do this via SQF?
From what i saw in solo Game master, AI just walk face to face
It sounds good that you guys are using C++ for most of the AIs behavior, I hope that this will mean the scale of my simulations can increase with less performance impact 😄
I run company level AI simulations on my custom machine, for hobby purposes, and I hope A4 gives me an opportunity to see that in better performance 😄
Plz don’t make Skynet AI Zeek
Tools are more powerful, but you have to be more reasonable when doing it. You can still write scripted behavior nodes which will be slow and useless. Just please don't and we should be fine.
When any AI mods will appear - I will be reviewing them and will check how and where modders push, to have appropriate solutions ready or advices for them
Okay, so, if I understand how your wording this:
Behavior trees should be used primarily, instead of scripting your own state machine/behavior logic
Yeah, eh, again, just try to read for once. Reforger is clearly aimed at to beo more stream lined version for easier access.
I don't do any SQF/enfusion development, I hope to get into it sometime soon when I have some resources I can learn from 😄
Well, if you cite me wrong. I'm not going to repeat myself, just because you try to make your Interpretation happen.
Good point. I think it’s doing a much better job at that than the previous entries so far.
Oh yes definitely.
But solution depends on what you trying to do. If someone will want to mod in insects, then BTs are overkill.
If you want to do HQ level commander AI, then BTs are your solution.
If you want to do smart guided missile - then scripted component with simple FSM inside will be sufficient.
For typical AI as we have now - BTs.
Where did I say anything like that? Jesus, you really have a superiority complex.
Are BT's flexible enough that you can manage factors that HQ level AI would need to assess?
Also, when documentation? 😄
Well, I have lost the overview but, as in every community that is "bubbled" in the sense that people come together with a very specific taste or whatever, people try defend the game no matter what. And I think I've all the right to instead have an actual rational argument instead of misinterpretations, ridiculing, etc. Kudos, guys, I'm out
I fully agree & don't see the problem of going even "so far" as to make that even more so. And I don't see how Arma loses its identity if the order of zeroing is reversed for the big benefit of having intuitive controls for players, easy as that.
You can always mod things more "realistic" afterwards.
And you can always mod them not to be as realistic
You obviously didn't understand one bit of my argument. Just what I was talking about...
You obviously failed to understand one bit of my refutation. You no like? You can change it on your own. Because you are quite literally the only one that wants it changed.
I don't like stamina in A3. So I got a mod to remove it.
Mind=blown
Crimson all you've been doing is disputing peoples IDEAS. quit it bro.
Have actual ragdolls be as similar as possible to GTA 5's rage, enable body physics even after death, and enable actual bullet holes.
just a suggestion, thanks 🙂
yeah, no, you didn't get it.
So what is your point?
Break it down real simple like then. What EXACTLY is the issue? That you alone seem to be facing.
It already was discussed, just read the posts again.
The support truck. Ok. The game mode was made with that as a key component to how it was meant to be played in a vanilla setting.
You're the only one who has voiced any issue with it. (Feel free to show me literally anybody else who wants it changed.)
So, with you being the .00001% who doesn't like it, it's on you to have it changed via modding, and convince people to play on a server you set up.
It is not on Bohemia to cater to the few who might play.
What did he want changed?
He wants the Support Truck in Control removed. Reason being "nobody wants to do logistics"
And he doesn't like resetting the standard AK47 zero to 100 from 440
Welcome to early access
Who cares about the AK74's standard zero being 440? In my experience it's still easy to hit man-sized targets at distances below that. Just aim for center mass
He aims above targets at 100m while zeroed at 440
Playing 4D chess over here
Maybe someone said it but I will say it once again, controls are fine by themselves, but controls settings are huge step backwards, no proper option to set Hotas, Steering wheels, flight sim throttles, hardware collectives.
Theres no weapon attachments whatsoever, even if game action is in 1990 1989, some optics for both AKs and M4s would be really handful and improve the experience.
I am not weapon specialist but it looks like that M16A2 is less accurate than AK which may be less realistic but may be is the word, because I only held pistols in my life so I have no real experience with those guns.
Lack of helis is huge butthurt, please add them in future, same goes for planes and yes, I know map is small but think about community maps that are surely going to be bigger.
Lack of civillian faction is also butthurt, add them (characters ,vehicles) please.
Eden Editor/Mission Editor is the thing that hurts me the most I hope it's going to be in game in future.
I know it's not modern soldier era but please add some primitive NVGs, it's so frustrating that most of people bump their gamma in Nvidia control panel and see you like it's day even when theres night and you stand no chance to win unless you do the same (It is really broken, actually gamma 2.0 settings in Nvidia control panel looks like day.)
TANKS, TANKS, TANKS, ARMORED WARFARE is also thing that should be in the game but apparently theres nothing like that in the game.
Regarding the vehicles and HOTAS bindings...
The settings will probably come when aircraft are introduced. As will other vehicles as the testbed continues.
But nods... probably not. They weren't standard issue for really anybody back then. In A4, sure, but not here.
Wasn't there a post on reddit earlier today showing that helicopters were coming? I seem to remember that somebody found files in the game for the Mi-8 and UH-1
Noticed when you swim then climb out your instantly dry again
Should be dependent on weather and temperature if that's a thing
What is your problem? why are you trash-talking? What exactly do you need?
@void trout I hope so but still, I wanted to say that just in case. (controls)
I loved that in Arma 3 that I could use the same Joystick + Throttle combo that I use for DCS and Microsoft Flight Simulator.
About NVGs, you are right but they need to do something with how broken NVIDIA control panels are in this game, I am not caping, literally it looks like day. I will post two photos there if it's possible of Gamma off vs Gamma on.
@visual vessel I found it somewhere else yet you never know how legit they are. You meant this pictures? https://imgur.com/a/PkpX4Co (Click the link)
Yeeeah, that's the one
Giving context (that you provided) isn't trash talking. 😉
Mom, dad, please stop fighting
Please refrain from writing to me or cite me, if you cannot do this correctly.
Oh yeah for sure. I'm certain an NVG mod will come out for Reforger here shortly. It just doesn't fit for the time period so it likely won't be a vanilla asset
Fucking hell tide.
Him so booty tickled
https://cdn.discordapp.com/attachments/755205772195135491/977694472156610640/IMG_0384.jpg
https://cdn.discordapp.com/attachments/755205772195135491/977694476703260752/IMG_0385.jpg
This two were done at 5:00 AM, and no, darker one is not that dark because of my phone camera being blasted by brighter window over dark window, it actually looked even darker on on my screen than on camera.
Also BI should make sample mod for NVGs.
||Also FYI/PSA/Whatever:
When using headtracking, if you vault over stuff, fall down in elevation, or otherwise do certain actions; the camera goes all fucky-wucky and makes you look down, up after a few seconds, then down again. Even if you wrestle for control with the mouse (and manage to win) it still misbehaves.
[Using Opentrack to headtrack]
A temporary solution to that is tapping your freelook key for a second (Default: L-Alt) and it fixes the issue.||
Nvm found the shiny link for the feedback tracker
That would be nice for sure. If only as a basis for mod development.
Upscale the frames to 60
someone jumped off a roof and as he landed the game dc'ed me, could still walk around a bit but no network updates. maybe not much of a bug report
turn down the graphics preset one lower
hope to see a version of the M70 with the hood up, if not the ability to interact with it it put the hood up
my favourite uniform set so far
Can some peeps [non devs] from here have a look at https://feedback.bistudio.com/T165192 / https://feedback.bistudio.com/T165193
see if i have hit the nail on the head? If you agree/disagree etc
In reference to GM User Interface
Does this imply multiple layers of HQ/groups can be possible? I ask this since in theory 'chain of command' worked in Arma 3's High Command but the 3DEN Editor did not support this, and I saw no BIKI instruction on what to do beyond setting a HC_coc variable to true
After ten or so hours with the game, I'm gonna kinda dump everything I've got here, pertaining to the gameplay decisions and not as much the bugs, as enough people have probably pointed those out.
As far as animations go, I think most if not all deserve some love and touchups, if not a re-do. Most feel clunky and very early, (rightfully so), the ones I most thinking of are the reload animations, which feel very robotic and rough, jumping/vaulting animations, stiff and not terrible accurate, and some of the general movement and in-vehicle animations could use a touch up when interacting with objects.
The compass and watch I find are very small and are inconvenient to read, as for solutions, perhaps a larger model closer to the face, or a similar solution from A3?
Vehicles themselves feel the most solid out of anything in the game, they are fun to drive with a few quirks. The suspension feels very accurate to a real vehicle, but has a few issues when it bottoms out, it'll send the vehicle careening through the air. Other than that, not too many critiques of them, honestly really good job done here.
With the new inventory system, I personally don't care for it too much, it feels rather clunky and doesn't really fit into the game I feel. The addition of the extra uniform customizability was a much-needed upgrade, but the UI itself needs some changing. The grid-style inventory was a cool implementation, but in it's current state it doesn't look or feel good to use, the controls for it are odd, as sometimes you can simply drag and drop, and sometimes you can't, and instead of to ctrl click it. This is one of the features I hope gets an upgrade in time or with A4.
The firefights in this game are another very solid feature similar to vehicles, and I really do enjoy the newfound terror being shot at brings.
Beyond that, I don't have many more critiques I can think of rn. I'm excited to see where this goes and I'm glad to see the devs clearly do care about the game.
SO after 14hrs of playing i can clearly say i am happy with the results. The only thing i am rlly missing is the standart editor. But i would say with time many new features will be added.
One question the Rifle form ArmA3Contact, which is in the workshop seems nowhere to be found, in any of the arsenal/ammoboxes, does anyone got a clue where i can find it
With a slight update to this, with a few things I forgot..
When injured, perhaps more of a 'meaty' or noticeable indicator, to make it feel more solid and as if you were actually hit.
The vehicle turrets are still clunky, but I've seen it talked about enough that I think I can pass over it for the most part, but I do enjoy the new inventory system for them, as well as the implemented VOIP. Reforger feels like it has so much potential and can likely stand as a healthy base for A4, and as an entry that Console users can use to get into the game.
can the server admins disable night? it's just pointless with gamma settings, everyone without high gamma will be an easy prey
and there were nightvision options in the 80s
One positive observation about the Game Master GUI: I do like that the Entity Browser's toggle filters include entity Traits, as well as said icons being displayed on the entity thumbnails, if only because I can quickly see an entity's purpose this way
I believe they can set time acceleration to be extremely slow (possibly stopped altogether)
As for 80s NVGs, did they exist? Yes. The technology was around during Vietnam. But they were not in any way in common use save for MAYBE starlight scopes in very rare cases.
