#reforger_feedback
1 messages · Page 36 of 1
Put Severity to Feature
Exactly: feature, not a bug
Reforger has major stuttering issues on 4K tv for Xbox series s. Have no issue on my 1080p monitor
10GB Ram, 8 Core 3.6ghz cpu
Perhaps a memory issue?
Are you giving the specs for the series s?
yes
But I have no issue on my 1080p monitor
I even switch Xbox to 1080p and still same thing
Perhaps your GPU is having a hard time rendering at 4K and its only downscaling to 1080p
Idk this is crap they def need to update Xbox version
The engine and game need a lot of optimization so it might not be your hardeare
I feel like the gun play in Arma 3 should come back, where inertia, weapon resting and responsiveness was more fleshed out.
You can't hold your breath in reforger currently.
i hope cruise control becomes a thing across all vehicles(i dont know if things like tanks have it tho)
I cant even stay in a server for more than 30 seconds before being disconnected...
Hello!
Is this a know bug? Moving wrecks?
https://streamable.com/my670u
tbh i want a Escape From Tarkov style reload system, press the reload button once, you do a slow reload and you keep the mag, double tap it you do a fast reload and then you have to pick up the mag if you still want it
repost: please upvote i want to play with my friends on Xbox
Make cross play available but make it depend on the servers
its planned afaik but not implemented atm, tho tbf the servers need to work in the first place befoer they can even start to think about that
yeah makes sense i would do that too
if it happens, crossplay will most likely be non-mandatory but per-server preference
found this from a dev account, looks like the consensus is that its a maybe atm
yeah
and if they do make it cross-play i think they will probally make more sales becuase people on pc can play with some of there friends on xbox and maybe if play station cause i think they are adding play station
yeah my brother almost bought it on xbox because i assumed it was cross platform, that was close lol
So I was thinking, how about water streams that only appear when it's raining? So for example you could have a road that can be used when it's dry but if it's raining a river blocks the way
https://cdn.discordapp.com/attachments/631624462412021772/978789239791702057/unknown.png Little bug involving doors clipping when opened
So when you join a server using a different version of a mod you have installed, it fails to update that mod. What I've found has been that it's because my game doesn't KNOW the mod needs an update from the workshop, unless I actually go into the details of the mod and force it to gather info from the workshop about version numbers.
Can we get a way to unbind the full screen alt + enter keybind? it's really messing with my ability to 3rd person lol
I'd love to see dirt flying from the ground when firing a gun prone. Especially with automatic guns.
And an option in settings to turn off ALL hud
yeah, the M151 is easier to drive at higher speeds, and better handling around corners, only thing id change in the steering curve for the M151 is how fast the steering wheel returns to center, when your taking long hard corners and you let go and it can stick long enough to cause you to crash, of course you can just steer to the other side but having a faster return to center helps. The UAZ is nice at low speeds, but harder to do small steering corrections at high speeds, easy to crash. Overall the M151 has a better steering curve, although i still feel like they both steer a bit too sharply
cant get it to work
Rank should be a universal thing
I hate having to rank up at the beginning of every game just to get booted and have to restart
You hold left ctrl and use scroll wheel to adjust stance not holding crouch button
Its already a thing, when hosting you can whitelist a platform
IMO Ranks aren't a good gameplay mechanic overall.
They're not exactly supporting any sort of team play, and IMO a proper squad system (along with persistent loadout and spawn control) of some sort would be a much better addition to the gameplay; with asset call ins being limited to leadership or dedicated roles.
Please allow the same degree of "zoom" in and out as in A3. The whole point was to represent both the standard FPS FOV most games use, and more realistic depictions of actual human acuity and our wide visual field.
(For those not aware, when fully zoomed, the size of the image was close to what a real soldier would see if there was a window the size of your monitor and approximately the same distance away from them. Objects would have the same apparent size as IRL, or very close to it.
The zoom out simulated the fact that humans have almost 210° of horizontal FOV, which is exceedingly difficult to fit onto a normal monitor, at least while keeping the game playable.)
Some people think that's unrealistic, in fact it's the opposite, iron sights are useless beyond 100 or 200 meters in most games because of lack of realistic FOV.
People claiming that it provides unrealistic visual acuity are incorrect, and the old issues of player models being glaringly visible against backgrounds is, as some have already mentioned, more of a rendering limitation in older titles as well as a function of lighting and camouflage. Thankfully Reforger does distant shadows well enough that it's no longer a concern, though grass can always be better.
I hope one of the standout sim features that elevated Arma above games like Squad and Insurgency, with their arbitrary hold breath to make your eyes fly out system gets reverted, especially when it's as simple as allowing more FOV adjustment when ADS! Keeping the default what it is, and then simply letting us zoom in or out with a button, should keep everyone happy. And even if it doesn't, it was an extremely useful feature and will be sorely missed in contexts as divergent as driving cars, flying aircraft, or just being a grunt with irons.
It's not squad, the squad system should not be forced, there should just be an armory like there is now and be able to spawn in with preset loadouts
Forced loadouts is AAA game behavior, not Arma or any good Milsim I've ever played
got to say loving the night time gameplay, its intense
Facts, was literally less than a foot from the enemy and we were both trying to be sneaky, they opened fire first and my entire squad obliterated him
Idk why everyone is saying this game should be more like squad or battlefield, those games literally already exist so just go play them and complain to their devs. This isnt Squad or anything close to it, and to even compare arma to battlefield is just an insult to the devs hard work
it really is
Cannot wait for server errors to be fixed. Once you can consistently stay in a game, I know that will promote a lot more intense and strategic communication when players find a squad and stick with them for the entirety of a round
We're discussing this in a ticket https://feedback.bistudio.com/T165204 and there was a thread about it: https://www.reddit.com/r/arma/comments/uw730c/reforger_characters_are_nearsighted_they_need/ although that one was a shitshow, with most people not grokking why eye zoom is an important feature and what it's simulating. Ultimately I'm not sure if BI will change the zoom in Reforger; they might be keeping it short to force players into closer contact, or perhaps the game isn't optimized enough to render details out at the range they'd be visible under proper zoom. But hopefully BI is aware of the argument and will at least make A4 more realistic. Hell, it's just a single floating-point value, there's no reason it couldn't be configurable.
give us update
This is not constructive
yes it is
I would love mouse and keyboard compatibility on Xbox, any news?
I don't disagree that we need to be able to bind mouse buttons but BI is already aware of it so saying "give us an update" benefits nobody
I'm sure they're working on it, although the server issues probably take priority
i hope this will be taken serious by BI.
there is a very good reason this function was in the OFP/ARMA titles (as you described) and it would be a shame if it changes!
i mean, BI themself described why this feature was a thing in the previous titles!
There is a bug while respawning, i keep respawning in other people and i have to prone to get out. you probably already know about that but feedback right 🙂
yeah about that..player models seem really simplified (sometimes just a torso) at long range. Yesterday I was on the radio tower with the DMR/9x scope and it was really hard to identify targets at 500-700 meters.
player models after 300-400m are just moving bodyparts etc
yea, it was crazy hard^^ I ended up killing a team mate 😄
I hope they'll fix this, I mean on console I can understand these limitations, but not for pc pls
thats something i expect to be fixed. anyways, use of a scope for 500+ meters is not what i talked about.
however distant rendering, despite shadows and stuff, is still an issue - as the grass rendering over a distance is not technically possible, we would need some kind of a shader, dither or blur applied to models over a distance to mitigate it - currently having realistic zoom makes thing too much visible compared to real life due to lack of culling the models on a distant terrain
however there already some methods to mitigate this thing, that we could see eg, in unreal engine, obscuring models in a kinda good way is technically possible with modern shader techniques - hopefully those will be implemented in reforger some day, and we would see something more than just offsetting distant models a little bit downwards
mentioned techiques weren't widely used in games, as devs didn't put much attention to this, however some modders in ue4 community have successfully implemented those - and it was a performant, something called pixel depth with dither may be an example here
I know that reforger is a different engine, however shader things should be possible to implement also in it
a quote from ue4/squad modding community:
"I have a material around somewhere that uses that depth node along with a render target to make the rts style blackout on a map, it also does a great job of concealing things beyond the "view""
idk, maybe they adjusted the zoom to the overall visibility...I mean if one can't even shoot with a 9x scope at 500-700 m, irons being useful at 200 meters with the current zoom seems ok 😄
talking about that kind of stuff ? https://www.youtube.com/watch?v=PKX_v4RDkPc
I don't know who, from Bohemia team I could ask if they have already some kind of an approach to distant models obscuring - do you know if there is any official channel good for such questions? Its been a concern literally since day one for many players.
The funny thing is that first OFP have models and textures that were nicely blending over a distance (but i guess its a choose of color scheme thing).
Btw another method, kind old one, that I saw eg. in Tribes 2 (torque engine), I believe it was also existent in OFP was additional, semi-transparent, monochromatic texture applied that effectively made textures looks way more sharper - have it on distant terrain, would make it easier to blend models - as the more visual complexity we have over a distance the more models are blending into. The question is how to have this thing done right, and even more importantly - which technique would be most performant.
yep, for example
I would call it panchromatic sharpening - so you apply the monochrome texture with greater resolution over low-res texture to achieve nice complexity
so, as said above - there are many methods that seem like not to have much computational overhead and can mitigate the lack of foliage seen over a distance
and in arma titles the visual consistency is more important than visual fidelity, I mean reforger looks nice, but the real deal is when you do the zoom over some distance
Speaking of concealment and shadows - I hardly can see distant shadows resolving it much - at current state the shadow contrast is bit too low in sunny conditions, shades should be darker and light should be brighter I would say - take for example some of the recent Squad updates where lighting became really nice - and it was mainly due playing with just a contrast. They also discarded the eye adaptation (controversial at first but it work out really well). Anyway, I would trade distant shadows for anything that would conceal models in a distance more effectively, I don't find distant shadows make huge difference in current state taking into account how much resource-heavy it is.
I guess I can't post pics here, but if you go to the workshop and toggle back and forth between thumbs up and down, the % liked goes up so fast it casuses an int overflow and goes negative.
Just to be clear - just anything that would sufficiently obscure models over a distance would be nice, if this can be somehow resolved - it's going to be groundbreaking. Taking path of making it also performant with some trade-offs is good, because nearly no one have done it before.
didnt A3 do something like this? Where models in distance would appear clipped through the ground simulating grass coverage etc, no?
yes
yes
currently distant models are very troublesome. yesterday I did a dedicated DMR run and managed to get a sniping position 3-400m away from the enemy and I could only see bugged torsos in russian camo...
it feels very... dysfunctional if I can phrase it like that
if I have to point at ONE BIG problem that would be it as of now. of course disregarding connection problems.
even though I consider there are techniques nowadays that can improve it much without much computional cost
anyway I'm still impressed by the first ofp, where models were blending into surroundings really nice, despite it was a year 1999
it's easy to make 2 colours blend 😄
it worked so well, I was struggling to see klmk camo against the ground many times
Kinda just looked buggy to me, played weird with prone units too
true but it definitely did the job.
Once the connection issues get fixed it would be nice if we can fix the 100% bulletproof guns.
https://www.youtube.com/watch?v=318MAINKOxU
so thing with ARMA is that we won't get the eye-candy graphics in close range like ue4/5 titles, but it's not as much important as consistency on large distances
2D scopes and binoculars are blurry for whatever reason
it is intended to be like that, DoF blur is applied when you move it too much
its intended to be blurry constantly? im not moving at all and its blurry
okay, so it's not a feature then
is there any plan for reforger to have voice activation for direct chat eventually?
isn't that a feature already
Umm i might be blind here... but where does one enable that?
lemme check rq
Unless ya mean toggle?
He means toggle.
Ah... i meant something with like gate setting so you can control when it actually "records". For breathing/typing/echo reasons...