I would imagine the most likely time to see NVG's added we would see is when Spec Ops is added
also, I hope we will see the Pilotka cap for Soviets
I know that some games had it where when you turned up the gamma, made the screen nearly hard to make out, maybe they could do something like that?
If there is an option to do that, pls do. Otherwise, I would prefer to play day only. It just looks so ugly with high gamma, but without it one would have a huge disadvantage.
Who would fight during the night without nightvision equipment anyways? 😄
The Taliban 😂
Yeah, about that... 😒
Oh I'm aware...
https://imgur.com/a/oCqZDhh Entre deux
This is more feedback then a bug could the compass be fix to were we can see everything on the compass and could the numbers for the quadrants in the map stand out more because they are kinda hard to see especially with a smaller TV
Unedited Truck Gameplay for those who hate logistics. I may like driving but I sure as hell don't remember being a middle-aged trucker.
I even used Reshade and filters to make the game look better for you guys! ;)
Still doesnt work the game?
I've though of a couple ways to try and make fights feel a little less floaty and also encourage tactics to gameplay
-
Right now players are able to bunny hop, last time I checked we aren't playing CS;GO, though this will require some work I'd suggest adding a sort of "landing" animation for jumps, when your feet come back to the ground you're stuck in place for about 4 - 5 seconds or however long the dev team decides and can't move until you're character has recovered from the jump.
-
Inertia, right now your character can stop on a dime no matter how fast he seems to be moving, I propose some sort of inertia system is added for quick and fast movements like jogging and running, and strafing.
-
Final point, and probably what'd take the most to implement (maybe I don't know I'm not a dev) is tying the weight system to the mantling system, the heavier you are, the less height you're able to mantle (this might already be a thing don't know I'm just guessing it isn't)
🤡
who says the majority dont enjoy logistics??
"trust me bro"
speak for yourself, simpleton
If this is you're opinion of the subject, the Arma series may not be the right one for you
this guy is stuck in the public "noob friendly" co-op servers in arma 3
lol this is the sign of someone who lost an argument
having a glitch where the sniper scopes go party mode and flashes blue and green
In regards to the reforger workshop, it would be nice if it was like Garry’s Mod where it’s linked into the steam workshop.
he just wanted to play cod warzone lmao
Please make servers playable. Thats all 🙂
Already being worked on
fix the bug that has been reported over a thousand times !!11!
but fr didn't they post something about it
This can be sorta forgiven; it's something that's affecting everybody playing at one time or another and not everybody watches BI's twitter.
well if they commented here they probably saw like a few messages up the same message
logistic feature is imo an good addition to the game and for sure there will be an option/mod that disables the logistics part of the game
I kinda like the logistics feature
I just realized....the dude seems to have forgotten that foxhole exists.
That game has players that are really into logistics.
Shoot I love driving logistics and jamming out
Seriously though those guys literally had a strike to improve logistics and stuff. Like..an actual in game strike.
That was a shocking display of projection up there, assuming that everyone else agrees with their opinion
I like logistics because it adds ways to try and disrupt your enemies frontlines without grueling attritional warfare
Had something similar with the aks...viewthing? Forgot what it was called.
The battle zero
As I suspected from YouTube impressions, there is not enough "eye zoom" in this game. Even at full zoom, enemies in the distance appear absolutely miniscule. As in any realistic game (ARMA, flight sims, even racing) there has to be adequate zoom to compensate for the fact the character's eyesight is portrayed on a small flat monitor.
It's simple geometry, a monitor covers a small amount of YOUR field of view (for example, a 24" monitor at a rather close 24" view distance = 47 degrees). A 47-degree horizontal FOV is unplayable. Most FPS games are closer to 90 degrees. So we need both. Which means we need a substantial eye zoom.
If the player characters are so near-sighted, as they are now, the the scale of combat will not be realistic. Needs to be fixed.
This is how enemy soldiers appear at 350 m, compared to ARMA 3. Full-scale crop.
I think that should be a server side configuration. Different communities will have different preferences. Also you can be sure that modders will not use the same zoom level for their iron sight weapons.
Also, we really need a roadmap for Arma 4.
Reforger is still very cloudy in its intentions and we have no idea what we will see in Arma 4. Because it's a new engine we can't assume it will be an transition like A2 to A3. The community really needs a roadmap
Maybe even community polls to see what we want? BattleBit Remastered is doing this and so far it's working great.
A roadmap is not happening anytime soon, not when its development is being informed by feedback for Reforger
We are getting bits and pieces... Ivan Butcha said that they are working on a in-game mission editor like A3 has
Hell they won't even give one for this game beyond 'three major updates over twelve months'
it doesn't need to be now
I think most modders do keep levels standard. Judging by previous ARMA titles. But regardless of preferences of specific servers, or modders, the base game should default to a relatively realistic amount of zoom. Right now, it does not, a guy at 350m appears approximately 2 millimeters (!) high on my screen.
I love Arma Reforger, great game, never played anything remotely close, with the physics, graphics, yes it has bugs and other issues, but why wouldn't there be as it's basically a testing game for Arma 4 I think, and it just came out 5 days ago today, The only issue is the disconnection issues which people mentioned would be fixed shortly after or during the fixing of the connecting with backend issue, other than that, it's an amazing game, excited for the next updates and the updates after that.
Overall, it's an amazing game 10/10.
One feature I'd like to see is a few AI teammates in single player so you're not solo on conflict, I'd say maybe 8 people, including your self. meaning you have a squad.
straight up one of, if not -the- most immersive game i've played. i love how practically everything you interact with now has a proper animation that really makes you feel like you're interacting and a part of the world around you. the new lighting is badass, and the conflict mode which i thought was really slow at first, is starting to really grow on me after people are figuring out how to play it now. we definitely need more gear, and vehicles and like a mortar or artillery or something, and priority number one should be fixing multiplayer stability, but i think this game is awesome for what it is so far
To start, I gotta say that I absolutely adore this game, and I noticed this in a movie earlier and it caught my eye. Could we get a Humvee variant like this?
https://imgur.com/a/uVf3DM2
This link is to a hidden imgur post, and it is pasted here literally only so that I can embed a visualization of my idea.
Is it what medics would have in the cold war?
No clue
No medic class yet because the health system is still being worked on, also medics would just be given an M16
I just did a search, an M4 rifle and/or an M17/M18 Modular Handgun System. But yes they could use an M16
That's a modern medic in our current year, not 1989
M17/M18 is the new Sig Sauer P320 that the army adopted.
My mistake
I'd like to see the Glock 17 make a return
I don't think M4's were even issued out to troops yet in 1989
^ this, honestly.
A Medical Humvee would be amazing once (if the devs are up for it, of course) the medical system gets an overhaul, possibly with more lasting injuries/necessities for reviving people.
Also, that Humvee appears to be from the Cold War era, so it fits.
But even reviving people seems like a tedious concept because all you need is a radio pack and you can just materialize another replacement iteration of your apparently expendable best bud right next to you like mitosis lmao
The Humvee was brought into production in 1983.
Little fun fact for ya.
A:R is in the '87-91 era iirc, but thanks for the info 👍
There is some signs we might be getting a somewhat more in-depth medical system with the bandaging and a "wounded" status in the inventory screen.
Also A:R is mostly focused in on '89
This is absolutely going to need overhauled AI beyond what they're currently capable of, no?
Artillery has been promised/planned, new assets (gear, vehicles, weapons) are planned/WIP, no ETA on any of this except that they'll come in any of three major updates within the 12 months of Early Access
awesome dude, very excited. i'd love to see better equipment and vehicles to add some more rewards for the ranking system. as it stands now your only unlock is at SGT or LT. very keen to see what BI, and modders, have in store
A mortar squad in Conflict would be pretty great for the higher ranks 🙂
absolutely, mortars and artillery will be dope
we're gonna need a larger island for the kinda artillery I like 😏
maybe other equipment like range-finders (if they had them back then, i'm not very well informed about cold war era equipment) and NVG, though i'm very on the fence about NVG as a single man could wipe entire squads at night with how dark it is lol
No details on what artillery is planned, mind you, or gear or weapons... people have claimed that models for ||the Mi-8, the UH-1, the UAZ-452, and another civil four-wheeler|| have been found, as well as mentions of ||the M113 and mortars||
well that's pretty exciting, especially if that first vehicle you mentioned is true
way back they had early nvg and nvg scopes like the hensoldt nsv which fit infront of regular scopes.
'89 is the perfect time to have SF units that have AN/PVS-7's, but you could completely omit them from Conflict for the sake of balance
awesome, that would be pretty cool if it's reserved for a high rank (talking even higher than LT here). i like how the game escalates in technology and weaponry, though only barely at the moment
the hensoldt nvs style of nv scopes is only really suitable for long guns with picatinny rails as they fit infront of a regular scope to give it nv, much to clumsy for ARs, so they could be limited to long guns with picatinny rails.
The situation for infantry nightvision is pretty skewed in this time frame, I don't think the soviets had any helmet mount nightvision goggles and only had weapon mounted nightvision optics, where's the US had goggles, optics, and weapon mounted IR devices, so it would be pretty hard to balance conflict for nightvision
But I would love to see nightvision get into Reforger for the sake of letting us test it, and it could be useful for PvE.
yeah that's fair enough. just as long as any sort of NVG is in limited supply it should be fine, i don't think they should break the dynamic they have going on with night-time at the moment where you can practically stealth right up to the enemies face. one dude with NVG could put a stop to an entire push like that
I can only do that on nights with a clear sky and/or moon, clouds and its pitch black - a feature which I actually like, that is - it being pitch black on nights with cloud cover.
Yeah, having actual shadows and clouds blocking moonlight gives me some really good ideas on how nightvision in this new engine can function closer to life
Basically any area that doesn't have moonlight will still be dark, even under nightvision, thus requiring the use of IR Illuminators to see
speaking of weather effects the rain is beautiful, although the AI dont seem to pay attention to the reduced visibility right now.
the darkness at night is awesome
every single night in game is practically pitch-black for me lol, can't see anything at all. some people pump their graphics card drivers gamma up and say they can see pretty much everything, but that's a bit dodgey. i like the super dark nights myself, really shows off the new lighting system
I think flares will help a lot with that when they come out
i'd rather have the atmosphere of a realistic night than burn my retina's out with gamma overload 😄
hell yeah that will be sick. even stuff like floodlights or a spotlight would be great. a few games i've played we've turned the high-beams on the cars and face them out from the base to light up angles of attack, but it'd be cool if you could put permanent lights instead
I'm a little worried about the nights because they're pitch black for my friend, but bright as a full moon night on my end so I can see pretty easily without a flashlight
And we didn't see an in game brightness setting so it must be a monitor thing, which makes me think people are gonna adjust monitor settings for a huge nighttime advantage
Okay, so when it comes to nightvision in Reforger, this would be how I do it
US Gets the AN/PVS-7 Gen 3 single tube nightvision goggles, and the AN/PVS-4 Starlight night optic
Soviets get the 1PN58 night optic
For the sake of balance in Conflict, the only night vision that would be able to get used would be the night optics, of course, when it comes to if they unlock at a specific rank I'd leave to the devs, but I would say yes, make them locked until probably the highest possible rank
to be fair, some people just have better night vision irl anyway lol
yes, people do adjust their graphics settings (outside of the game) to get a much bigger advantage at night. i don't think there's really much anyone can do about that unfortunately
Yeah, I just think that it should be made into an in-game setting if even some default monitor configurations allow for far better night vision *(mainly because day/night cycle is on by default in all servers )
you're probably right, unless there's some magic they can do to change the brightness based on peoples graphics card gamma settings, but i don't know if that's even possible or if they're even allowed to dig through your settings like that lol
the fact that people still turn their gamma up to see in the night
that's one of the problems i hated with arma 2 and arma 3
is the fact people can just turn up gamma to get rid of any disadvantage they have during the night
what's the point of night time when people just decide to cop out on setting adjustments
I agree, night battles are so damn cool and that really sucks the fun out of it in MP
yeah, night battles are pretty damn unique in this game. you could be standing a metre in front of an enemy and not even realise until muzzle flashes start lighting up your surroundings. i found myself in the midst of a 4 man enemy squad at night-time, thought they were team mates til shots started getting fired lol
I do kind of wish server admins could somehow dictate the gamma players could have on the server
they do
it's called the moon
Yeah, but I mean, like being able to set the gamma setting to a specific number and it can't be changed on that server
But that could bring in a whole host of issues since some people use it for legit reasons
the problem is people are doing it through their graphic card, and i don't know how much power the developers have to affect that
A glance at Wikipedia indicates that both of Arma 2's mortars (the 81 mm M252 and the 82 mm 2B14 Podnos) were in service as of Reforger's setting, so there's an answer for the Reforger team when it comes to 'balancing' mortars... just do what Squad did, which unlike Arma 3 at least had cosmetic/name differences for the otherwise-identically-performing mortars
i mean you can't change the gamma in the video settings atm
so the only way to adjust gamma is via your monitor
but anyway related with mortars
i hope they get rid of the artillery computer :P
feedback: gameloads? 📈
servers playable? 📉
This is almost certainly an intentional design decision
if they add in like a heavy-fog weather during day-time, then that will become a blinding mess for high gamma players
Either because the game isn't yet optimized enough to preserve the graphical detail at range as well as prior games could, or because they are trying to keep the game more beginner-friendly and focused on closer-range combat, or both
maybe. but without checking the actual values, it seems suspiciously similar to DayZ standalone. Anyways I give my feedback, because I don't like it one bit. ARMA is always king of long range, large scale infantry combat. If it is limited to the closer ranges, Squad becomes more appealing by comparison...
I don't like it either, it was the very first gripe I had about the game within seconds of trying out the tutorial. The thing is, it's hard to tell which aspects of the game design will propagate to A4, and which are just specific to Reforger and its more accessible/console focus. I suspect that the limited zoom is just a temporary change for the reasons I outlined above, but if it's something that's going to end up in A4 then it's definitely something worth making a big deal about because it really puts a damper on the scale of combat that Arma has traditionally focused on.
I do think we could stand to have a little more eye zoom, purely as a QoL feature
Kinda necessary to make any low light maps work.
It's not really QoL it fundamentally determines the scale of viable engagements
Yeah, especially when we're in an era where magnified optics aren't on basically everyone's rifle, having more eye zoom to get some realistic engagement ranges is needed
but you have binos
Issue arises when you consider that people often play on smaller screens
What's a well defined silhouette on some screens is basically just a few pixels on another screen
That's why I'm calling eye zoom a QoL thing
i can understand why people want it
i just don't want people able to zoom all the way down an rifle lenght and snipe without an optic :v
Yeah, that's one of my biggest concerns with it as well, suddenly a 4x optic becomes useless because you have a 4x optic in your eyes
Just give a option to disable it in server settings like in the addon settings.
I kind of wonder how well the flight sim solution would work where at a certain distance you basically kind of blow up a few pixels, that would be kind of an awkward solution though
blowing up pixels for eye zoom would just make hiding in bushes and rocks from a distance useless
I think many casual players will not notice, because they do not have a sense of proper scale. If it is smaller, it must be far away, no? When I first set some enemies up, loaded in and looked at them, I assumed they were something like 500-600m away. Turned out they were closer to 300. But when you start measuring, scaling reticles and things like that it would become very apparent something is off.
from the looks of it rn
all the optics and bino crosshairs are scaled to their irl size aswell
yeah Arma 3 has that in a sort of way, I know in Reforger you can zoom in with rmb like in Arma 3, but I do miss my mouse-button full eye zoom/unzoom and it works with scopes in Arma 3 aswell, that would be a nice addition, or at least at the minimum being able to set an extra bind and toggle-key for it.
They don't take into account that the eye zoom should be applied on top of the optic zoom. In real life, even a high-power scope doesn't make the target fill the whole view, but you can still see it extremely clearly because the same acuity that your eyes have unaided applies to the magnified image as well
Arma 3 thumb button zoom was the gold standard IMO
Basically felt like smoothly changing your eye distance
its a game-changer 😄
I always left zoom on RMB but moved ADS to thumb button instead, same idea. Removes the latency from the zoom in the same way
or if we do bring it back
disable eye zoom for rifles :v
what i meant was disable the ability to use the eye zoom when looking down a rifle's sight
I'm split on on it really, because on one hand it lets you get realistic engagement distances with irons
But on the other hand, it kind of makes low-power optics useless in a way
The way I implement it in my game is to allow the eye zoom to still work when looking through an optic, so that you can focus on the area in the center of the scope view rather than being forced to fit the whole thing on your display
magnified optics of any type have always been a huge advantage in ARMA. Even 2x RCO or 4x ACOG vs irons, it's hardly fair. Put an optic on one of those stupid Navids and profit. flight sim solution doesn't work because it's too complex, and that is generally to be able to spot planes that are many kilometres away. in the sky. for a man on the ground? jeep? BTR?
I'd argue low power optics still have a nicer sight picture.
In real life the scope takes up your eye's entire FoV
The main advantage of collimators and such is clarity
the only optic which is not fairly portrayed are the advantages of red dots and holographic sights as compared to iron sights.
Depends entirely on how you're aiming
Yeah, it's also things like, irons can block out an entire target while the optic reticle won't
You can aim from a slight distance with both eyes open, or you can bring it in with just one eye up close
I'm talking about like an 8x rifle scope
When looking through a scope in Arma, the whole eyepiece is forced to fit on the screen, so the whole scope picture only has an apparent diameter of 30 degrees or something, whereas when looking through it in real life it's more like 70 degrees
If you take a photo through a scope it's hard to see anything, just like it's hard to see through Arma scopes, but when you look through the scope with your eye directly you can see incredibly well
To be fair to BI, though, this is all ultimately subjective since there's no way to characterize the acuity of human vision with a particular zoom level
Tl;dr: the eye zoom was a great QoL thing, and wasn't really all that prone to abuse.
The 1x optics and other low power scopes still had their niche as ironsight upgrades.
F
This might be placeholder, but I think it's worth mentioning, please remove the dayz dying animations they're so bad and remove a lot of that ragdoll falling satisfaction when killing an opponent. It's bad enough they added them to dayz, don't carry it on to here please ♥
This was mentioned earlier today as well. Even a decent animation would be better than what we have now, even without ragdolls
ragdolls seem like the easier and more realistic option to me, at least for headshots. I'm of course ignoring the issues ragdolls produce but the existing ragdolls seem to be working mostly fine. I'd also love it if we could have a downed / immobilised status much like the Project Injury Reaction mod in Arma 3 but stock
bottom line keep zoom eyes in scope and out. it's been in arma as long as i can remember, removing it is silly. move on
bring back the side prone shooting , best stance ever that arma created.
This man spitting facts!
PPSH wasn't in active soviet usage in the 1980s
it would just end up being the AK-74U added :v
ADD THE HK G11....that gun really go brrrrr
Heckler & Koch G11 assault rifle used in the U.S. Advanced Combat Rifle program.
The Advanced Combat Rifle Program weapons evaluated the:
- Steyr ACR: https://youtu.be/9Ltga6RhDjc
- Colt ACR: https://youtu.be/SdIQwFGRI6o
- Heckler & Koch G11: https://youtu.be/E_didDgUjn0
- AAI ACR: https://youtu.be/j-bxGo5wN2o
.
sounds like a handheld A-10 burst 😄
Optic magnification in Reforger is applied relatively to focus FOV. The logic is the same as in Arma 3.
Eden editor is coming back baby 😬😬😬😊 source: https://mobile.twitter.com/IvanBuchta/status/1527957589274796034?s=20&t=I64Gyq8kdBuie3JGldLJlQ
@G4nDalf_EG We want the full-featured 3D Editor as much as the community, but it's a complex task which will take time. :) #ArmaReforger's Game Master is the necessary step to develop a new in-game editor, scenarios can be made in #EnfusionEngine Workbench too.
Hi where I should post the Worckbench crash tickets? When in GUILayout editor if pressing ALT and dragging some control it closes without promoting any error.
the workshop already has a mod that solves the lethal range of the grenade explosion, which is very good. I hope the grenade launcher and rocket launcher can also be solved.
I really like the vehicle interiors, hopefully we can see fully modeled tanks that you can turn in and out of. Its better than IL2 tanks.
ℹ️ When being banned and joining server again you'll end up floating in the water (same as initial camera for World Editor on Eden). I would expect to be send back to the lobby.
I have discovered a small bug that does not let you set the view distance more than 2500m. I can set the slider beyond that number, but the affect does not show
I also think that some post processing options could be nice. Like changing the brightness, exposure, contrast and saturation.