I imagine that should come, it's pretty handy over holding a button to speak
i'd rather bind it to a mouse button - but i cant
Also, is it just me or is ingame voice quality pretty bad?
it's not the best, but it does it's job
When you roll over in a vehicle and jump out your player model gets bugged and you become invisible until you get back into another vehicle.
Will you add roles like Combat Medic?
Also Unit tags and ranks and maybe the ability to name squads?
if you are crouched next to a vehicle and get in, then open the compass, it is too high and not usable
get in the vehicle from crouched position i mean
I cant emphasize enough on the ability to NAME SQUADS also KICK PEOPLE from them.
Will the workshop have tags to distinguish between scenarios which don't use vanilla stuff such as modded factions and vanilla ones? I would really like it if it does, especially since I'm still reminded of the pain that is looking for modded scenarios in arma 3 for example.
Did we talk about flight dynamics already? I know it is early but better to talk about it now than having surprises when the next larger update with helicopters becomes available. The A3 flight controls are balanced quite well but already on the simplified side. Im very happy that we have the advanced flight model as an alternative in A3. I think we will all survive the new UI in favour of console players but further simplifying the flight dynamics for console players would be crossing a red line for me. Part of the arma experience is professional insertion and extraction as well as precise CAS even with unguided weapons. I’ll not be waiting minutes at the LZ if the heavy chopper comes in with the flight characteristics of a DJI drone just to make it easier to control for console players. Would completely ruin the role play experience. I was hoping for a cooperation of BI and DCS for A4. But this dream is gone now following the console approach. I’m sure, however, BI is on top of it and understands how important realistic flight models and controls are for us. I’m just concerned since there have been many simplifications in favour of console players already.
Looks that way to me, the VOIP solution used by Squad or Insurgency sound considerably better, and there's less cracking even in direct comms.
the conflict game mode has a lot of potential imo, though maybe an even smaller map is needed until player counts can go higher and stay stable. i would suggest allowing us to see enemy radio lines (maybe only when hovered over with mouse?) to allow us to be able to easily tell what objectives to attack to cut their signal. i also suggest completely reworking the final objective, imo it should be a crazy last stand but most games at the moment it seems to be whoever can stealth in and cap first, which gives you nowhere near enough time to react. it feels like i've hardly experienced the full potential of the mode until servers are stable, as noone wants to make solid, organised plans when it can just fall through via a disconnection in an instant, fixing that should be priority number one then we can truly experience their vision
Is it possible for the person that starts a squad to be designated the squad leader? And if they don't actually want to do the role they could step down and hand it over to someone else within the group.
Noticed the other day when I started up a squad, had a bunch of people join on us and they just did their own thing with zero coordination. It's kind of infuriating when say a couple of players wish to work as a team but then they end up with a bunch of idiots that just want to lone wolf it.
I feel like BI should make sure all weapons are set to the lowest zero possible. I'm tired of having to re-zero a gun if I forget or even tell players who are upset that they can't hit shots that the gun wasn't zeroed
If you're talking about the AK, 440m is the "п" battle zero that is the "lowest" step on the elevation ladder. It's realistic to have it be the default and first zero setting.
why are file uploads disabled in the feedback channel that's ridiculous
I meant distance, not physical zero aperture lol. I more or less have this gripe for user friendliness. I find it slightly tedious to switch the zero down to 100m (because well over 3/4 of your engagements in the game occur between that and 200m anyways). May be realistic for it to be stored and prepared for the 440m mark, but god it's irking so many people who don't know a lot
Let people play however they want to jfc, if you want to play as a team then there's nothing stopping you, the only thing squads do is set your radio on spawning to a specific frequency
So turn it in to CoD then? Gotcha. I thought this was more of a simulator game and would expect more teamwork from players.
Also don't use the Lords name in vain.
I was fortunate enough to use VBS in 2012/13, I've played OA BAF and A3. They all relied on communication and coordination in order to achieve your objectives. So what changed?
I mean a3 also has game modes that dont rely on teamplay. I guess its really down to community how they play the game...
If someone wants to run around and be a lone wolf allow it. Maybe find friends to communicate with? Its more annoying to me personally having some dick tell you how to play.
But Reforger doesn't have these types of gamemodes..... Yet. If they had KOTH or one of the other modes that encourages lone wolfs I wouldn't be that bothered.
You can probs make whatever game mode you want with workbench. Like player with longest distance walked wins...
On serious note tho if you find like minded individuals ingame, it shouldnt be hard to agree who squad leader is, even without ingame tag
I hope I get an answer on this.
When selecting a modded server in the browser, it would be nice if we had a way to see what mods that server runs without having to join it.
They do, dependencies
HQ capture in Conflict is really boring and too fast. I think it would be much more interesting if the HQ had 3 different buildings that all need to be captured at once. it shouldn't just be treated like a normal capture.
Additionally, servers should not restart when matches end, this just kills communities. Instead everyone should just be in a lobby where they pick their groups and the server refreshes the map in the background.
Liberation mode would be amazing on Enfusion
I think in the server information you need to write about mods running on the server.
My final point with regards to what I posted earlier would be that I did say that you could hand it off if it wasn't wanted. Having someone designated as squad leader could point out the teams that want to work together, if you don't want that, join another team or start your own squad up. The games only a week old so not everyone that I know can get it yet. It was feedback so why are people getting called dicks for giving it?
My take on what the mod workshop needs:
-
Better highlights in the mod image when an update is available within the workshop section. Make it stand out properly. Right now it's incredibly hard to see if there's an update when glancing at it.
-
An up arrow (or any shape really) with the number of mods available for update displayed on the Workshop button in the main menu.
-
Workshop needs a highlighted update all button if an update is available.
-
Workshop downloaded sections default filter state should be Enabled = Off and Disabled = Off or opposite, in effect it should show all active and inactive mods, or save the setting the user last entered.
-
Workshop should have an additional display mode of detailed list much like file explorer on windows has, where it only shows the mods name, authors name, last updated, update available, mod size, when it was downloaded, whatever else is needed.
This detailed view should be scrollable in the vertical direction, and not a tab you have to switch back and forth like the current tiles set.
- There should be a back date button and version history available for people to switch to a previous version of a mod.
Just got booted again, and now the server is full wtf
If you open mod details page, there is a tab with all mod dependencies, so you can see iif this mod depends on something else or not.
That's not what I mean, I mean more like a way to not show vanilla scenarios when searching for scenarios with modded factions
Oh I see! So when in scenario browser, filter scenarios based on mod usage?
Yeah
The Gamemaster really needs a module to play serverwide music guys and gals
Totally agree with this, Arma's graphics have always been more "schematic" than anything else. The point is to convey the same information that your eyes usually receive, and real-life vision has extremely complex image processing that removes a lot of visual noise and allows for enormous dynamic range. It's a bonus when the game looks pretty in screenshots, and in some cases visual fidelity has functional significance (like the great new distance shadows), but it shouldn't be pursued at the cost of realism-- AAA-type graphics are often noisy and make it unrealistically difficult to spot things.
I'm curious about this though, I've done a lot of graphics programming yet never heard of this technique. Can you explain how it's applied?
i cant play on Series S same problems even with the update
isnt taht the technique they used in previous arma games where distant players models would "sink" into ground a tiny bit to acommodate for missing grass ?
please give us a normal scrollable workshop page
No, that was an actual physical clipping of the meshes into each other. He seems to be describing some sort of masking technique, but I don't understand where the textures are applied or what's being masked
ooh i think i know what he means now. i saw that whole shader thing mentioned in another games reddit think it was tarkov.
People talked about a sort of foliage-based alpha mask way back in A3 alpha, but I can't tell if that's what he's describing. I never played Tribes
more of a quality of life thing than anything else, but i hope to see more animations in reforger or A4, im thinking of animations like opening/closing doors like in EFT and maybe even kicking doors in
I wanna be able to play the game, not " name my squad" or going on a kicking-people-spree out of my squad to get my best friends on it. Priority right now is solving the disconnecting issues and assuring that we can play the game that kinda of stuff can be dealt later
Btw there is a mod at workshop which implements point 5 (a list)
calm down my man that was a discussion hours ago I had with other users. Dont ping me again and move on. Learn some manners...
Speaking of naming/kicking from your squad, you should also be able to lock your squad when you make it, turn it into invite only.
Coupled with the fact that squad leaders should be shown on the map, where they are when you pick your squad, and it should be much more visible who at all is in your squad. Incidentally, the game Squad does this squad mechanic phenomenally, this has been your daily essay about squads.

I bet my ass some kind of gps and nvg mechanics are coming. those are not technologies unknown for the cold war.
Bot, you mean not?
magic marker moment 💀
i wouldnt be surprised if night vision devices come, a lot of vehicles had some kind of them and the US did try putting them on their guns in vietnam
edit: but i dont think actual goggles came around until mid 90s(?)
SOG had NVG's in vietnam.
As did pilots
PVS-7's could potentially be seen in the setting of Reforger as they came into service in 1988
gen3 nvg came in the 80s so...
Really shitty nightvision, as it would've been then would be awesome to have.
Thank you, it is very important feedback.
repost
I don't know if it has been mentioned, I assume it has, but scopes are still having issues with textures. https://cdn.discordapp.com/attachments/628324386231025754/979148783571066950/unknown.png (red & green pics were from before the latest patch, black/white pic was from 10 minutes ago with the SVD - which also was red or green sometimes before the latest patch)
Machine gun bunkers seem to be broken, cannot enter the gun.
i need a group to play with lmao
how about being able to see the workshop outside of the game?
Dear God the crashing on xbox is terrible and soul crushing
https://imgur.com/a/YSP6T9g Thats bad, near pinewood lake
ah, it was just an simple overlay, transparent, grayscale texture with greater resolution applied on a base one - however this usually was used for things that were closer to a viewport - surely that was possible within directx 9.0, maybe even in earlier versions too - let's say a bump-mapping but it was not reacting to a light-source, just as it is called in remote sensing industry - a pansharped image, like dysfunctional, still bump-mapping
let's say we have 256x256 r8b8g8 texture and overlay of 1024x1024 texture over it that is just a 8bit black alpha mask - hovewer it might be alredy somewhat ancient technique that would have no benefit in modern workflows where memory is not much of a concern anymore
What is the overlay being applied onto? Is it like a high-resolution ground texture? The part I don't understand is how the texture allows you to improve blending. Is it for grass? For rough terrain features?
Techniques like that are still very much applicable in modern graphics programming although I can't judge what you're talking about because I haven't understood it yet
Shot a rocket launcher at a wooden fence, and uh, it went through everything probably the ground too I didn’t hear an explosion, I dunno if that’s simply a part of the game but it seemed to go through the floor as well
no, you just found classified military tech! shh!
I wasted it on a point blank shot at a dude hopping over a fence, must’ve been an expensive failure on my part😔
the RPG's and explosions seem quite buggy at the moment, sometimes you'll get a rocket off directly on an enemy and they wont even react lol
i hope they touch up the explosion effects too, they seem quite underwhelming at the moment
yeah man, that one unit cost a few billion, could've at least used it on their main base 😭
Why can I carry 4 mlaws in my backpack? Must be a deep fuckin bag.
nlaws?
Or M72 LAW's?
If the latter, it's because they're tiny as fuck https://upload.wikimedia.org/wikipedia/commons/thumb/e/ef/Law_ftbenning_1960_04.jpg/220px-Law_ftbenning_1960_04.jpg
Your point is?
If thing is tiny, and backpack is normal then ofc you can fit 4 of them in.
You are crazy to think that. They are 30 inches long plus all the other shit in the bag. Weigh 5.5 pounds plus all the gear you got.
Lol, ok.
you could probably fit four of those bad boys in an empty backpack with them sticking out the top
Look at all the rucksacks used during that period of time and tell me that.
well i googled 'cold war rucksack' and some definitely look large enough. of course, half the law would be sticking out of the top of the bag.
you could run logistics for the team with that backpack
Doesn't matter if it sticks out the top of the bad, it's deep enough that it won't fall out
Wrong, just plain wrong, you could've taken one look at the backpack ingame while wearing the LAW and you'd see how patently false your claim is.