So seriously the game is really fun but this constant crashing is just crap. The whole weekend forn ass
i agree
Hi! Workshop need a filter/category like SteamWorkshop
it has one
Click the icon in the top right corner 👍
Something really needs to be done in regards to spawning on players. On more than one occasion I have been lining up the perfect shot, only for a friendly to spawn inside me and force my gun down. It also stops me from moving for a few seconds which is quite annoying in a firefight.
Oh
Thanks
Icon was super weird for me
np, yep took me a second to notice it aswell 🙂
its so fustrating that i just outright cant join any servers, its frustrating that even though BI knows its happening they refuse to adknowledge it untill all their servers literally just fall offline, its frustrating that this is obviously a game id love, but that i just cant play it
can anyone tell me what they fixed with the servers today?
some backend issue apparently but unrelated to the random disconnects
There was crashes relating to backend I guess those are fixed. One issue at a time I guess
is it just me or the arms movement while walking/running is a bit over the top, especially when walking
Yeah I think movement could have a little tweak and the smoothness of the gunplay
Could you make the footsteps quieter when you move slower?
And the grenades do basiclly nothing, shot someone in the face with a GL and they walked away.
The eye zoom is in because our monitors don't have as good of a resolution as our eyes. It's there so we can actually spot shit. It's to make up for the disparity between our actual eyes and the monitor.
I 100% agree it need to stay in
I can see way farther and better IRL then in games like Squad, the focus zoom should stay, also its an arma staple
please fix the servers
Hello Devs, the FIA arsenal and equipment crate is missing a bag which the FIA Machinegunner assistant wears. Also can you increase the starting magazine capacity of FIA from 3 mags to 6/7mags please? Thank you.
Please tweak the movement, game also needs rotation speed limits. You can max out sensitivity on your mouse and turn 360 degrees in half a second while prone and crouched, it makes the animation look bad and its also not physically possible
Also in the "Sample- New faction" mod in the workshop, none of the units have additional magazines. They only carry the mag that is attached to the gun.
bugreport can anyone reproduce : after attemping to join a server that has mods i get 'cannot join with selected mods' , once back at the main menu now the server browers and mod browser are all dead... nothing loads and all the menu's are blank
It would be really nice to be able to launch a private session from in-game. Like if I wanna test a co-op scenario I could just hit “start session” and be able to invite people.
I was getting that before the recent update. Just have to restart the game if it happens unfortunately
yep just confirming im not the only one!
Please add a change weapon mechanic for console. Something like double tap y to cycle through your weapons. Right now you have to hold Back, press and release x, then let go of Back and that's just 2 things too many to do under pressure. The amounts of times where I accidentally reloaded because of misstiming this is too high.
Open a feedback ticket bud
Interesting, so it does. I'm out of explanations then. Scopes in Arma have always seemed underpowered, requiring very high magnifications to get a sight picture that feels as clear as a real scope with relatively lower magnification.
Hello guys. Did anyone try to remap aim down sights button to keyboard? It works wierd, it works like i hit the key for two times or something like that
the camera shouldnt go upside down in 3rd person ever. imagine flying jets 🤢
Xbox desperately needs keyboard and mouse support. I am dying for it
just buy a pc
Why would anyone do that 🤮
Also its a known bug buttons being pressed twice
Any news on the update fixing the Xbox audio issue?
IIRC in Arma 3 focus and 3d sight FOV was 28° (2 * atan2(0.25)) and optic reference 1x was 38° (2 * atan2(0.35)). In Reforger we use 38° universally.
So perhaps us fixing the discrepancy there caused this issue there as a collatteral damage.
I still don't understand why I am getting 40 FPSs on Reforger and 100+ in DayZ SA considering I am on the same hardware, using the same view-distance, resolution and video settings etc. Wasn't full Enfusion supposed to be an improvement over DayZ (Half Enfusion)?
There are improvements planned in this area, but it may take some time to implement
pretty sure dayz runs on a mix of engines, not fully enfusion?
Thankfully! Still I wander what changed from "DayZ's Enfusion" to "Reforger Enfusion" that could hit -60 FPS... Now I have to admit that those 40 I get are rock stable. Never go below 35 and never more than 50... And enfusion has more color and is in general far more vivid.
Yes, that is what I said and it even says so on the DayZ website somewhere...
Excuse me, I answered the concern about xbox weapon selection above. I am not really in position to talk about performance.
Ohhh 😢
What's your hardware in general?
Bug report— if you are holding binoculars and enter a BTR then you keep holding them and then if you die you can still hear the guy shooting in the gunner seat for the rest of the game
i7 6700K, 32 GB DDR 4 3000MHZ RAM, Geforce 1660 TI, Samsung EVO 7 SSD, WINDOWS 10 PRO, thou that is kinda irrelevant because I am comparing the two games on the same hardware...
kind of yes. I wonder if anybody here has similar setup and better results.
I also somehow randomly died in it at some point for no apparent reason. All windows were closed
Has to have a similar hardware and both DayZ and Reforger to compare his FPS on one versus the other....
In your own hardware what is the difference in FPS between the two... both on ULTRA?
I know that doesn't sound very Bohemian of me, but I have no DayZ installed on my home PC 😅
Deserve to be fired that is a crime
This could even be caused by difference in asset quality - Chernarus, while demanding, is probably less complex than Everon
I could be wrong of course
😂
Also kuloodporny while you are here do you have any word on if console will get a server creator in the final product?
I personally like the way how it was in Red Orchestra 2 - with Shift for Sprint / Focus, and focus available only while stationary. But in Arma focus is a meta feature and cannot be combined that way.
Can't say, it's not my field.
As in, I just have no idea.
All good just wondering
Always felt the same way. Arma's version works fine but RO2's always felt pretty close to the ideal to me.
There's some argument that you couldn't be scanning in detail far off hillsides while you are sprinting across a field. But as a variable FOV is required to simulate the default capability of the human eye one should be careful about restricting it. IMO it only makes sense to restrict, if in some situation, you would not be able see well. Only while stationary? I disagree. And even if limited from, for example, sprinting, it feels janky to have one type of vision one moment, and not the next. Worst for Bohemia games I've played is in DayZ standalone, where the zoom (while ADS) is tied to your stamina, and stamina is tied to how much you carry, therefore aiming at distant targets is often an annoying battle of zoom in, zoom out, zoom in, zoom out, plus running out of "breath" on top. And meanwhile, out of ADS, unlimited zoom.
make the game good pls
Yes that's one thing I'd love to do. However spending over a thousand dollars on a rig, display, and even just some of the games I own already isn't financially smart or available. At the moment at least
To whoever had the idea to put all the old OFP songs into the piano: I love you.
Forwarded that confession. 😄
We will look into it. Thanks!
Also if you go into water you get wet as soon as you get out your 100% dry again I made a ticket about it tho with pictures
I know it's probably last thing to worry about at the moment 😂
Game broken I dry quick /s
Is there a way to cycle waypoints in GM yet? Damn I asked in wrong channel
the feedbacktracker mentioned is the same like the website i assume? - feedback.bistudio.com
Will we get a forum for reforger?
Please, please, please fix the UI lmfao in the next major update
I'm assuming you mean game master UI? Or what UI? Could you divulge as I've already made a ticket
Klamacz mentioned ingame feedback UI I believe
Game Master UI needs some camera movement improvements, the actual UI itself needs to be much easier to access (units/compositions tab on the right just like Zeus would be amazing), it just seems too compartmentalized
Trying to navigate my inventory proves difficult also it just seems very counterintuitive
https://feedback.bistudio.com/T165192 already made a ticket lol
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I get this kind of CTD every time an engagement starts, FIA vs Soviet, I've sent the crash dump a view times now cause of it
Verified game files?
There's a memory leak suspected somewhere
Not that soon tho..
bruh this shit is dumb im gonna refund the game and wait till it is playable
I have verified my files, also how do I post on the feedback tracker? @low flax
@fallow bluff I do not like pestering people but, why did you buy an EA, testing, alpha title only to refund it for it having bugs?
Make an account
Login
Top right click the star and it will list create new bug report for xx
Bohemia needs to add "Windows 11" to their feedback tracker, I'll assume Win 10 64
It would be cool if muzzles could be decoupled from the magazine wells from an entity component stand point.
We could have exchangeable barrels for things like MGs and other weapons
Check attachmentType
what about it? I dont see any class for barrels
is it possible to attach a MuzzleComponent to an AttachmentSlotComponent and have the WeaponComponent work it out?
thats how UGLs are done
UGL on a knife when
alright thanks, seems I have to investigate a little bit more
@north portal just wanted to ask while ur here, will animations be tweaked? I.e. prone having 0 rotation speed limit so you can spin around on a dime with max mouse sensitivty. Was hoping this is just WIP and will be fixed
Prone is different kind of beast and will be worked on in one of next updates. Same thing happens in all stances though and that's intentional. Control was more important than realistic rotation speed. Will be tweaked though so ppl cannot abuse it
Will it be more like, the camera itself will rotate at the players sensitivty but the body will catch up in a realisticish speed to not allow players to 180 flick shot people? That's what I was imagining its intention as anyway
time will tell. You can know faster if you apply for designer/scripter position 🙂
Thanks for the response, I'd love to, but maybe when I'm more experienced:)
I miss the "ready" stand after running. In reforger the soldier keeps the weapon down after sprinting. You have to go quickly into ads and out to get the weapon back up. Would be nice to have an option or stand where he puts it up automatically after sprinting.
cause he's tired
but its even the case after a one second sprint.
Honestly I think the DayZ aiming system should be brought over, it’s really hard to aim anything on console unless you’re standing still or proned. CQB combat is rough. You basically have to spray and pray and hope that a couple of your shots connect.
Well yeah.
Is there any plans to use inverse kinematics for foot/leg placement?
On console we need mods to be able to be used in public or be able to create our own public servers
Glorified tech demo, matrix unreal tech demo did this better and was free not worth 30$
Player icons on map as an option or on a ticabke box. This is those who don’t wanna learn to navigate the new island. As far as game master mode, I would like to have a want to program or que up actions for npcs. Maybe an airdrop action would be awesome to recreate red dawn or somthing. A way to have prisioners for rescue missions. A stealth system ext
well yeah it's pretty tough trying to shoot while moving lmao
that's how it always was in arma games
Can the server browser automatically sorted by populated to least? It shows the most empty and worst ping servers by default. Then you hit players and it goes from empty to full. You have to hit it again to show Full to empty.