Ok
to be fair, they probably didn't spend too much time balancing and adjusting carry weights and what-not, but you'll have to use your imagination, even if your backpack is filled to the brim people can improvise and just sling more/grab a plastic bag or somethin lol
They actually did a pretty bang up job
i wouldn't have a clue tbh, but does it take into account volume as well as weight?
The weights and volumes are pretty spot on, the only thing they need to fix is stamina when you're carrying more than your normal combat load.
It does, sec booting up the game again.
alright no worries, i haven't really paid much attention to it. only thing that bugs me with inventory is that you should be able to grab vehicle ammo boxes without a backpack, makes rearming vehicles a pain
well certain items don't fit into your pants/rig even though it should fit weight-wise so i assume it must
ahhh i see, makes sense
Might need a bit of tweaking, though I guess.
The M72 is wider than the M16 but, the M16 is also longer.
Also the % value is relative to the volume capacity of the inventory space you're trying to use
honestly something they can do after full-release, bit of a non-issue lol but of course they're aiming for the most authentic experience
Nothing makes me check for facts more than people trying to claim bogus crap.
Yeah, far more important bits need fixing first but, clothes and gear should indeed be represented by realistic values, it is a simulator after all.
yeah absolutely, it'd just be a matter of researching real life weights/volumes and adjusting the numbers, so could probably be smashed out in like a day or two by a developer (afaik)
Yeah, in fact, looking at the depth of that backpack, you could carry 4 LAW's and a sleeping bag, in fact that would lend a lot more stability to the launchers.
They wouldn't rattle around as much
4 LAW's and a sleeping bag, the essentials
IMO, even with 100+ players, bots would be a good addition as a way of automating the purely mechanical and (more or less) uninteresting stuff, while making player actions more impactful and teamwork dependent.
Plus would ensure that you actually need either a ton of skill or a decent sized group to mount a successful attack and can't just walk into points without a fight.
Player controlled logistics could then focus on quick response and exceptional cases, while the bots deal with the grunt work.
Bot defenders would also act as the cannon fodder defenders and (possibly) attackers, to keep the battlefield dynamic, and make player participation more impactful.
reforger is the 80s right? https://en.wikipedia.org/wiki/All-purpose_Lightweight_Individual_Carrying_Equipment
Thanks lol
iirc they actually had mountings on a version of the ALICE where an ammoman/AT team assistant could clip on multiple LAWs
definitely would be good, even if there's a setting the server host can decide on AI quantity. bases with AI should either spawn more than 3, or the bunker pieces you can build should have a few AI in them just to slow down back capping. it'd be cool if there was more to spend supplies on such as a 'barracks' that made more AI or something, as it stands now you build a vehicle depot and an armory and the rest of the upgrades are just sorta worthless
Some guy: You can't carry 4 LAWs in a backpack!
Meanwhile Jamsheed over here with 11 RPGs https://cryptome.org/info/afpak-archive/afpak-fun-06o-43.jpg
Yes, he's running around hopping fences going prone and getting into gunfights as well?
he simply blows up the fence
Yes he does https://www.youtube.com/watch?v=yfx74JBz2EI
Never question Jamsheed
Jamsheed is god
He had about 4-5 rockets in his backpack lol look at what he brought into combat is all im saying.
There, yes. Still more space than a LAW.
Different era.
Wat?
Different time period
I'm sorry, what?
RPG, 1958, LAW 1963.
5 years, yes that's a different era alright.
I'm talking about the rucksacks
So wait, let me get this straight.
You think backpacks couldn't be larger in the past than they are now?
I'm saying the basic combat rucksacks were different then they are today yes.
Standard issue backpacks today, are generally smaller than the ALICE issued bags of the 80's.
The 80's bags were HUGE
ALICE was MASSIVE
https://en.wikipedia.org/wiki/MOLLE is small compared to ALICE
US Marines take the cake with backpack sizes, theirs is 75 liters, ALICE is around 50-62 liters, the modern Army standard issue, the MOLLE on the other hand is 32 liters.
The largest MOLLE pack is 3 liters larger than the largest ALICE bag, but its hardly ever used.
Actually, check that. Marines apparently had their own ALICE bag and it was 100 liters 
Crazy, would've thought different. They don't feel that huge back then.
So even the marines have scaled back their backpack sizes in modern history.
fucken crayon munchers i swear,
Yeah, they be too busy snorting gunpowder.
I'm stupid I forgot the game was set in 1989 not the Vietnam war anyways. Cold war era. Well thanks for the info anyways.
All good, happy to help.
improve blending just by increasing the visual complexity so small models don't stand-out much
is there a way to make reverse depth of field for some objects? So eg. we have a player model that is far away and the further it is the more blurry it is
grenade launchers so weak its damn near impossible to kill someone past 100 meters
im no expert but im sure you dont need a direct hit in real life
I'm not 100% sure because it was nearly 15 years ago, but IRL it was about 10-15 metres on an unprotected target (no body armour & helmet) was a lethal hit.
thats pretty effective, but i think for balance reasons 10-15 meters is definitely pushing it. They were weak as hell in arma 3 but atleast somewhat effective. I feel you could safely double their current damage output though.
Like I said though I'm 100% sure, I'm sort of going off the livefire assessment we had to do, where we had to land it in that radius of the target. Even if it isn't correct you'd still take blastfrag from it at that range.
they are sort of simulating the suppression effect they have with blur, which is kinda weird considering the game doesnt have any suppression effects for gunfire
i get that arma tries to simulate suppression by freaking you out with realistic sound effects, so its a surprise they went for a visual thing with grenades
I just thought, I may have the measurement wrong. It could be in feet, it was 15 years since I learned it and I'm not that good with numbers.
probably in feet, the theoretical kill radius is 5 meters apparently: https://www.quora.com/Why-do-40mm-HE-grenades-have-the-same-claimed-kill-radius-of-5m-just-as-an-M67-hand-grenade-when-the-40mm-grenades-are-barely-half-the-weight-and-they-have-six-times-less-of-the-same-explosive-filler-than-the-said
which is still probably 3x bigger than the game
That'll be right then, I think my dyscalculia, head injuries & failing memory got the measurements wrong.
i does, the bullet has to or hit something very close to you or pass very very close to you
-- seems like M14/M21 ironsight zeroing doesn't work. Im setting it even to 1000m and it does not change point of impact.
The gunplay needs to be smoother, aiming is still identical to arma 3 and a bit clunky tbh
50cals are close to impossible to aim
Character movement needs a little teak
Also launching Grenades seems like were sending them at 200k/h to space
you mean smoother as in faster? Aiming in reforger couldnt be further from arma 3 with free aim and weapon sway pretty much taken away. I feel a faster gunplay (which is probably what people mean by smoother) would only promote (even more) faster-paced gameplay similar to cod or battlefield. Thats not arma
No, actually smoother, idk if you played ready or Not, or insurgency sandstorm, moving the weapon isnt cluncky like arma
it's clunky in reforger?
doesn’t seem clunky to me
Its better than arma 3, but not as smooth as other actual games
Also this is feedback its not supposed that you question everyone feedback and say its not true 🤔
yeah I dunno doesn't seem clunky to me as well
Its clunky as hell in real life and that also promotes slower-paced tactical gameplay and more realistic gunfights. Nobody wants arma to turn into a twitch shooter, atleast i hope to god not
I understand what you saying, Im not saying to take out innercia, make it super fast, with not weapon sway, Im just saying it needs to be smoother
It would help to understand if you were a bit more specific
I cant quite explain 😂 I made a comparison with other games but idk how to actually explain and tell
insurgency sandstorm is a twitch shooter which plays exactly like cod or battlefield. It just comes down to reaction times https://www.youtube.com/watch?v=HYx1RORYdRA&ab_channel=MGEGibs
you notice how he runs around the map erratically whipping out a scope at lightning speeds. In arma you're supposed to get penalized (killed) for that
Ok mate deff you dont understand the concept of smooth, not worth arguing, its called feedback, and you arent the one who is supposed to take it
that being said you'll probably get your wish, seeing the direction reforger is going to. Im allowed to give feedback to your feedback, its a discussion forum
Dont think its the purpose of the channel
Also, the other example I gave was ready or Not, wich you cant even run, or sprint.... It has nothing to do with fast pace, just want to aim and move with smoth animations, its like Im moving with a old ball mouse
The smoother it gets the easier it gets to run around with no regard for things like cover, as everyone turns into an inhuman terminator capable of headshotting 10 people in 2 seconds
I feel like the death animations are quite exaggerated, i dunno, the animation itself seems to take too long to transition to ragdoll
Is it just me?
Tbh your skill shouldnt be limited, nobody shouldnt be penalised for being better, also with weapon sway and stamina its Impossible to do that
well thats called counter-strike then. In arma they try to somewhat acknowledge the limitation of an actual human moving around with heavy gear and aiming his gun. In reforger its all very much reduced, but still kinda there
Counter stryke doesnt have stamina or weapon sway 😂 are u just trolling at this point right?
no i just have no idea what youre talking about. The comparison to a ball mouse didnt really help. Maybe its a problem with your mouse settings?
arma 3 had a smoothness slider which is now gone, maybe thats it
please describe what you mean by "smoother" and "clunky" lmao we have no idea what you're on about
Dont worry guys
Are u pretending to be a dev? Im sure the feedback is not for you 🤔
okay but if no one understands your feedback, would it get accepted..?
if you really want to give feedback, i suggest filing a ticket in the feedback tracker linked above. You'll probably run into the issue of actually having to describe your problem though
theres also a comment field there so be prepared to people talking shit, you cant really get away from it
Doesnt matter, any feedback will just be questioned or invalidated by some troll
if it's good feedback, BI would probably still listen to it if it had troll responses
Yup, people talking shit I see what you mean
ofc you can just say "make guns good" but that's not great feedback...
me asking you to describe the issue isn't trolling
in all seriousness though you should try turning off the enhanced accuracy thing in windows mouse settings, if you havent already
Occasionally when I aim down my scope (I only use picture in picture) the game has a chance to crash. It has happened several times now
There also desperately needs to be a 'flip vehicle' feature. I cannot count how many times our car has flipped over and forced us to either respawn or walk 5km.
dunno how that'd fit in arma, unless you need like a squad of people to flip the car
Squad has a similar feature. I'm just sick of having an entire plan ruined because of physics
if it can be flipped by one person, I'm against it
if it requires like 4 people, sounds neat
I just thought of another thing:
With these rampant server disconnects and crashes, I think it may be a good temporary solution to be able to reconnect where you character last was and/or in the same vehicle he was. The physical character could still be there and still able to take damage to prevent exploitation. I think it would be suitable, just because several times now I have been sneaking up on a base far away from any vehicle depo, only to crash or disconnect and restart 3km away. Many other people seem to have had this happen to them regularly so I think it would be a nice feature.
Other games that come to mind that have done this are Escape From Tarkov and Rust, so for a hardcore game like Arma I think it could work.
Also I say 'temporary' just because I do not want it to pass of as saying, 'we fixed the server crashes with this'. That still needs to be addressed, this is not the solution, but it will make it better.
There's a mod for it already, but yeah, would be a nice base game feature.
Since I'll probably only be playing on vanilla servers for the time being, I think it should definitely be a base feature. Also what is the mod called?
Don't recall off the top of my head, but I saw it browsing the other day. Try searching for "unflip" perhaps.
Will do
They need to fix the connection first, but here are some stuff I would love to see in Reforger:
- I heard something about BF style building destruction, this would be nice (i think that it is possible for them to achieve this, you can already see some examples in game. Wooden fences and military walls can also be shot with 50. driven through with truck). Same for trees... Better tree destruction also similar to BF Also destroying ladders would have quite a big impact, just like bridges
- walking through bushes should slow players and AI down... They should do the same for mud and long grass/fields but with lesser effect... Same if you are wet... Also walking uphill should have idk different animation and be slower.
- Visual representation of damaged vehicle parts such as tank tracks, turrets etc. Great example is Squad. Same goes for Heli/plane crashes. They should create some sort of terrain deformation. A3 and A2 did quite a good job with spawning dirt assets behind the plane but sadly in A3 you really had to be lucky to make it work since theyve scaled it down.
- expand on building stuff, it would be very nice to digg simple fox holes and trenches and then be able to put some leaves on etc. Also to carry sand bags to barricade some houses. They cpuld use Dayz carrying animations for extra immersion.
- Drag and carry injured and load them to vehicles cars and trucks etc. (make laying injured guy take for examples two seats in a car or a truck)
-
- Cal reloading animation
- Better ragdolls (EFT is a great example)
- Better nade throwing
- Servers for conflict and capture and hold which dont kick you after the game is over. After the game ends, you should be able to see your stats maybe and have a timer for when the next match starts, it would make conflict 10x better imop at least.
- Make distant shadows a must turned on option on conflict servers
- pushing vehicles (few times got stuck on a rock with my Jeep) maybe even unfliping vehicles, but in a more realistic way then moded one. (It should require a few people to start pushing at the same time mby idk)
- this one could be used in A4 if their technology supports it. Deformation in terrain, getting stuck in mud with vehicles, explosion craters etc.
- second stamina for your hands, like one in Tarkov.
This are just a few ideas for devs and even modders. It would be dope to be in base game since I think they can really polish these features and make crispy animations for some of them... In general I just wanna see as much interactions with animations as possible. It adds the another layer to immersion, just as simple stuff as entering vehicles made a huge difference for me, same goes for compas etc. Feel free to share your opinion... If you came this far, thank you for readingmetal
1, 2, 11, and 13 are my favourites on this list. I also agree that these features should be added to the base game, or at least experimented with to get feedback
Mby we will get something, who knows... Lets hope so
Another pesronal opinion
i feel like the game is going a bit arcady with the stamina and movement speed, you run fast as f when you sprint, like your not even carrying any gear on you, and the amount of stamina is like is someone doubled arma 3 default stamina, i feel this is just gonna turn the game into run and gun, stamina and movement speed need to be reduced, even if its just a little bit
multiplayer already feels like run and gun, more then it feels like a milsim
stamina feels shorter in reforger honestly
someone should time it though
nah, feels like you can sprint for much longer (with gear on) then in arma 3, and run much faster too
also idk if its just me but running up steep slopes feels wierd, almost feels like you actually speed up instead of slowing down or running at the same speed
The TTK is way too high in Reforger. Unarmored targets taking 5.56 or 5.45 to the torso shouldn't need more than 3 bullets to be incapacitated. 2 would be ideal IMO.
It doesn't make any sense, especially since there's no unconscious state, so players transition directly from full fighting fitness to dead. At any rate, I'd like to see the bullet sponginess toned down, it's very disconcerting!
Where is the at4 launcher?
So, it would be nice to have a few servers that allow some cross platform so people on console could use m&k if they have one but yeah other than that. This game is absolutely stunning and I've been waiting for years for it to come out. 2 hours of trail and I bought it
If this is what alpha looks like then I'm so excited for beta and release
Maybe I didn't read something somewhere talking about it, but addons absolutely should allow you to pick a directory for them. My game is not installed on my C drive, however mods are installing there by default, anyway. This should not be happening as far as I'm concerned. It should either be local to the game's drive, or offer you to browse and select a location in the UI. I very much doubt most people will realize they need to change startup parameters for something like this currently.
Ak-47, Tsar Bomba, Ak-74, Zsu-57-2, Zsu-23-4, Sks, Dragunov Sniper Rifle, Makarov Pm, Ghost Rockets, Rpk, Novichok Agent, Pk Machine Gun, Rpd, Ak-630, S-5 Rocket, Aps Underwater Assault Rifle, 2a28 Grom, Pmn Mine, Rbu-6000, 30 Mm Automatic Cannon 2a42, Va-111 Shkval, Bm-30 Smerch, Gp-25, Rgd-5, Stechkin Aps, Ags-17, Bm-27 Uragan, Spg-9, Kashtan, Sprut Anti-Tank Gun, Ak-230, B-10 Recoilless Rifle, Mon-50, 82-Pm-41, Drozd Active Protection System, Shkas Machine Gun, S-8 Rocket, Rkg-3 Anti-Tank Grenade, Mon-100, Pfm-1, Ak-176, Vr, Rpo-A Shmel, S-13 Rocket, Mon-90, Spp-1 Underwater Pistol, 2b9 Vasilek, Kolokol-1, Psm Pistol, Frog-7, Tm-62 Series of Mines, B-11 Recoilless Rifle, 53-65 Torpedo, Ao-46 Personal Defence Weapon, Na-2, Na-4, Ao-222, Rbu-1000, Ao-62 Assault Rifle, Gshg-7.62 Machine Gun, Tkb-506, 80.002, Ao-27 Rifle, Type 65 Torpedo, Tm-72 Mine, Type 53 Torpedo, S-24 Rocket, Kiss of Death, S-25 Rocket, Mon-200, 82-Pm-37. Excerpt: The ZSU-57-2 (Ob'yekt 500) is a Soviet self-propelled anti-aircraft gun (SPAAG), armed with two 57 mm autocannons. 'ZSU' stands for Zenitnaya Samokhodnaya Ustanovka (Russian: ), meaning "anti-aircraft self-propelled mount" are any of these guns going to be added? I KNOW some already are.
just drive safe and you will be fine
For the Americans I really want a m1 garand and the Remington model 870 (I'd take an Ithaca 37) and a m24 over the m14
Is there going to be a m2 Bradley? Car -15s?
the ttk is actually really low, it's just that guns rn are bullet proof so most of your shots will be blocked lol
yes, guns will be fixed
thank you for noticing the culprit :)
@timber sparrow will vaulting height be restricted by how much weight ur carrying? A soldier with an M249 and an AT4 should have a lot of trouble vaulting anything higher than his head.
Perhaps add some sort of buddy boost system to encourage teamwork in navigating these obstacles
I don't recall that myself, but these are interesting ideas, thank you for suggestions.
Not sure if this has been mentioned prior, but when in Zeus, you cannot zoom in/out when moving or while free-looking with mouse2. Not sure if this is an intentional feature or a bug, but it is rather off putting when coming from Arma 3's Zeus.
Like in army of 2
Just a reminder, it's pre alpha, expect some bare bones and bugs
We know just some feedback bro
Yeah, but from the looks of it people are getting a little frustrated with its state
Those people are whiners. We ignore them.
Ily
holly mother of walls
Haha, the USSR wasn't playing
neither was you by the looks of it
PSA : ak-47 was never really in active service…
Wasn't it like rejected 5 times before it was allowed into war
I just looked up cold war weapons. So some stuff might not of been.
Will there be any aviation vehicles coming in the future?
models for helis have been found in the files
https://youtu.be/AIervYhiEZ8?t=82 Do I hear the gun of a A-10 there?
hmm! Fookin yes A10 Brrrrrt baby brrrrrt
Sounds like some one left their Nokia on vibrate while recording audio for the trailer.
I don't know about server settings and options, but based off the official servers for C&H, I'm assuming there's no auto lock feature for the end of matches. This might be a good idea to add as an option; at least until servers are able to run multiple matches without restarting. I can't be sure, but I feel as though I've had issues loading because I joined a game that was ending/about to restart. Something simple like locking the server 1-2 minutes before a match is over would be nice to see.
Sometimes game sounds go down 50% when someone talks and stays muffled until they speak again
Map for co driver to Navigation needed
Please PLEASE fix the invisibility exploit when getting out of vehicles . Had a whole team on the 32 last night have at least 7 kids exploiting around the map. It’s getting old fast
im thinking it shouldnt be just weight, but also movement speed, and turning rate, if your carrying a lot of weight your movement speed shoudl be restricted, and if your holding am m60 you should turn just a bit slower then if you where holding an m16
and i think guns should have a "condition", and if their shot they should probably stop working, or if you crawl along the ground a lot or in mud your weapon gets dirty and theres a tiny chance it'll jam, mabey this gives the inpect weapons feature a purpose, you inspect it to see if its clean and or clear of jams, and interact with your gun, add buttons to allow us to do things like cycling the action, or cleaning it a bit
Im loving the game! An auto-run control would be awesome!
Still get randomly disconnected from the servers, I'm assuming the dev's don't know or take it seriously, because no crash report, but out of the 10 people I convinced to buy Reforger, literally all of them have quit because we keep getting kicked from servers, haven't seen a single post or tweet or anything even addressing it, 2 or 3 patches and still happening, pretty cool.
Rename the game to "Arma Crash" and change the logo to a jeep crashing into a tree
I'm assuming you've not checked for their statement at all, or just simply ignored it
I haven't compared stamina yet, but sprint in Reforger is about 10% faster than A3; 5.5m/s up from 5m/s. So while I'm sure it contributes, I don't think that's the only thing making the movement feel odd
There has been a lot of discussion in this channel about the movement feeling strange but I don't think anyone has quite nailed down what exactly is causing it
by all means link it.
The only official statements about server stability was about that backend error a few days ago, nothing at all about the random server kicks, and I've looked.
would be awesome if the game had crossplay as an option. I understand people are concerned about the skill gap between pc and console, but if it was implemented as an option for console players to connect to pc servers only people who chose to use the crossplay feature would play at a skill gap. The only thing that has kept me from buying is the fact i cant play with friends on console. Playing Arma with my friends on Xbox would be awsome
Try lowest possible ping and small population, Official servers, no mods. Turn off addons, restart the game.
My success rate is 8/10 on connection, 5/10 I can play more than 30min.
this is a quote from a dev regarding the issue, you can tell they are pretending its a non issue /s
theres a bunch if you look but thats the one i actually remember because its so honest
one of the devs did say this issue didnt come up at all in their testing (which i struggle to see how but eh), so they are probably on the backfoot in terms of trying to fix it
For some of you talking about movement or other similar things that aren't quite bugs or problems, keep in mind that it may just be how you feel about x, y, or z. It makes sense to improve things that aren't working quite right, or feel off for sure, but remember that mods will come later for you to fine tune your experiences at individual levels. Some people are going to want a more sim heavy experience- slower movement uphill/slower sprint/weight management, etc. Some don't want stamina at all, for a more casual experience (as evidence by the mod being used all over). Keeping that in mind, it may help you figure out if what you think is off is actually an issue or not, or if it's a prime example of what you'd like to see a mod for.
One thing we need (or would be nice at any rate) IMO is a small bar to indicate running speeds; preferably with small indicators to represent 25, 50 and 75 percent speeds (or just the 50% mark).
We could also have it so that speeds below 50% have the gun up for point shooting, while speeds above 50% act like the fast jog from ARMA 3. That way the player can smoothly go into a point shooting stance, or switch to a less ready but more mobile stance.
Also, an auto walk button/feature would be really nice for those OPs with long walk times.
Please make it that the respawn availability for the longrange radio respawn is better understandable for the players that try to respawn. My idea would be to make the icon on the map of the longrange radio operator grey when the respawn is not available. Right now, when the respawn is not available, players default to another spawn (I'm not entirely sure if this is a bug or a feature).
It would also be cool if the longrange radio operator would have more control over the respawning system itself. In the tutorial it says that the respawn is only available when the operator is in range. The problem is the operator does not get feedback when he passes the threshhold for not being able to offer a respawn. My suggestion is to add a switch in the same game ui which has the different frequencies. This switch would be used for both checking availability of respawn and enabling the respawn. The operator can flick that switch to check if respawn is available, it would light up green and the player could then decide to hold the button so that mobile respawn of longrange radio is available for 1 minute. The switch would show red when the respawn is not available.