Good point
Thanks.
Is there a way to bring up mission briefing in game? I have checked for a controller or keybind and haven’t found one. So if not, I’d like to see that added. It’s a pain testing creators custom scenarios because there’s usually info in the briefing/description I need in case I forget
Hey Klamacz is BI planning on implementing rolling again?
And, how hard is it to change core AI implementation? Will we be seeing major overhauls or just minor improvements?
For AI - Reference that the code for AI seems to like the minor base right now, so I think we'll probably be seeing major updates.
Can you elaborate what you mean by "seems to like the minor base"
Would be nice to have "update all" button in workshop, and somehow inform player that some of mods can be updated.
"The Minor Base" being like the core functions of the AI, which doesn't imply that we won't see changes to the core base, but I mean there's a lot missing right now. For example, Driving.
Depends on what you consider a "major update" like is driving a major update to you personally?
I mean obviously from a technical perspective it is, but for the players who obviously expect driving to be a thing, it's more a thing that should just in, rather then an apparent "Major Update Or Major Feature"
Anyhow clearly i'm overanswering your question.
Actually, I regress on "Core Functions" statement, as Driving is a core function imo.
so Minor Base isn't actually complete yet.
Navigation doesn't seem complete either, the AI are not producing complex paths and follow straight lines, they also don't respond to fire well
I think the core AI functions are half baked right now, my standard is Arma 3s current AI, I understand it's had years to mature and I hope they get up to that level soon. Even then, my bar is a little higher because mods like LAMBS and VCOM are kind of used by... everyone
Their sight seems to be fairly incomplete as well.
@slow cradle from how the AI Performs even right now, they are have 20x more potential then A3 AI with LAMBs or VCOM.
They have potential, yes, their behavior is written in C++ and they use a navmesh from the engine, and they also climb walls now. You can do a lot. The question is, will BI capitalize on this? Do they see the communities request for complex AI interactions (including platoon level organization):"
Anyone else have massive issues trying to download mods greater than like 50 megabytes. They download really quick for a while and then just randomly stop downloading. Sometimes pausing and unpausing helps, but it mostly doesn't.
Maybe even a 100x times, if Bohemia is looking to implement higher command features for the AI, so they can work and perform on a higher level of command structure and efficiency across a larger battlefield and landscape. It'll allow them perhaps work with a better and faster capable intelligence loop or (knowledge) allowing the AI time to respond to Air Threat, Land Threat (Vehicular and hoping depending on the type of Vehicle) as well as (my pipe dream of naval combat).
If i was really pushing it, I'd like the AI to naturally form command chains on the Side Grouping, meaning we'd see natural layers of a command chain forming allowing the just straight up "Army Like Usage" of assets across the battlefield (obviously this would be a toggle system or something) but that's for your real pipe dream AI programmers out there 😎
I'm not confident, to be honest, that Bohemia is interested in acheiving the sort of AI I am wanting. Batallion level HQ components, etc. I do hope that they implement autonomous features in the platoon level, because the problem I have with needing to script almost every aspect of my simulation is, I don't know how to script, and I'm not interested in learning a entire game engine
Problem I have with Arma 3 AI is that it only does what its told, I would like there to be an accessible Hetman-style leader baked into the game assets, if that is achievable
Made some more detailed comparison versus ARMA 3. High/ultra settings.
As you can't see very well in Reforger, scale of the fighting will be much smaller.
ARMA 3, 200-700m: https://i.imgur.com/NBac1WU.png
Reforger, 200-600m: https://i.imgur.com/1CUWvHY.png
ARMA 3, 800-900m: https://i.imgur.com/x62AxiF.png
Reforger, 700-900m: https://i.imgur.com/MdRFA8F.png
I'm pretty sure this is a view distance issue, why would they allow for 5,000+ meter view distance?
I agree and I'd like it to be natural instead of Module Based or such, I think Bohemia knows that ArmA Community is still going to prefer PvE Heavily.
The thing that ArmA Community has always wanted is a more competent AI that worked on a larger scale across the map with a commander.
That's why you see mods like Liberation, Vindicta, ALiVE, Hetman, etc... being so popular
yeah my concern is they just don't care about that specifically and want to leave it to the modders
Would it even matter though?
The tools are essentially the same as the Bohemia Developers, we have AI Modders who could easily achieve more then what we are even asking for honestly.
Well I am just hoping there are some AI modders genuinly invested in that idea, because I've followed a few on A3 and they usually go dark after a few months
They go dark, because AI modding on that level is just so hard to do.
That's because higher order strategic AI for infantry combat is ridiculously hard, yeah
It's just not in Enforce anymore. These mods are 100x more achievable in Enforce.
Oh I see you're talking about the tools, I'm talking about the problem in general
I've tried to prototype similar AI stuff in my own game experiments, and I couldn't even find a way to break the problem down into solvable chunks, let alone solve any of those chunks. The type of strategic thinking you do on the battlefield is steeped in very fuzzy inferences and estimations of success which are nigh impossible to simulate in AI; this is all still an open problem in game AI as far as I'm concerned
My Question is does it matter if Bohemia focuses on something like that, that isn't core gameplay or needed to have success. It's easier in Enforce tenfolds but like is it better that Bohemia leaves that to the modders?
No, not really. All we really need is consistent AI like Arma 3's; higher order strategy is going to depend on the type of combat experience you want and the doctrine of the forces you're facing, so to force such a thing in stock is probably not a good idea
I agree, I think AI modders are already seeing the potential of having higher level AIs anyhow, for example how the LAMB developers are looking at it or even ALiVE Developers.
Ultimately you'll always need to script or otherwise apply some specification of the tactics you want the forces to use, and simulating the strategy to any level of depth is going to require a complex specification of the AI's knowledge of the situation
iirc LAMBS AI's most stand-out behavioral changes were in infantry behavior (particularly CQB) and in vehicular combat 🤔
I'm talking in terms of what they see in terms of potential not their mods in A3
Ahhhh okay
Re: the type of combat experience you want and the doctrine of the forces you're facing this is why I've been interested in the idea of 'AI behavior depends on their equipped weapons', instead of tying doctrine to a faction in the Arma 3 sense or necessarily to a specific group... so that it can vary by changing a group's composition
Even still though, one scenario creator might want to force a certain type of doctrine to suit their scenario's needs. It'll have to be something that's very configurable.
Right, right... not least since, I presume, what I just said primarily applies to 'when they're dismounted'
Can capture and hold please be added to the main game so people can just queue up from Multiplayer tab
dislike the new workshop personally
A solution for the current sharp turns issue, the player can immediately flick to the side in a full sprint without any loss in speed, that's absolutely unrealistic and enables a absurdly agressive stile of gameplay
Funny thing is, I believe that the Assassin's Creed games and Ghost Recon Breakpoint both avert this?
I agree in principle, but since Arma 3 had the same behavior I'm not sure if that will fix the issue. I would prefer to pinpoint the cause of the strange motion feeling before we try to correct it with features that didn't exist in A3. I'd rather dial it as close to A3 as possible first and then improve it from there
I think the lack of first person makes this easier to digest. 😁
First and third person character controllers are done completely differently. There's some rockstar game I think that's a perfect example of this, maybe RDR2? My friend showed me a video of someone else in the game switching between 3rd and 1st person. In 1st person, they instantly become very rigid with little animation, because the game changes the way locomotion works in the different modes
dunno I never liked playing rdr2 in first person, felt kinda wack
I haven't played it, I'm just saying that it's natural that games like AC and Ghost Recon might have more physically realistic locomotion despite being fairly unrealistic games. The visual feedback makes people tolerate it
I just tried, this isn't exactly true, even tho I know it feels like it. With the debug overlay, angular change causes 5.5m/s -> 3.8m/s reduction in speed, depending on the rate of change. 3.8m/s seems like the highest speed you can move while turning, which is the max speed you can travel without sprinting.
I need to familiarize myself with the new scripting tools, what we really need are plots of velocity over time and see if there are any other discrepancies. So far everything suggests that Reforger's movement should feel more sluggish than A3's yet it doesn't
Yes, or at least the ability for the AI to peform a proper manuver and assaul element.
use mouse for steering wheel would be perfect
or at least give us the option to choose as arma 3
Lack rolling in game you don’t roll on the ground. Rolling is huge as infantry
They should copy the AI squad control system from Brothers in Arms
8 man squads is not ideal bump up to 10 or 12 or keep historical accurate , also create different squad types such weapons squads etc
https://www.youtube.com/watch?v=KGG6ac1nf-A thought I'd put this here, some bugs/inaccuracies present in the way weapons are handled. Probably already known about I would assume.
in particular, the M16A2 standard variant doesn't simulate charging handle animation on empty chamber no magazine. Also the M9 doesn't have a visible/different double action trigger pull, and reloading on slide forward plays a weird animation where the slide automatically slides back and releases.
real nitpicking here 😅
Ever flown something high?
I dont think he is asking why they allow for 5000+ view distance I that he is using it more as a statement for what he is replying to.
My point was if they allowed for such view distances then I would expect the scale of fighting to be on par of Arma 3, since such view distance was needed both for infantry and air to see enemies, I think the current culling is just placeholder
FORTIFICATIONS
It seems the sand bag bunkers at Levie can only be built with the strong side towards the Camp and not away from it, seems like you're building something for the EN to hide behind and attack you with
Groups should be managed around the objectives in the J menu (i.e each objective as its own group). That way groups have a common goal and it removes the moments where you go "wtf do I do, I don't know what my group is doing and no one is replying to me". It would also help indicate where man power should be allocated since players would be more inclined to pick an objective.
Honestly, a proper Squad system with loadouts would be a great addition for PvP.
So you always know who to turn to for information and objectives.
the problem is you need people that want to play those roles. Plus many people don't want to be told what to do
that's honestly my biggest problem with squad, it's rare that you can form a reliable chain of command in pubs
I feel like people want what the same arma experience that they've had just updated and optimized, its a sandbox milsim not a TDM Squad game
Plenty of squad spinoffs
You're sort of opening pandora's box if you start modeling things like DA/SA trigger pulls in a game like this because it means you start needing controls to manipulate nearly every functional component of the gun. Because realistically the hammer will be back 100% of the time unless you manually drop it
As awesome as it would be to have like 5 different buttons that interface with every gun's controls in a different way, I don't think BI is probably interested in pursuing that path since it's an interface design nightmare and would make the game impossible to play with a controller
And even most of the PC crowd would probably bitch about it being too complicated, seeing as every gun would have unique keybinds and unique procedures for reloading and immediate action and stuff
Map rotation in one server is desperately needed. The need to have one server for each available scenario is really bad and is causing fragmentation.