If the switch is showing red, the operator would move a bit closer to the last captured OP and do the respawn availability check again via this switch.
i still think it seems like you actually accelerate going up slopes. and decelerate doing down slopes, mabey not the case but it feels like it, i think that the fastest non sprint speed is also too close to sprinting speedwise
changing directions also feels a bit off for some reason, specially in first person, if you looks at your chars shoulders
WHERE ŠKODA?
@blissful sage re: the movement stuff (moving to here to avoid the trash compactor that is #reforger_discussion); I agree that the continuous speed adjustments have somewhat limited utility
Don't get me wrong, they're nice to have and I don't want to see it removed, but the ability to have 30 gradations of movement speed aren't nearly as important as the ability to change to a specific movement speed quickly
Actually I just checked and it turns out there is a proper walk keybind, it's just unbound in the default settings for some reason
There's also not a toggle, it's hold-only A1-style which is fine although it would be nice to have both
Still though, it's a shame that we no longer have explicit control over whether the weapon is held up or not. It was great to be able to have the weapon on target and get the ADS movement speeds manually without needing to be looking through the sights
All we have now is the equivalent of the "tactical pace 3 seconds" button in A3 although I haven't quite figured out the logic of how long it stays up in Reforger
The CTRL + Mousewheel stuff? Yeah, never use that. Takes to long and there's no quick reset as far as I am aware of. Would be cool to have a reset.
Ctrl + mousewheel is for stance and you can easily avoid it with the normal stance keybinds, but the same doesn't go for movement speed afaik
At least when first taking control of a character you have to scroll up to get to a normal movement speed
There's no equivalent key that takes you directly to a set movement pace
Once in a blue moon the continuous adjustment will be useful so I don't want to be rid of it entirely, but frankly in most situations you don't want that much gradation, you just want to get to a particular stance/pace immediately
In real life you can move directly to any arbitrary speed or stance so having to scroll a bunch to affect that same change in-game is kind of irritating
I wouldn't mind it so much if there were a coarse version that went through the whole range in 8 clicks or something so that I could get from one end of the range to the other with a single swipe of the scroll wheel but instead I have to do multiple full scrolls
Preventing text channel selection reset would be nice.
i love it tho, i agree it needs to be faster tho
I agree, I watched this man leak all of our sensitive battle plans into public chat. American spy!
There seems to be an issue when you get disconnected form a server (either by a bug or player input), where if it's dark ingame, your menus will be darkened and not displayed at normal brightness. Happened a few times since launch. Only way to get back to normal is to restart the game
Is it possible to have a syntax reference for chimeraUserInput file? So we can edit key bindings there ourselves with confidence?
I'd suggest to remove the artificial inertia on mounted weapons for vehicles. It already is hard enough to aim with them if the vehicle is on the move, no need to add extra layers of frustration.
I know what it aims for,.. "feeling heavy, give it weight". But the pivot naturally is perfectly balanced to such heavy machine guns and are actually quite "easy" to rotate and aim at things.
I know it could considered "OP" then, if it would be easier to aim. But tbh. as a gunner you are exposed and already extremely vunerable to everything. Give them at least a chance to fight back and not just look cool.
It feels like I am constantly fighting my input instead of an enemy. It threw me up in ArmA III already, but I just noped out and never used them ever again in 10.000 hours. There's no use or fun in it, if you can barely hit anything 10 feet in front of you.
you are using A & D to look left and right ya?
not just the mouse cause if you are that's the issue
Something needs to be done to promote a more realistic and tactical style of play in this game. Right now it seems that people are just running around and shooting point blank on full auto like it's Call of Duty. I think some new and improved mechanics could possibly do the trick, anything that encourages more realism in player's tactics and movements. For example, I saw someone mention arm stamina like from Tarkov, which could be an interesting addition. I just think anything that dulls down the current silly nature of what should be a serious military simulator is a good thing.
TBH I'd suggest asking ex-servicemen around why don't you run around and shoot point blank COD-style. They can provide some ideas one can leverage
Even in EFT people go gun blazing despite the arm stamina, so...
You can't prevent people from doing "stupid" stuff in the end
Fair enough, so they know, but 3 patches later, still happening.
That's true, but the least the developers can do is 'promote' that style of play with more hardcore mechanics. Squad does a very good job of doing that in my opinion
Yeah but that's where it seems to contradict Reforger's "easier to get in" approach
Last time I suggested teamwork, I got called a dick for it.
Squad is doing it how exactly?
I don't remember any big differences
In squad you can do top down attacks on tanks by jumping from helos with RPGs. It's stupid, but you can do it. Only way to prevent people from not playing the way you want them to is to police your server
I think what could be done is take complex ideas and mechanics, and streamline them to make them 'easier to understand'. I'm not sure if that makes sense, but I got that impression from when I first played Arma Reforger, coming from Arma 3
They aren't as big and obvious differences as 'arm stamina' but the way the character moves and how each weapon functions seems to give off the idea. I cannot really describe it myself
I've never seen that before in 141 hours I've played Squad
But there are no differences in that. Squad weaponry is simplier than Arma Reforger's even now if anything.
IRL those guys would've been shot way before they are in the spray&pray range, that's why they don't do that IRL.
If in game both sides don't know better, then well, nothing you can do
I get into longer range engagements more often in Squad than I do in Arma Reforger however. I'm definitely not saying that there are not 'spray and pray' moments in Squad. What I am saying is that Squad has an aura that I think is more akin to realism in how feels. Squad's weapons and Arma Reforger's also do have one quite major difference, at least how I see it anyway. The recoil is a lot greater in Squad which lessens the urge to full auto at distance, which I can seem to pull off way easier in Arma Reforger. It is just one example that I think promotes more realism, because realistically (from what I've heard from veterans) full auto is not used often, especially not at range. But I do understand that realism is a bit of a touchy subject on these games, because the balance between **realism **and **fun **is difficult to get right. I'm certainly more in the 'realism first' category
I was about to say the same, the recoil in Reforger seems minimal which leads to people just spraying all the time.
Also the game is barebones right now, once tanks and things come into play anybody rushing in like an idiot will be dead before they can do anything
As already mentioned - a good first step would be mechanics that force people into teams/squads. Removing the 1 man capture ability for instance and placing a required number of people to be in a zone in order to capture the radio. Recoil or arm stamina while good additions and so on they will not fix the problem with everyone running around and not playing together.
Recoil in videogames is easily compensated with mouse movements, so it's not the reason. At the same time, IRL recoil doesn't get the weapon to the sky on first few shots
In other words, I suspect the issue isn't in the weapons themselves, but in the lack of tactics
Yes, the game needs to steer people into playing together in squads and applying squad tactics and combined arms warfare. Akin to Squad/Project Reality as far as Conflict game mode goes currently.
Its not the only issue no but it is certainly an issue when I can spray an MG while stood up at people 100+m away
Yeah I agree with that. I think weapons are only just a small piece of the problem (but still important), tactics are a far bigger issue
There is a great foundation there though so I am positive as of now. There is a lot of room for adjustment and nothing is final for now as far as I know.
recoil of 556, 545 is minimal though 😄
Definitely, they have an amazing foundation to work off. No matter what decisions the developers make, I probably will still enjoy the final game
Also horizontal recoil is all but lacking in Reforger now
How guns feel overall and the movement system both need work.
I believe a dev has said that this one is definitely not happening in Reforger
Yeah that doesnt seem like it fits arma tbh
mod your server to have that, forcing the rest of us to play how you want in a game literally designed to be as moddable as possible is stupid
someone is missing the point here.
It requires a ton of effort to implement this mechanic, which is quite niche in milsim
As opposed to 'DayZ-style survival', I get this
I feel like crit/random failures system might add some spicing instead, but indeed it might be easier to have it as a mod.
It would have to be heavily customizable to be useful in scenarios anyway
Yeah, your boi whose crying that people are better at clicking on heads then him.
go try being picky with someone else, thanks for the feedback.
Recoil is an impossible thing to replicate in a video game since in real life it's a very complicated interaction between physics and muscle memory. It's sort of like trying to make a video game centered around grappling (also impossible). Thus ultimately the implementation of how it behaves is a completely subjective thing the devs have to invent themselves
So while IRL recoil doesn't force your muzzle into the sky, part of that is because you're compensating for it in real time with your body. From a gameplay perspective you have you decide how much of the recoil you want to be automatically compensated for by the character, and how much the player has to be responsible for
Frankly I'm not at all a fan of the former; Tarkov does it this way and it either makes the guns suck and removes any player skill from shooting, or it makes the guns like lasers. I found A3's implementation to be pretty ideal, it required just enough player effort to make it not laser-like yet was very easy to control
Mods on the workshop need comments and a download count. Comments are essential to modders and they help fix issues with mods and troubleshoot.
The same physics principles affecting recoil in mounted guns also applies to hand-held guns. However, the shooter's body assumes the role of gun mount, and must similarly dissipate the gun's recoiling momentum over a longer period of time than the bullet travel-time in the barrel, in order not to injure the shooter. Hands, arms and shoulders have considerable strength and elasticity for this purpose, up to certain practical limits. Nevertheless, "perceived" recoil limits vary from shooter to shooter, depending on body size, the use of recoil padding, individual pain tolerance, the weight of the firearm, and whether recoil buffering systems and muzzle devices (muzzle brake or suppressor) are employed. For this reason, establishing recoil safety standards for small arms remains challenging, in spite of the straightforward physics involved. Just because everyone is talking about it.
Despite the way, WAY to many server disconnections the game runs smooth and brings new vibe.
Although midnight is pitch-black on my end, and stars on a clear sky don't seem to casts any form of light to the environment.
It does give that special touch that makes me want to play night time more than daylight !
Playing hide and seek on capturing an enemy's encampment without being able to see your own iron sight is damn good fun!
GG just figure the disconnect issue and we're good to go!
sad, but would be cool to see in arma 4
One man capture should take forever. Having a squad with you should speed up the process. If anyone played Dust514 (lol) it worked kinda like that in that multiple players could speed it up
can we make it so one does not lose the ranks if disconnected?
you dont tho, ive only lost it on server restart
oh maybe thats what im seeing
Maybe not mud but a wear and tear feature if that's easier or possible. After shooting so many shots there's a chance your gun could jam.
from what i know, weapon jams are rare but i think they could have a place in reforger or A4, but they would be rare and probably only happen once in 500 or more shots
edit: also if weapon jams were to be added they would need to be based off of environment since most the jams i hear about are when the gun is improperly cleaned(meaning dust in the chamber and so on
fatigue & stamina the way arma 3 did it would be a great way of ending this, promoting using vehicles and taking a slower pace so when you get into combat your weapon isnt swaying all over the place
Have you watched those videos where buddy shoots a AK till it starts igniting on fire.
👀 i have not, no imma go watch that
ok thats sick, i stand corrected and now in hindsight i'd imagine ACE would add in jams in A4 anyway
https://youtu.be/EwSJiAwoMpY theres the video. Edit: here's a ar-15 with a standard m16 lower. https://youtu.be/BSizVpfqFtw
Not sure that there's an appreciable difference if what you mean is DayZ-style weapon maintenance
Then again the devs have yet to clarify comprehensively what's simply not implemented yet and what's actually 'out of scope' for Reforger... as opposed to Arma 4 that is
Just throwing feedback. Does anyone think DayZ gun maintenance is good or near fitting for this game?
We should have a polls section for feedback. so ppl can vote and everybody can see what everyone would like or thinks a good idea.
maybe dayz gun maintainence toned down a huge amount so it doesnt feel so post-apocalyptic
gun should start pristine and stay in good condition for a while imo
even if you picked it up off someone after a fire fight it shouldnt be complete junk
Nightvisions
At least before the fatigue-to-stamina change, it worked this way...