I like the idea of the conflict mode..in arma 3 I never knew what to play when it comes to multiplayer on public servers. I don't like king of the hill or the life mods. Now if they will also add transport choppers, mortars etc. like the leaks suggested, amazing!
a lot of armed assaults happening in conflict mode 😄
Understandable, I think they simply went with a nice map size since they don’t exactly have aircraft anyway so vehicles can still be useful but aircraft will mostly be stuck to helicopters not having range issues as it’s the 80’s. Maybe they know people will create bigger maps, there’s also the fact that this is for the road to arma 4 so most likely they did that so in the future they can see how the game runs with larger maps as well.
Most of arma is zeus stuff, sandbox missions with sim units
I personally enjoy being able to control units like a Total war game like DUWS, then the Escape from … missions were pretty fun too
i love the dynamic missions where each play through is different and the idea of finding new ways to take over an area or a whole map while managing supplies, squads, and everything else is fun to me
me too, last time I had this much fun in arma was the arma 2 project reality mod
Controlling AI, Managing Supplies, Being able to direct control any unit in ur faction, and doing it all in single player is amazing bc The MilSim ops aren’t happening 24/7 and it’s something fun to do, never gets old
project reality devs are already checking enfusion engine 😄 we might get a mod for enfusion ❤️
About time too.
The BF2 engine was getting.....creaky and leaky
Hello, are there plans to implement inverted controls soon for xbox? Right now we have to use the Xbox accessories system to invert the stick in general but then the cursor on the map is inverted as well. Would be awesome if you could bring that option soon.
Will you add bill gates to console, that will improve fps and stability
Supplies should be physics. Crates that you load and unload
Will ingame Workshop be somehow moderated? Currently there is shit ton of 'mods' like 'TEST_TEST'
Feedback:
Way better launch than Diablo III, also got rid of (most of) the physics wonkiness from Arma 3.
Had a lot of fun so far, especially in GM games 🙂
One role that we could have bots do in Conquest is that of automated supply trucks.
This frees up players for the actual fighting by removing some of the grunt work that's involved in setting up bases; with player controlled logistics being more a way of quickly getting supplies where they're needed most, rather than being the sole source of supplies.
Plus these AI controlled supply convoys or trucks could form a great target for ambushes as a way of softening up enemy defenses prior to assaults.
Please introduce an auto option for mod version handler. Updating each and every version by hand with every server start can be a daunting task later on with a lot of different mods (think CBA, ACE, RHS, RHS compat, couple of smaller things, maps, etc). An auto option could check for any mod updates and get the newest version and adds them to an array/file from which it gets communicated to the client. Love the idea of mod versioning in Reforger. But making it mandatory and not automated if not needed will make the whole thing very difficult in the future.
Requesting drive by mouse!
cool idea, i still think having player controlled logistics runs add a cool element, but ai covering things behind the frontline bases to a certain extent would be a nice compromise. Imagine driving down the road to a front-line FOB and getting ambushed and your last radio comms being "Logi ambushed between X and Y" so squad/platoon leaders could organize a counterattack. adds a whole new level of fun for leadership type roles
Having some AI trucks that ferry supplies to bases would be okay, It would be nice to see them on the map, like you see a line going between the HQ and the base the AI is planning to send it's next shipment so Logi players can plan around that, having the AI only supply bases behind the front line would also be good to shorten the trips logi players have to take.
So a Logi player will see the AI is taking supplies from HQ to Base C so they can go to Base C and then take the supplies on to Base D themselves.
So many years and the lack of model occlusion by the foliage over a distance is still not mitigated. It would be a huge milestone if this could be somehow mitigated. Maybe something like pixel depth (implemented in ue4) would be a somehow performant solution for this? So the models could actually blend a bit into ground texture to simulate a height of the grass. However, if we don't have such a thing in a engine already, it would require much work to have it implemented.
https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/ExpressionReference/Depth/
All I want is my pc to not set alight to get 20 FPS cause people joined the server 😢 (ability to see how much each script is affecting the server/client would be a godsend in this)
-logstats 10000 to get more insight
I don't know if it has been already discussed here, but what would you say on Voice Activation option for Local voice (no radio)? I'm quite used to it from TFAR mod.
nothing like a feature to both annoy averyone around with your chewing and detoriate server bandwidth 😛
If you say so 😄 I'm quite sure some mod like ACRE/TFAR will come along 😄
The thing with ACRE/TFAR is both use external server for voice, so the game wouldn't detoriate even if every player would stream music 24/7.
I mean game server traffic wouldn't detoriate. Game itself would hurt.
But I think Arma 2/3 VON has a switch for client-side voice activation? So maybe it's to be added.
ahhh yes.... have 54 hours played now i cant stay in for more than 35 seconds
👍 on the .51
It's probably already known but bridge railings do not have a collision box
lol thanks for the warning, now I know not to rely on those "safety" railings
90% sure its speed dependent
Does this game have NESTOR? They could probably make a fun game mode around it.
but you can manually drop it… so the way it works now you manually drop it and then the gun fires with the hammer in the down position, hardly seems correct
Hello, if it is possible, I'd like to see a remove all hud, including nametags and speedometers, voice chat boxes, radio boxes, and have this in settings just so people can chose as I love the most immersive experience.
Just thought it would be good if we had the option to turn ALL hud on and off.
probably likely, only tested when driving vehicles and driving straight off bridges
will we get Eden Editor? any news on this?
Sorry if this seems like I’m mentioning this a lot but for us we’ve heard nothing, so far there is a huge issue where if you plug in a headset on Xbox, depending on what kind of headset you’re using, the game audio will only come through your headset, this is an issue as the speakers on a lot of Xbox headsets only are meant for voice audio and only have one speaker on one ear, I have spent multiple hours searching through every possible setting on my xbox to no avail, currently this has made the game unplayable as me and many other xbox players will have to choose between being able to communicate with our team, or being able to hear the game properly.
Many players complain that they are kicked from the game every 10 minutes. Someone get kicked randomly
thats weird, maybe I'll dive into the tools and see if i can understand how things work
Now that climbing is in, the ability to open/climb in and out of windows would be most welcome.
There's visual bugs when placing compositions into the game with game master
I like the window climbing, but now we can bunny hop 360(!?!?), how about going whole hog and put in rocket jump /s
Thank you for suggestion, this will be improved.
Actually if you specify empty version, it might just do that already
#screenshots_arma message New update still hasn't fixed the biggest problem... If you can't play on a server for longer then 5 minutes..... the game is unplayable, there isn't a singleplayer, this is multiplayer only, and you can only play on a server for about 5 minutes, I have been posting rave reviews, making videos and posts everywhere singing the praises of Reforger, and what it's going to mean for Arma, but if you don't fix this issue of getting kicked every 5 minutes, you don't have a game.
you need ~300mbs wifi to be able to play without DCing
Obviously there will be a mission editor of some kind but it may not be as powerful as Eden for some time. Creative Director, Ivan Buchta, responded to a similar question on Twitter by saying "Please don't get me wrong, I did not mention Arma Reforger. Due to the complexity of the task and dependencies on other features, we cannot make promises. Thanks for understanding. :)"
Note that Eden didn't arrive for Arma 3 for several years after launch. The good news is BI now has some experience with this feature and a better game engine to work with.
It’s also singelplayer…
oh no. the wingy crowd has found the feedback tracker
day 2 of randomly bringing this up (screw time continuity, day 3 happens whenever I want it to as long as it's 24 hours from now)
Love the capture game mode, love the fact I can’t see my location or others… it makes the game and map more immersive…don’t change a thing!
Amazing feature is rank system for spawning vehicles.. make ‘em work for it. Great game.
found a bug, if you rapidly try to switch between differnt items and get that loading sign over the item, you wont switch to the item and you will not be able to switch to the item till death
its fair and cool and all, but at the current state, there isnt much functionality to a vehicle like that, plus as a minor side issue, the problem with the red cross legality. I would assume they might be inclined to add medical specific vehicles ones it became a more polished feature.
The way they avoid the red cross legal issues is just reverse the colors (white cross, red border). Many games use that to avoid it.
You just gotta make it green/blue/purple and you're cash
I have a cord plugged in.
i have never seen that before, arma usually uses the red crystal/diamond - do you ahve an example for that?
Conflict, US HQ, the explosives box is actually an equipment dialog that pops up. Also, in the ammo box, the mags move around when you or someone takes some, annoying indeed.
The .50 cal is janky and almost unplayable
I play by wifi and have no issue
I think I'm either misremembering or thinking of another game or maybe a mod. I forgot A3 uses the diamond, been a while since I played.
I think there should be a vehicle throttle control like with walking, to add immersion for convoy scenarios
not just throttle and full throttle
Just hope the networking issues and such get fixed, the multiplayer is pretty fun when it connects. 
The sporadic firefights feel much more fluid/natural than most games I play.
Turret control will be improved in some future build. Camera jittering probably in next major patch.
Compass while in the US Supply Truck is too high, blocks most of the left side of the windshield, imo it should be lower
Time to kill is way too high, might be desync or something else but taking 10 rounds of 556 to your chest with no body armor to kill you doesn't make sense
Probably already requested, some people may be against it, but what's with the inventory system? If I wanted to play DayZ I'd get DayZ. It doesn't fit Arma, atleast in my opinion.
L1A1 rifle would be cool
Who thought of conquest and hold? Why do I have to sit at c to get points when everyone is fighting at a and b it should autocap after 30 seconds to keep everyone in the fight
might have been shooting their gun lol, that blocks all damage
If that's true then thats extremely stupid
yeah you really gotta put some rounds into the enemy if they're facing forward, since most hit the gun lol
you would think getting shredded by shrapnel would kill you even faster 🤣
I don't get it is bullet deflection and secondary projectiles not in this version?
Are you talking about ricochets and penetration?
If so, I'm 95% sure I've seen tracers ricocheting, and bullets going through objects is 100% a thing. I don't know to what extent they have it set for, though. Guns blocking bullets is certainly happening, in real life, typically only things like bolt carrier groups and stuff will stop a bullet from going through a gun.
Yeah like it was in Arma 3
I have a picture I saved during the first day of something I thought was pretty wild- the m14's scope stopped a bullet during a fire fight, the decal for the round is overlaying the scope's view. In my opinion, guns in general probably shouldn't be stopping bullets.