I was just playing around in sandbox and testing vehicle damage model using the law and the rpg and boy was I dissapointed
the damage of the launchers just seem way too low against vehicles and rockets can't kill passengers even when it definitely penertrated
Also what's with weapons being completely buletproof, even the btr's 14.5mm can be stopped by a M-16 or a ak
it depends where you hit. you can one shot most vehicles if you hit their fuel tank. theyve made it so hits in different areas have different effects, just that theres no model effects atm
it'd be nice to have an example addon for terrains
i thought the supply truck could take 3 hits from my tests and then it got one shot in a drive by. then i read the manual, aimed at the fuel tank, and boom...one shot
agree
my idea for that would be that, in general all guns would be in good condition, but a certain faction, like rebels, can have weapons in lower conditions and more prone to jamming, so it could deter you form just picking up random weapons form ppl you killed
and as for jams and weapon condition, just have cleanliness be something affected over time and depending on the environment, the dirtier the higher the jam chance, which shouldnt be too high anyways
and add in overheating like ACE does it, gun gets to hot, you get coockoffs
doesn't necessarily has to be DAY Z weapon conditions, could be a little simpler, but its cool to have, overheating, weapon jams and your weapons condition is a part of warfare even if small and were playing a milsim
The XP for supplying a base and building a support structure seems quite low. If it got increased by a bit i think more people would do logi runs
Also, only having 1000 points mean you can only build 1 vehicle depot, then you need to head back to a coastal base or main base to rearm, then head to another base and build another vehicle depot. There's quite a long down-time both for the XP you gain, but also having to drive back and forth. Maybe having the trucks being able to carry more building supplies would eliminate the need to drive back to base everytime
? in three camps i can level to sgt, it takes like 15 minutes tops. i can be a cpt in 25 usually assuming no DCs. Becaue when you capture a place there's always enough for one building, so yo ucan cap (points), unlaod spplies (points), get the first build mission (more points), and then build the building (seems to have the most points when you finish a base). You level quite quickly doing logi runs
Known issue, apparently unintended behavior... otoh definitely lower priority than MP stability
I didn't test anything, but I can say that I 100% bled out, along with my friend when we got hit by an RPG while driving a BTR. He was driving, I was gunning, we both got wounded and bled out before we could get somewhere to bandage.
I guess it’s not an instant kill then
In my test I shot a rpg at a humvee with a whole squad in it aiming at the window where there heads are and no one died
I had seen somewhere saying that humvees are weirdly bugged with player damage, and I have shot at someone's head in the driver seat with the SVD and didn't hurt them. Something funky with the windows or damage model for it.
I think the windows are bullet proof against the first few rounds
I have succeed on sneaking up to a 50 cal humvee and killing everyone inside with a pkm
On the subject of damage models, I'm not sure if it was stated as planned or not, but I feel like the game really needs some vehicle disables, like blowing off wheels. Even if players didn't instantly die from attacks, it would really help to force them into a difficult position. As long as I don't hit a shrub and destroy my wheel. (Also please destructible trees- ran into a twig of a Birch tree and it stopped our BTR)
those things were in the last game (arma 3 i mean) so i have a feeling they'll make their way in to this one as well.
also, maybe some options under settings to manage mic input would be good? I'm sure this has been considered already, but just in case it hasn't I figured I'll say something
As a passenger you should be able to pull out your map idk if it’s just Xbox
I don't recall myself having problems using a map while in a vehicle, but I haven't tried in all of them. (PC)
honestly, i would love reforger and A4 to have actual damage simulation kind of like War Thunder, im pretty sure A3 kind of did this before Tanks DLC was introduced
edit: i could be wrong about the A3 damage model, i seem to remember hearing they changed the damage model with Tanks DLC
That's just xbox
Try ur keybinds might be in there
Ngl I don't like in-game workshop. It is just kinda meh. I know it is meant to allow consoles to be able to use mods bla bla but still it feels oversized, hard to read, and slightly confusing (at least for me). I would prefer steam workshop 
It feels very much console focused. This is a problem I see with a lot of other games that are multi-platform. UI on a PC needs to be made for use on a PC, even if you have to make separate UI for the consoles. I said previously how I feel it needs a lot of other features like commenting or directory settings. I really don't mind having games that use their own "workshops", especially if you want to bring mods to consoles. However -and I really feel this is important...
If your aim is to remove the need for 3rd party launchers like A3L, or to be on par with something like Steam's Workshop or other 3rd party mod hosting services (ex: Nexus), you must have competitive features. If you don't, it will feel like a burden to those of us used to them, and will promote seeking alternatives, bringing us back to square one.
Steam workshop is supported down the road
https://reforger.armaplatform.com/faq
I don't have a console, but I assume the steam workshop isn't strictly compatible with consoles, which was the whole point of their own. I'm not saying they should drop their version or anything- just that they need to make it competitive as an alternative if they want people to use it as they intended. (My understanding was to have everything contained in one package to mitigate the need to use 3rd party software, improving console experiences as a bonus)
Oh i meant for PC wasnt talking about consoles
I think it would be nice if whenever you built a bunker or road checkpoint a AI soldier would spawn with it to help secure that area.
Will Conflict be randomized eventually? i.e the placement of the outposts
its low against people too, landed a RPG next to two guys at a checkpoint, maybe 3-4 feet away from both, did nothing to them
yeah explosives are a bit strange currently. I would assume they are in heavy WiP
I would like to see the inventory management and looting experience to be streamlined on console and more in-line with the fast drag-and-drop-looting-experience on PC.
In addition to the current looting system I have following suggestion. When accessing a container or pressing Back to open inventory to have a look at the loot in proximity, add a functionality by pressing Y on an item which opens up a radial menu. That radial menu would have Blouse, Trousers, Load-bearing system and Backpack (container items). If the player does not have one of those four things, the slot would be grayed out. If the item the player wants to pick up is too big for a slot, the slot would be grayed out as well. The player then can use the right stick to quickly choose a container and press A on it to transfer the item.
This radial menu would also allow for muscle memory to be developed because the slots in the radial menu would always be the same even if you don't have the container items.
Groups need a squad leader position that can recommend a spawnpoint for players to spawn at so its easier for them to stay together when they die. They could still chose another spawnpoint but you could have a pop up window reminding them that the squad leader recommends a different spawn that they could still choose to ignore.
When you walk into an enemy don't get stuck on them and being unable to fire would be good. Died so many times to my weapon thinking an enemy player is a wall and being unable to shoot them because of it
Fix hit registration so I don't have to mag dump an enemy standing still all for him to turn around and one tap me 🙂
Besides what others said, the in-game mod workshop also exists because Bohemia's much tighter control vs. Steam Workshop has been something that certain modders wanted so that they could more easily crack down on repackings of their releases
It's not broken, just that the guns block all bullets atm so he probably had a gun on his back
That would be cool. It looks like alot of other towns have the big HQ buildings that aren't used. montig has one behind the big warehouse.
This channel should have a one hour cooldown to not clutter it with discussions. Discussion about the feedback should be done on other channels.
This is literally meant for discussion about the feedback. If you really want to give feedback, then use the feedback tracker
There is an exploit where you can get invisible by exiting a crashing vehicle…
I have a few clips of me getting killed by them, devs let me know if you need them
they do, use https://feedback.bistudio.com/project/view/66/
How do i support a ticket/start a thread there?
highly believe that you should put in flood lights into the game lights that can be moved and controlled by Ai's and players
Give game master fire mission effects so they can plop arty and mortars like they can with the lightning bolt atm
Nevermind i figured it out
How exactly do i search the feedback tracker with keywords?
Hard to know if the thing im about to write is already on there, because you cant really search by text content
Works fine
i preferred their mantis bug tracker ages ago
Happened to me last night and I wouldnt have known at all if it wasnt for a guy I met standing at the wreck talking to me asking if I was stuck yet I was halfway down the road thinking he was losing his mind. Once I realised I just respawned.
Anyone else feel that when you shoot someone, their gun covers far too much of their body?
It's a cool mechanic hitting their gun but I feel the hitbox should be a bit smaller or the guy you're shooting should receive some damage.
Literally gettig disconnects now within 30 seconds of entering game. Whatever's up with reforger its getting worse
yea we had someone taking advantage of this a couple days ago. apparently you dont shoot in the right place or some kind of angles are off, but a player was taking out my squad while invisible and we could do nothing but run around like chicken.
Xbox needs to be able to host private PvE (if nothing else) as trying to set up a way to play with friends is completely fubar atm.
They can be killed (watch for the bullets) though it's not easy, we had a guy doing the same to our squad and we finally got him lol.
ah okay
are they going to keep it so that the gun still blocks bullets to a degree?
Hmm, interesting i didn't know this. Makes no sense though unless they add weapon damage like DayZ where the bullets that hit the weapon damage it. Jeez, in dayz I had a lucky canteen that got me through hella fights, it got hit twice separate occasions and in the end it was badly damaged lol
yeah noticed it when i saw sparks fly off of people and 8 bullets didnt kill them lol, then I tried it out in game master and spawned bots
I see that game needs some serious cooking before being considered playable. constant crashes, disconnects and so on. its kinda exhausting to even attempt to play it because you never know when it just decides to randomly freeze or even crash. I was connected to one server for whole minute before disconnecting. I have no idea how those people are able to play the game fine. but I will wait since this is Arma, early access and what I have seen is very solid. animations are great, smoothness, ease of access, more detailed (but badly implemented) inventory, interiors audio, dynamic lights, wet textures, movement of vegetation in distance, distant shadows.... one of the best moments in years I had with vanilla Arma product was seeing AI actually going inside building - that filled me with joy and I was hooked. so keep on doing this!
I feel the the reduced zoom OR "focus" as it's called ingame gives an unnecessary advantage to people running higher resolutions. I feel it somewhat leveled the playing field with long-distance combat in arma 3
especially considering scopes aren't really a thing in reforger, i feel it would be for the best if the "focus" was brought back to arma 3 levels
im on 1440p and i cant see shit at long range compared to arma 3. the disadvantage of having low resolution is the same as in previous games. i think the change is good because A3 "focus" is way too strong and im sure they reduced it in Reforger because they felt the same way. A3 eyes are almost as strong a x4 acog its insane
our community, similar to ShackTac, play with only x1 scopes or iron sights, seems unecessary to go beyond that as even thats enough to have relatively effective combat up to like 400-500 meters
in reforger it feels really rough beyong like 250 meters without a magnifying scope, as it should be
i dont really understand your argument. I'm saying the arma 3 zoom leveled the playing field for high and low resolution gamers, and you.. agree with it? Reforger has a stronger pvp focus than arma 3, which is why stuff like this matters more
you just end up eyeballing the pixels on your screen in reforger, that's not really great gameplay
i still see way more than 1080p gamers in both games, it scales linearly
im just blind at long range in reforger, just like everyone else
on top of the reduced zoom reforger also has the improved lighting and shadows, making it impossible to see anything if theyre hiding in a shadow
its simple math, people with 1080p are way more "blind" than you are
if you make it easier for 1080p you make it easier for 1440p whats your point
thats a non-argument, you can still see things, just a bit harder. Also distance shadows are easily turned off
i doubt that option will remain available in the long-term
its a very performance intensive feature, why would it not be? There's a point where zooming no longer benefits you, your view distance and weapon range are after all very much limited. which is what i mean by leveling the playing field
i have the same fps with or without that feature. just like theyve tried to simulate long-range vegetation at long-range in arma by swallowing players inside the terrain, they will try to solve this problem in reforger
thats just pure 150% speculation and really not relevant to the discussion about zoom we were having, you're just derailing
theres nothing to discuss, arma 3 eyes were as good as x3 scopes, now its fixed. moving on
no lol, im allowed to give feedback. arma 3 "eyes" werent that far off from real life eyes. In real life iron sights dont become useless after 100-200 meters as they do in reforger
because youre not looking at life through a 1440p monitor but through actual eyes that are infinitely more capable. I also dont feel it had a negative effect on gameplay
actually they do, staying on target with irons at 100m is not easy, especially if its a moving target or if you are moving
well thats a tough thing to argue against as its very subjective
bottom line is i feel like im differentiating between pixels too much in reforger, where as in arma 3 i didnt have that problem
dumb things like windows magnifier give you a slight advantage in reforger, which is probably not the kind of thing developers were going for.
Hey, I just want to leave some suggestions/wished for features here (maybe unrealistic but I think they would be good):
- In vehicles (e.g. tanks) have a fully functioning loader, that needs to load the gun via various context menu options (like opening the gun breech, taking a shell, loading it in the gun, closing the breech) Stamina should be included, that a loader can sustain a higher RPM at first but slows down. This could be implemented as a optional feature that can be turned off. It would require a good animation of this process.
- For gunners, do not make it that you just look first person through the gun. It would be nice to just play the gunner in the vehicle, who has limited view through his optics. So you have the feeling you are sitting inside instead of the feeling that you are the gun on top of the vehicle. For example in more modern vehicles with digital optics: Let me play from the first person view of the gunner in the tank, seeing my displays in front of me. Let me control some buttons in my surroundings via context menu to switch fire mode for example or switch the sight mode.
Both options would contribute a ton to immersion and complexity and I think many people would appriciate it.
Cheers
please have corpses stay for longer in conflict, i cant even loot them how fast they disappear, make it at least 20 minutes or so
20 minutes is way too long, but yeah, it's need to be longer than now
Posting it here since it is too long for the ingame feedback window wink wink 🙂
Some feedback about the inventory system:
- I generally like the layout, but i think an A3 arsenal like list with icon/name/amount for at least the left side of the inventory (which tends to have many items in crates, trunks and so) would be easier to use. This list could also be nested and hence show all items at glance. No need to click each pouch or backpack to see what is inside and then navigate back. Like this:
^crate
..^backpack
....^pouch
.....magazine x5
.....grenade x2
....^another pouch
......magazine x3
..^another backpack
- My main gripe right now is how items jump around in the inventory when you work (on the left side). Makes gearing up a real pain. Especially with tracer/non-tracer ammo, which have same icon. It's on page three, you take one (or someone else in MP) and it jumps to page two, or page one sometimes. You take another of the same item, it jumps again to some other page. Really annoying.
- Drag and drop of items is bugged. If you have a stack of 5 grenades and drag one over to blouse or backpack, sometimes it does not get dragged. If you drag somewhere else from the main stack right after, two items get dragged at once then.
- Would be nice to have a checkbox to filter the left side so it shows only items usable with currently equipped weapons (effectively filter for usable ammo/attachments).
- A checkbox to filter left side for items that fit in the players remaining inventory space/weight.
- Generally small filter icons for the left side would be great: clothing, backpacks/pouches, grenades, weapons, ammo, ... something along this.
- Would be great if we had more than one loadout save slot and if these were also saved over play sessions. Right now if you disconnect the saved loadout is gone for good, which does not really make sense. A3 did this very well with the arsenal loadout save (while i hated you could not easily export and share/backup/externally edit them as a text file. You had to copypaste each individual loadout, which was a pain with 50+ different loadouts. Please make loadouts text files you can load/save/share/edit with notepad).
We need animals like dayz. And the Lord of disconnects are very Bad.
Spawning on a teammate in a vehicle kills you
Sometimes the US jeep will go forward after you put in in reverse and hit S
Don't know if anyone else gets this but when I point + scope in + press tab to check inventory, some of the ground textures goes purple & black but it goes away once I rejoin the server
In the Field Manual, Gameplay > Communication > Radio Communication it says: "However, encryption cannot protect against captured radios and codebooks! To counter this, voice procedure, with its authentification challenges and call signs, is essential."
Because of the always accessible Player List and the players' names showing on the left side when they talk and use radio chat this gameplay idea of fooling the enemy team via radio chat is not present (or if so only against unexperienced players).
The way it works now is that one would hear an unfamiliar voice and see an unfamiliar name pop up, open up the player list and check the team which the player is on.
It would be much cooler if the names weren't showing on the left when people are talking.
This is a similar thing in Dayz where player names do not show on the Xbox version but do show on the Playstation version.
While this feature could be achieved by mods, I think it should be modified in this way for vanilla as well since this gameplay feature is reflected in the Field Manual.
With the game in this much of a mess daily patches should be a thing
https://youtu.be/McvGdBBCtVM i need zis
Daily patches would be too difficult now. It takes few days to run even most rudimentary tests and do the whole publishing process.
Believe me, you would not enjoy daily updates atm
Is there any work arounds for this audio cutting out when headsets are plugged in ?
What platform?
Xbox series x
Fixed in next update
just have a stable and dev platform, I don't mind patches everyday if it means to help testing.
ETA on stable connections yet ?
Not yet, in the next few days... Just wait
waiting ... and looking forward to it ! Players want to play, right ?
Players want a stable game... so you and me and all other here have to wait for the fix in the next few days. Devs doing their best.
You know what would be cool?
The engine simulates rain being blocked by trees and all, as well as wetness of foliage, right?
What if the wet foliage dropped droplets of water straight down like irl?
It should block the rain but let sporadic drops of water drip down.
I know its a small detail but it would be so cool to see in game, if its not a huge effort to make or a big performance hit
This is simply not true, Arma 3 eyes were geometrically accurate for a viewing distance of about 2x the vertical dimension of your monitor. A3 eye zoom gave a vertical FoV of 28 degrees. My monitor (1920x1080, ~52x29cm) subtends an angle of 2*arctan((29/2) / x)) at a viewing distance of x, which for a subtension of 28 degrees is about 58cm. So yes, if you put your face closer than that you gain a mild advantage over real life vision, but otherwise it's a realistic 1:1 FoV. Given the finite resolution of the display it's really even an underestimate of the acuity of human vision. Reforger uses 38 degrees corresponding to a viewing distance of only 42cm on my monitor (which is very close), and further exacerbates the issue of finite resolution since the angular resolution of the display degrades by nearly 50% by sitting that much closer. They have to choose a tradeoff between a reasonable monitor viewing distance without giving too much of an advantage to people who sit too close, and I think Arma 3 did it fine. Right now people aren't even visible at 600m while in real life you can spot people without much trouble at 1000+ meters.
Character movement doesn't take slopes into account at all, even moving up nearly vertical terrain like it's nothing. It also does so with the same horizontal movement speed, so characters absolutely rocket up near vertical terrain.
This will probably be fixed pretty soon. I've had the same issue in my own games, it's just the result of a naive implementation of the character controller which only considers velocity in X and Y and doesn't consider the X component of velocity that comes from the gradient in the direction of motion. I'm sure they'll get to details like this when they have time to polish the game a bit more
Is it me or saves aren't working/implemented? Using "save & exit" does create a file for the gamemaster and tutorial scenarios (and gamemaster does pick it up since it has a "restart" option), but resuming any of those is just like nothing happened. I'm starting to wonder if it'll even be possible to have proper SP content now...
yes, its broken
Oh, just need to wait for a fix then. Good to know. \o/
repost
@regal nebula @cursive remnant
there are two main problems I see and they apply at closer ranges as well
- too easy to differentiate player characters and moving objects from background. graphical limitations.
- too easy to shoot. control limitations + lack of "hardcore" features (eg wind).
both are present in both Reforger and A3. And every game. For those reasons there is an argument to reduce from A3. But it is not like having an "ACOG eyes" in ARMA 2/3, and IMO Reforger gives too little zoom. Especially on 1920x1080, which is the average person's equipment. I should not have to peer at pixels this much esp. within 300m. Compare the Reforger eyesight to the rules of thumb given in this Army training circular: https://i.imgur.com/AnSsIax.png
I think reducing accuracy of weapons is fair rather than making unable to see. It is too easy to shoot and most mechanics to combat this are either impractical/annoying for gameplay (weird sight jittering/fire delay/etc) or easily overcome. Inherent accuracy of a certain weapon + ammo might be 3 MOA, but even a good shot will not achieve such groups when he's standing up, and that's under ideal conditions, so given the video game limitations it makes sense to change accuracy per stance. ACE mod did this at one point. But people do hate RNG.
When downloading a mod from the workshop, the image of the mod changes to a blank, white image.
When disabling a mod, it removes it from the downloaded list.
RNG is tolerable if it's visible imo. If you can physically see the shaking and motion of the gun, and the gun itself fires in a physically accurate way (i.e. the only random component is the normal shot dispersion) then that's totally fair
Doesn't take much sight misalignment to throw a shot
Not sure if this is the right place for this, a bit of a bug report - but if you have the option enabled to zoom in on items by default, if you enter a vehicle while crouched and then try to look at your compass from within the vehicle the compass won't read correctly and it will be very high up. Solution is to exit vehicle, stand up, re-enter vehicle.
So ive noticed when switching seats while in a vehicle and while driving, it will disconnect everyone and/or me. I tested it and happens every time.
right now as it is the game lines up the sights for you. So if I take the example of similar weapons, and you have only option of iron sight, like AKS-74U vs AK-74, or Swedish M/94 carbine and m/96 rifle, the one with the shorter sight radius should have more dispersion, even if the inherent precision is similar. Not to mention greater wind drift = less hits. Or I can go further and say, what if this weapon has no rear sight. In game you would still shoot accurately with only the front sight. Now some misalignment mechanic solves the problem, but it's complicated to make and possibly distracting/annoying in gameplay. So two types of realism, one inherent accuracy of weapon, other the practical accuracy of the player.
The reduced zoom is most likely an accessability tweak for consoles, as high zoom levels can be disorienting to navigate with a controller rather than a mouse.
Why they cant make the console version suited to console players and pc version to pc players is something i dont fully understand, small tweaks like this shouldn't require much resources. Having it be literally the same game is kinda weird, maybe crossplay plans are preventing them
Here's my feedback:
-Aliasing is awful and the provided solutions have too heavy of a performance hit. To offset this, implement DLSS.
Indeed in real life you can't keep both the sight and the target in focus at the same time, although I'm not sure which you'd blur if you wanted to simulate that in the game. It would be pretty annoying to always have the world be blurred when you're aiming down the sights
I think flares would be amazing for night time. Both mortar flare rounds, flare guns, and the hand held would be great in this game. Especially with the amazing graphics and rain
Also, I recommend making ammo finite and replenish-able with logistics trucks. This would primarily apply to conflict of course. But for game master, I feel that there could be a crate specifically for infinite supplies, while the rest is limited.
Additionally, in game master, I believe that if this idea is proceeded with, load outs should spawn with what you previously had when you died (like how squad works in a sense). This isn’t all that necessary, but it could be a way to take it a step further to incentivize using and gathering supplies wisely
sexy
I'd like to add that it would've been good to separate optics channel and optics mode programmatically, if that hasn't been done yet.
In Arma 3 it was impossible to implement, say, pancratic 1x - 3.5x daysight + fixed zoom night sight like on T-80U. You either had to use night sight as one of the zoom steps, thus making entire optics stepped-zoom, or you make pancratic scope and use switch-able NV shader over it.
I think it was @gentle iris who implemented it, and he might be able to explain better
It has been discussed on Reddit before. Iron sights don't get useless, but any shooting further than 200-250m is an area shooting, as you can't see targets as clearly
PVP "focus" is not an argument as it depends on the mission you're playing
On the question of the zoom, I think the Reforger level of zoom on right click is at a good level. It rewards the use of equipment like Bino's and scopes.
Sorry but I have to get rid of this somewhere.
I find it an insult to the Arma community that Bohemia is not able to set up a forum on the release date (and now it's two weeks later) in which the community can exchange ideas.
To ask script questions (and others) in Discord and also get answered is at least for me equivalent to a lottery. In the Arma 3 forum, this always works very well for me and I eagerly wish for the same possibility for Arma Reforger.
I am really annoyed about this current problem and hope that this will be solved as soon as possible.