Feels like anyone with an LMG close range has a ballistics shield
I haven't had that experience, myself, but I feel like on the subject of LMGs and any future bipod weapons, they need to get the stabilizing effect of a bipod working, or documented how it works. I so far haven't been able to see any benefit from them.
i did have a time when i shot someone a whole bunch and they didnt get hit at all.
You would think that in an ARMA game shooting center mass would be the most optimal but for now that doesnt seem to be the case
I’m giving up on this game till I can stay in a server longer than a minute
Thats about the only thing the modders can't fix 🤣
Cool. Do you have to announce it everywhere?
The controls settings need to stay the same as Arma 3 which is easy to rebind
I think it would be a great improvement to see more detailed server information on the right panel, such as a mod list on the server, not just a count.
With the workshop- without comments or feedback on the mods, it'd be a lot harder for mod makers to fix or improve them without having to use 3rd party communication.
On the subject of control settings, I haven't asked around, but I can't rebind things to my extra mouse buttons as I could in previous games.
id love to see free building like in SOG Prairie Fire come back. Having the preset build dont seem practical or tactically sound in most locations they're in. at least let us build trenches, ammo caches (not full supply points) where we can store field supplies, mg positions in more sound locations, towers, fox holes etc.
being able to set keybinds for mouse button 4, 5 etc would also be appreciated
has anyone run into a physics bug where vehicles refuse to turn in one direction? Steering will be at full lock but the vehicle will continue straight with the front wheels skidding
it happens when you take control of AI
Thanks, i wasn't sure what was causing it
There are severe bugs with game settings. Changing anything in graphics, resolution scale, or audio settings (like lowering volume) causes the game to lose more than half its framerate.
click password protected server -> enter password -> 'press SPACE to connect' bruh if you press space you add a space to the password input bracket 😡
console bind contamination, needs to be swapped around for PC
So, are people feeling that rendering is fine or not?
Playing at 1440p, people become too blurry to be seen at 200m distance
I noticed that at times also on ultra preset
long range visibility is not as good as arma 3 but mainly because they reduced the amplitude of the bionic-eye-zoom feature
Might be why it runs smoother haha
Idk if the engine could do it but having bullets actually penetrate walls would be cool, i know they can like go through but making like a 3D hole instead of a 2D decal on the wall through which light could shine and stuff. Probably a bit too much but if possible very sick
Don't expect it from this engine 😄
the engine probably can do it, but it would be very performance intensive
I had to disable anti-aliasing for this to go away partially.
I just want the server name somewhere. Friend asks what server I'm in and the only solution is to join through steam
Yeah, a tab for friends like the previous game should be added for sure.
Sometimes bots look at walls, hoping to see a reflection an opponent
https://youtu.be/yS_Jq6XJE4o
how do you used the mobile radio spawn in the single player conflict ?
In the kneeling position, the character should not lean forward as much. The center of mass is too far forward and it looks unnatural. His left knee should be the support for the supporting hand. But given that this is a game, it will look better if the elbow is above the knee. The pelvis should be more vertical, and the leaning should be due to the bending of the back. If your intention in tilting the pelvis was to lower that position, then the character could sit on his heel instead.
Please make it cross play
Had a funny thing happen to me.
We rolled our UAZ off a hill and landed on a roof. So I got out and went around my life... The thing is, I never got out on the screen of other players.
The sync of me getting out never happened. I was still inside the vehicle for other player even though I was killing someone three kliks away in a city.
They didn't see, hear me, nothing. If I got shot (oriented a friendly unit to shoot at a place and stood there), I got the hit effect, but no damage was actually done to me.
I was still able to shoot and kill others
Having to leave the server at the end may not be that much of a problem for Conflict due to the length of the session, but this system absolutely must change. Why can’t it just keep everyone in? Every C&H server is dead because it’s a chore to play and have a consistent experience
Please make it so that you don’t have to leave the server at the end of a round.
A fix for this type of cancerous plague would be nice:
https://i.imgur.com/GwsTBS3.jpg
don't tell me sorting by ping doesn't solve this issue
ping has nothing to do with it in the first place
Ok so turns out the game locks scope view distance to 1km for some odd reason
Same with if you disable PIP?
ok only pip is effected
pip scopes are 😙🤌
Yeah, spaces preceding server names is way out of hand, should just be sorted to the bottom automatically to get people to stop doing that.
Speaking of sorting names- with anything more than a few players, scoreboards are tedious to find yourself in. I'd like to see that sort us to the top of the list, even if it's separated by a bar or something.
I suspect you're the one who posted this based on the username, but there's a reddit thread about this topic right now that's an absolute shitshow. 100 comments by people saying that seeing targets beyond 500m should be impossible, let alone shooting them. Really quite shocking and confusing, I'd expect that this community more than any other would understand what the Arma eye zoom is meant to be capturing
Someone just told me that it should be impossible to see a person standing in a field from 600m away
I regularly hike a trail where I can frequently spot people from 800 or even 1000 meters away without too much trouble
Someone posted a wide-angle smartphone photograph of a person standing 500 feet away as evidence that people are hard to see at that range. 500 feet. 150 meters... a distance you can close on foot in 30 seconds
this makes me happy 😃
I think people might have vision issues. I know I do, and only realised it when I got prescription glasses.
300m is the length of the street I live in, and during the war in the 90's, it might as well have been considered CQB.
600m is the distance to what used to be my elementary school, and you can make out the street signage and traffic light fixtures next to it. 
So do I but I assume most people's is corrected via glasses, etc
Even though the didn’t usually use sights on automatic weapons then it would be nice if we could have some sort of late 80s to 90s sight on auto weapons. Also the mechanics on controller are a bit sketchy when leaning overall The game is good but is laggy at some times
I think it's more likely that the voracious downvoters simply don't often get out to places where you can see 1000+ meters unobstructed
Mind you I'm not trying to argue about visibility itself per se, there's certainly an argument to be made that people shouldn't be easily visible out to 800m the way they were in Arma 3. But that's a problem to be solved with shading and color corrections, not by artificially limiting visual acuity to sub-normal levels
I think the far shadows did a lot for distance visibility. The rest is probably down to grass layer rendering and such which doesn't exist at the moment.
A good way to test this is with a target that's just a big steel plate spray painted white. You should be able to see that at 600+ meters with the unaided eye in Arma. If you want people to be not as visible at that range, then change their colors. Yes, I agree that distance shadows have already made a great deal of difference
The "500 feet" camera image comparison is hilarious. I'm sitting here watching traffic at 150m and the cars at that distance feel about the same size as the red car on the right part of the picture. 😁
seems like MG nests dont actually allow you to enter the gun
Yes, that's my thread. I think ARMA Reddit (as most) is mostly clips and funny pictures, Bohemia ARMA forum had more detailed and knowledgeable talk, but there isn't a subforum for Reforger. Wasn't sure what kind of reaction to expect, but I think simracing and flight sim fans are more likely to understand the concept...
My screen feels like a weapons port of a BMP when I'm at the correct FOV in iRacing. 😂
I use 36 deg in AC. The "correct" one is just too small!
Hello I would like to report a bug for certain vehicles, so basically when I spawn in either a Humvee or a Transport truck (URAL or the American version), the turning only works when you want to turn left. It seems as if the only vehicle I believe that work is, the BTR, UAZ, Jeep, Supply trucks. I'm not quite sure if that's the case for the command trucks, I'd have to check that out.
i think that's only a problem you are having micky
My humvee and transport trucks are turning fine :P
It seems as if that issue was happening on Game master
Theres was also another bug where, if your car flipped sideways, if the driver side or the passenger side was facing towards the ground and you'd get out. You just fall straight out of the map into the terrain. Would love to see it being fixed in the future
ok so what i want to see is the manual transmission becoming selectable from the gameplay menu
automatic just hampers cross country and uphill performance on alot of cars
wasn't RCON not an third party tool supplied by server hosters?
from what we are seeing Rcon is disabled right now
I just left a more elaborate comment hopefully explaining the problem in a clearer way. Seems to have been better received. I linked it on your feedback tracker issue as well
One specific detail that BI needs to address is that the walking animations seem to only be decent from the waist down..
The way the AI moves is as if there is no weight to the animation other then the legs, it looks very stiff
my thoughts on the game
ai, awsome, but they seem a bit too agressive, they sometimes run out in the open and get bodied, they also seem to herd up into a single place when theres different groups in a small area going for the same obj, looks a bit silly
AI is half baked and WIP
Vehicles are dope as f, 9/10, all i can really say that i think would improve vehicles is adding understeer and oversteer mechanics, which seem to be lacking a bit, going 80kmh and being able to steer like its nothing doesn't feel right. Understeer occurs when your traveling at a high rate of speed and you try to turn your car, you will notice it wont turn as well, this happens because the front wheels slip when you try turning due to the forward momentum overpowering the tires capacity to grip. Oversteer occurs when the rear tires slip, often happens during cornering, can happen due to the cars torque overpowering the wheels capacity to grip (power oversteer), or due to the tire loosing grip with the road. As a car guy tho, what is there is already dope
Inventory system, dope, but moving things around is a bit clunky, i fel like it could use a bit more EFT
Game Master i think needs a some work, particularly around its UI, i feel like it should be simplified a bit, instead of having 4 different humvee variants and another 4 being a camo swap of those variants can get a bit confusing at first, i feel like it could be simplified, having all humvee variants under 1 tab that then drops down to show all the humvee variants, then if you click on a variant you get the camo variations of this humvee variant. Dunno if i explained that well, but i think the same could apply to weapon camo variations.
I feel like the players runs and jogs a bit too fast, sprinting makes me feel like usain bolt sometimes
good explanation and feedback, i hope they do it like that, but it means someone has to organize and categorize objects as a parent and all of their children, who's gonna do that
Main menu is nice, only area i think could use improvement is the workshop area, would be nice if more mods show up per page, even if you have to scroll down.
if i get into what id like to see going forward it would be a long list, but some basic stuff i think should make it in
introduce wind drift into the ballistics system, adds a lot of realism, like with A3 ACE, ACE Ballistics is dope af. Plus its a milsim game. If its already a thing i didnt notice it.
Render distance for infantry should be 1,500M minimum
I may be the only person that wants this back but i loved the tactical stance system in arma 3, what is in reforger is awsome, but i would also like to see adjustable crouch height, going lower in prone, being able to switch your gun to your lefty shoulder, rolling on the ground cause it was funny, and the other stances for prone, like lying on your side.
Also as a side note, blind firing, it fun in tarkov, arma isnt tarkov but still
Firing from vehicles
and a key to put your gun in low ready, instead of waiting for the game to do it by itself, as in when you idle for a bit and your characters puts your gun down a bit, feels awkward not being able to double tap C
double r ctrl
also knifes cause stabbing ppl in multiplayers is fun
Having the squad/insurgency style mag ammo counter for all your magazines would be nice. Maybe have 5 on the screen then a + "however many you have over that number"
runnning up steep hills like their nothing is kinda funny, but i think they should slow you down, if going up or down, no one just runs down or up a 60 degree slope
mabey add special animations for going up and down steep terrain, and going up and down stairs, its always funny seeing someone sprint up stairs
i think its fine as it is, mabey they should add it as an option for those who want it
Can we attach SVD scope to Ak-74?
also ak's are eww, just gimme an m16 scope
More bug report than feedback:
This green square in the UI is broken when you scroll down
AK-74 sight is initially set to 440m - i consider it as a bug, as other weapons have it set to minimal value
its a feature, AK-74 is zeroed to 440m in real life as well, thats how its iron sight is set. the idea is that you aim at a person's crotch, allowing you to see the full person under your sight, and the bullets will land somewhere between their crotch torso or head, depending on the distance
is it just me or does the m16 front post seem a bit small when looking through the rear sight (been a while since I shot an AR with irons IRL)
https://youtu.be/lvW-0zUghTk?t=108 I think this is how it looked IRL for me
It is better to aim at the center of the body and hit the chest. I love AK, I shot a lot from it, disassembled and assembled it a lot.
@primal star https://youtu.be/-Sgczy78m48?t=151
doesnt mean its the best way to shoot the gun, just that the default position on the rear sight zeroes you to 440. its not a bug or mistake.
I would love to see a feature added for drawing on the map where when you have a stand up with your squad and all members of the squad open their maps, the squad leader can press a button which syncs the maps of players in a radius of 10 meters around him with his map. Then the squad lead would draw on the map and the players in sync would see the drawings on the map emerge.
id love to see more weather types. like having the sky look dark like its about to pour, without actual rain. right now the game is either obnoxiously sunny or seriously rainy, without many options in between
This is pretty much how arma 3 has the menu done.
The Zeus menus seem to be the only one i see everyone agree is a direct down grade
Can the game please remember my last chosen fire rate in a match. Please 😭
@north portal do you see what I mean about this? (Only pinging because you were in game with us)
Quite new to Arma franchise. I cant really say I played previous Arma games. Last I played was Operation Flashpoint 😄
TIL that even NPCs carry mags for their guns, but those are stored in clothes. I never realized clothes need to be looked into, since grenades are immediately visible in the corpse, even though grenade would be part on harness or something.
I dont think there is any tip about that in tutorial, might be worth mentioning. 😄
Yes of course, we are aware of that. It's a limitation of current implementation. Will be reloading world on server, keeping lobby of players, eventually. Just let us first fix the shit, thanks 🙂
Okay sounds good. How long does server restart take? Because that one isn’t showing under my recently played, which would be the best option for trying to get back into the server quickly with the same ppl
tbh no idea, typically few minutes
Ok thanks. Anyway to pull up briefing in game? Or see what server you’re currently in
Not in. Please add to feedback tracker
cool bug where your actual body stays in a flipped car after you eject, but your perspective is as-if you have left the car... you cant kill others (until you enter a different car and resync yourself), but you can kill your own character with explosives https://clips.twitch.tv/GiantDifferentKumquatCharlieBitMe-MF1J8Relry5ea91_ 🤣
it still happens in 0.9.5.51 btw
Thank you, noted. Can you please compare UAZ vs M151 using keyboard? M151 has experimental steering curve, UAZ uses a more generic one.
Cap servers so 32 ppl cant play on one side?
If it's a 8v8 there should be 8 player max to each team
It's dumb as fuck having to leave my server because randoms join and make the us side have 12-4 because "us better, m14s"
Add more to the Soviets before the us army
Maybe it's personal interpretation but "R put away compass" made me think it was the button to toggle the compass off again whilst it only lowers it.
Probably could use a "K toggle compass" toolhint as well for good measure
I seemed to have found a pretty game breaking bug. I'm trying to run my own server with custom mods. Works fine and all, I added a few more mods this morning to the server and now when I refresh the multiplayer server listing under favourites (where I have my server saved) it immediately crashes my game. Which leads me to believe that people could throw up misconfigured servers and crash peoples games when they refresh the server browser. Pretty big issue IMO.
I'm in the process of figuring out which mod is causing the server list crash.
I figured out what mod is causing the server list crash.
Conflict AI at HQ should stand around the hq entrances?
Developers should give people option:
you launch first time arma reforger you let player go to tutorial and in midgame you give player option:
would you like to use:
1 option: Arma Reforger: Interface, Interaction system, Inventory system, etc
2 option: Arma 3: interface, interaction system, inventory system, etc
that would make people more happy because personaly i hate new interface, interaction , etc i prefer arma 3 interface and interaction system over reforger
For me it feels that i am playing arma simulator that was released by different publisher and not bohemia interactive
if developers would allow people to have arma 3 interface and interaction that would change everything
In a original OFP when you get offroad, you got this artificial shaking that simulates terrain roughness, would be nice to have it here also
I get a bug when entering the Russian UAZ in the driver seat, it will actually open the door for the seat behind the driver, yet still doing the proper animation I just phase through the un-opened driver door
Console, the "safe-zone" of the screen is slightly out of place for my screen, but sadly I have no option to reduce the size of it to fit better, that'd be a pleasant option to have or make an overall UI shrink by the sides of the screen.
There is adjustible crouch height, hold the crouch bind while using scroll wheel, there's also integral leaning too, but the more eccentric arma things are not yet in
I wouldn't count on the Arma 3 inventory system, even if the new look resembled it you'd still be looking at a remake due to the different inventory mechanics such as separated uniforms, ALICE vest customization via pouches, et al.
And if by the interaction system you mean Press F to do everything with the scroll wheel action menu only coming into play in limited contexts (e.g. picking what vehicle seat to get into from the outside)... considering how often people have advocated for the action menu's end for years combined with some of Bohemia's partnered influencers talking up the end of said menu as a Reforger selling point... 🤷
Inventory feels extremely clunky to navigate compared to arma 3. Having to open the Alice inventory then open another 10 inventory to try and find the item you want is really annoying. Hopefully they add an option to open the Alice inventory and see all the items subcategories at once. I don't know why they decided to borrow 90% of things from Dayz and 10% from Arma 3.
last floor not awailible from ladder in this object, when u ladder up unit fall down. https://i.imgur.com/4C7L5SZ.jpeg
and something do wrong after moving in object, textures changing to bad
While it's nice that you COULD steal enemy radios and sneak & spy on their comms and all, in MP if both sides are doing that on even a remotely countable scale it gets annoying and immersion-breaking real fast. I think I'd like to see a mechanic that prevents comm-foolery where if you aren't aligned with the faction of someone speaking over the radio, you only hear garble/unintelligible (to simulate the language differences). Maybe this could also extend to Direct/local voice as well.
Bulletproof guns
https://www.youtube.com/watch?v=318MAINKOxU
I agree that anybody capturing a radio would just get silly quick. Instead, I think each team should have an encryption device (KY-38 in this case) that, if captured, would allow them to listen in on enemy communications.
Can somebody check problem with textures in church? When FOV more 84 degrees after time textures changing to bad. https://youtu.be/HX-mFwoAwQI
so basically russians not understanding English? I would understand if it was FIA trying to do that maybe but like, It happened to me
and let me tell you it was amazing, we figured out we being listened because one of the dudes miss clicked the PTT and we relayed false information and it worked
Bushes and small trees are literally unmovable & invulnerable objects you can simply just drive through, I think being able to knock them over or destroy them would be cool.
Wooden fences require a jeep going at full force to break them, I think it should take less acceleration or force from a vehicle to break them.
Going into towns seem to drop 2 frames and then go back up to 60, nothing serious though
Frames are capped to 60fps, even if I disable V-Sync, disable FPS limit or change my graphics preset
I have to say, the current attachments implementation is quite cool! I just noticed that you can take the grenade launcher components of certain weapons. On the grenadier version of the M16 you can completely take off the handguard with the grenade launcher on it, which I think is the start of something quite amazing (although you cannot take off the handguard of the regular M16)! I would love to see this pushed further, with the ability to completely swap handguards, grips, barrels, stocks etc, as well as the standard attachment types from Arma 3 like sights, muzzle and top/side/under rails. Certain attachments could also have other attachment slots also, like sights with rails on top for a secondary sights, or even magnifiers for 1x sights. I understand it does not make complete sense for the current Cold War setting, but it having the ability to at least test it out with placeholders or test attachments in Gamemaster could yield some useful feedback for Arma 4.
FIX THE INVISBLE GLITCH PPL ARE USING IT TO CHEAT. Ruins the whole game
How do I report ppl taking advantage of bugs like that?
according to rhs devs its now seemingly possible to have attachments for attachments so it should be possible
i agree with this, granted that would probably be a lot of work and effort, but besides that a Escape From Tarkov type customization system is my dream in A4
It is my dream too, I've always wanted EFT style customisation in Arma
If you are extremely lucky you run into invisible ppl
Flip your car upside down and exit in 3rd person... wallah invisible.
everyone's gonna do it nowthanks
Make the btr 70 able to block small arms fire, I get that I can get shot through the open window, but when I close it I still take damage somehow
Feedback Tracker. It's in the channel description. Looks like nobody has reported it yet🤔
I already sent it in. I MEANT PLAYER REPORTING BUD.
Early Access game with that kind of issue doesn't require player reporting IMO
You like when ppl abuse glitches?
don't take the game so seriously yet
Once a cheater always a cheater
ah forgot there was the private report
What's that?
Feedback Tracker. That's why couldn't find ticket for that.
yall really need to nerf the recoil on the m16
No keep it
It'll help me fight teams of 8
my point exactly, the ak74 has less recoil and full auto
Us teams are always one sided anyways
no theyre not
If the goal is realistic recoil pretty much all the guns in the game have too low of recoil.
I like that one mod I use it on my server its pretty good to make recoil better.
Well go on, share it with the class
Lmao; its called BetterRecoil
where do we give ideas or actual feedback that they see?