Apart from that, I think the release of Arma Reforger is very good and I am happy about the almost unlimited possibilities of the workbench. You have really done a great job with this and I am looking forward to the road to Arma 4.
Translated with www.DeepL.com/Translator (free version)
It's an argument in the sense that higher resolution display gives you an advantage over an opponent with lower resolution, because long distance combat in reforger is currently a game of pixels
With insufficient zoom there is no longer a way to compensate for this difference
hey when arma 4 releases it might be more affordable to buy a 4k monitor+GPU 😄
it will be a glorious time when 4k becomes normal 😄
But what does it have to do withalleged "Reforger PvP" focus?
I guess it's easier to design a game with 1440p in mind, since even RTX3060 can handle this resolution these days.
If that's still not an option, it could be possible to simply mod it
That's not really relevant, it's a problem in co-op too, just thought it would bother people more in competitive play. Even with a 1440p monitor you still end up differentiating between pixels and it doesn't remove the core issue of effective weapon range far surpassing your monitors resolution
Bring out the windows magnifiers to gain advantage in this game. Or just return zoom to the levels that suited arma best
Effective weapon range != range where shooter can consistently hit a human-sized target with a single bullet.
Reforger's zoom is the one that suits Arma best.
since i cant find a way to deactivate this for Vanilla game, here is my feedback:
In Conflict mode id like to turn off the constant "COMPLETED", "FAILED:" and "AVAILABLE" messages popping up in the middle top of the screen. it is so distracting.
Its literally an accessability feature for consoles, no point in pretending its to improve gameplay for pc users
For detection and engagement ranges, let's just ask service members, shall we?
Their opinion really doesnt matter, its about gameplay, and about this game being a pixel hunt or not
Nobody ever mentioned anything about PCs or consoles in relation to this.
Yet yours, apparently, does more than anyone else's. I guess I'm out of this conversation, there's no point
I mean its pretty obvious, higher zoom level can be very disorientating with an analog stick. Its apparent everywhere in this game (it being console players)
Relax dude, im just telling how i feel about this, not meant to be aggressive. Its called an argument
If you dont want me to reply back then why bother quoting me at all..
Because of a need to be right.
Dunno why i would be here if i didnt think i was right lol
For discussion purposes?
I just happen to disagree with most things he says
Opinions aren't fact, mate. They're your opinions. You don't have to do it to be "right". Discussions are about expanding knowledge.
Discussion theories.
Coming in here trying to be "right" is not a constructive way to approach at all.
Jesus fuck, get over yourselves and grow some skin
Uh. Okay. Sure Mr Manly Man "winning" on the internet. Lmao
All I'm saying is that constructive discussion is more important than being "right". Why don't you grow some skin and accept you can be wrong?
It's better for discussion period.
Youre making a whole lot of assumptions from 50 character replies in a text chat. Its not against the rules to argue against someone
I'm not saying it is against the rules. I'm having a discussion about what's constructive and you started screaming about "thick skin".
Feel free to point out a message i shouldve typed differently, im eager to learn
Come on guys, calm down
Thats only after you started derailing with this whole chirade
I pointed out that the guy keeps responding to you out of a need to be right and you jumped down my throat.
Let me know where i went wrong then
Listen dude, if you can't get that two dudes trying to "be right" in what should be constructive feedback discussions isn't like yelling at a brick wall, I don't know what to tell you. It gets nowhere.
For the record, I agree with you. I like the zoom. I don't disagree that it was a bit strong in A3, but Reforger did overdo the reduction.
Being this vague gets you nowhere, if you have an issue with one of my messages then please point one out
I've no idea how to improve myself now
When the M16A2's handguard is detached, instead of gripping air you should grip the magwell instead
Or exposed barrel id say, and add <scream in pain, and meat sizzling on bbq sound effect> when firing
Suggestion: An animation to use the soldier elbow to gain a higher prone stance so we can see over the grass while prone.
Prone has always been too low in the Arma series. You go prone and can't see anything because of grass.
Have you tried, left ctrl and mouse wheel up when prone?
You go into crouch position if you do that.
He means that there is no stances between prone and crouch, the ctrl-mousewheel adjustment only "works"upward from crouch. Arma 3 has a sitting down -stance which fixed this
Yeah thats why i said if he tried, i wasnt exactly sure if there is a "sit back like a dog wiping its butt" stance in between like in arma 3
Arma 3 goes even further with the dedicated sitting down stance, in addition to the dog wiping its ass crouch. But yeah, both are gone now
Never once in my military life did I use or see the sitting position being used, the most bollocks firing stance ever. Even in depot being taught it, wss told you'll never use it, and low and behold, he was right. Fucking any lazy ****s using that in a game need a talking to 😅🤣
You just dont know how to relax xD
Its not very popular because it limits your movement so heavily, i bet a good portion of players dont know its there. I get why it was ditched
I don't even see a situation where it's needed
🤣🤣🤣 maybe back then but now believe me, I relax haha and yeah, it's just useless, hard to put into context of a situation you would use it
Poke out of cover just enough, shooting from low to high position from an opening
Afaik it gives you less weapon sway/stamina penalty than the dog ass crouch
I'm not talking about the sitting position which looks goofy af.
I'm talking about a new position, not implemented before which is the ability to use the elbows to raise your head and weapon while still prone so you can see over grass
But sadly neither of those are really a thing in reforger
Yeah i got it, but thats not a new feature, in fact its neither in reforger or arma 3 and most likely wont be ever. nvm missread. its not coming to the game though im sure
Yeah, it never existed in any arma title. This is why I'm asking for them to add it.
I only brought up the arma 3 stance for comparison
Its physically impossible irl to aim your gun in an elevated prone
I liek the idea of being able to raise head to gain better visual from prone but in reality it would not provide a new firing position. Elbows are always used to support weapon and aim, in real life don't see how could raise yourself up from a prone position to shoot
Fair enough, you have a tiny bit of leeway i guess
This is how it's currently in game
https://www.dvidshub.net/image/7544/iraqi-army-soldiers-lay-down-prone-position
Hopefully first guy has elbow pads
Horrible idea anyway taking firing stance from Iraqis, that's the first problem
These Iraqis have US camo on so they were trained by the US for those stances
It's the one used in game right now
Ah well need adjusting to the 1st one
I mean its not bad if it means youre lower down
I guarantee he will have bad aim. His arms bent, bad support recoil will kick all over
Being lower means jack shit tbf, your prone already
Rustyfork is correct about the stances also from a gameplay perspective. Right now people just get rid of the grass with graphic settings, adding more stances is a much better alternative
It also has no drawbacks i can think of
U should file a ticket on the feedback tracker
For gameplay perspective, just wait and let the game develop so the grass is sorted correctly, not add a stance jist to get aroudn that. I was just commenting out of a irl military perspective that the positions show suck. Bad firing stances shown in thr pic ans even if trained by US, that's a bad stance and I have no issues, so you shod do a ticket? Idk
People say that about distance shadows too but i seriously doubt neither setting will be removed in this year of early access. Arma 4 idk
They wont do away with a graphics setting that makes the game run better for low spec pc's, thats just a pr disaster waiting to happen
The player animations n stances are totally goofy compared to A3
could you develop/examplify, if you dont mind the extra effort? 🙂 (aside from the obviously missing extra stances)
Scroll bar don't use complete height in server browser.
The Arma 3 soldier moved like a GI joe figure.
When attempting to join a full server, constantly pressing the join button eventually kicks a player or more out of the game to allow another player to join. (Xbox Series X)
There is a way to become invisible and be able to see n shoot people. Don't want to say how to do it but it's rather easy to do and if u get back into a vehicle it will make u become visible again
Have to run with the honor system for now lol
I'm not sure where everyone on reddit got this, every soldier in the Army qualifies by shooting point targets at up to 300m with iron sights. Skilled target shooters hit point targets at 600m with iron sights with relative ease, with like WW1 rifles. There's an argument to be made that the shooting in Arma should be less accurate but making a human-sized target nearly invisible beyond 300m is not the way to achieve that
Keep in mind that the eye zoom is meant to model human visual acuity and nothing else; not camouflage, not shooting difficulty. The eye zoom should be tuned against a brightly colored target to match the apparent size, and increasing the difficulty of spotting from there should be handled by shading and matching colors
And then shooting difficulty by tweaking the gun handling itself
A person wearing a white jacket is visible from 1000+ meters with the naked eye
while walking character has a extremely straight posture, walking with lowered gun your right arm clips trough your vest, swiming sideways aint animated, the entire movement of the body is so awkward like they took it from dayz with a bit of downgrade. Sure they nailed the transitioning into different animations but seriously the player looks like he just finished playing rust with that flat straight back and flappy arms https://cdn.discordapp.com/attachments/344518494181916682/980900551359332462/unknown.png
https://cdn.discordapp.com/attachments/344518494181916682/980903938884780083/unknown.png
like here he looks like he is gonna fall over https://cdn.discordapp.com/attachments/344518494181916682/980905301203107872/unknown.png
Guys im no astronomer, but is moon supposed to look like this?
https://ibb.co/Vm2jfb1
agreed
I would also suggest adding THICK chest hair. Or maybe some modder can help?
are bodies disappearing? or is that something set by mission designer?
Why?
Dunno never saw the shadow tilted like that :
https://c.tadst.com/gfx/600x337/moon-phases-together.jpg?1
Imagine the earth was round and on different places on earth you'd see the moon in a different angle😂
im no astronomer 😦
Me neither. It might not what you would see in that place IRL, but it doesnt really matter.
But from where on earth would you see it tilted 90 degrees? I mean if everon is based on island Krk, the moon defo doesn't look like that there (in there almost every year)
Kneeling stance also looking unnatural. Overall animations and stances isn't good compared to dayz
That one - from Swiss army apparently.
I'm no shooter, but what's the point of optics on rifles then?
If you know what time and date the mission was running? Like on 1989-01-16 the moon looked pretty much like that on krk
i have no idea, you can check mission is called SCP something something, on workshop. Also i wasnt alive back then so i have no idea how moon looked 89
I can't speak to Swiss army, I'm just talking about US Army rifle qual
Don't get me wrong, optics make shooting at those ranges vastly easier, and significantly raise the probability of a hit, especially if you're moving quickly and don't have time to settle into a perfect shot
It is indeed pretty damn hard to line up irons precisely enough to hit a target at hundreds of meters that your eyes aren't even focused on (since you'll be focusing on the front sight when you squeeze the trigger)
But neither of these change the fact that humans are indeed visible out to way more distance than Reforger shows
The hard part should be spotting them against the background if they're wearing camo (a problem to be solved by improving the colors and shading of objects to blend in), and hitting a target at those ranges with iron sights is no joke (a problem to be solved by tweaking gunplay), but trying to kill two birds with one stone by just giving the player unrealistically poor visual acuity isn't a great way to go about it
Wait, but then if you can't hit target precisely over 300m with just ironsights, Reforger is doing it right
Nope, because even if it's hard to hit targets with irons at 300m, it's easy to see targets out to 1000+ meters with the naked eye
They're sacrificing realistic visibility in order to make the iron sights harder to use, rather than just... making the iron sights harder to use
Impossibility to hit the target at unrealistic distance is more important than impossibility of seeing it, if they two go against each other.
Otherwise simulating focus and lining up just enough to hit target at 300m in a videogame is very hard at least
I mean shooting is only a small part of the game, it hardly seems worth sacrificing the rest just to make the shooting slightly more realistic
Which it isn't even, given that it is still possible to hit targets at 500+ meters with iron sights, just difficult
It was difficult to hit targets in A3 with irons at 600 as well
It 150% makes it worth for me. For observation you'd have to use binoculars then
Binoculars still have utility for when you need to actually PID or spot targets that are camouflaged. Still doesn't mean that naked eye observation should be made intentionally unrealistic
You can't actually identify a person at 600m with the naked eye, you can simply see the shape of their body if they're brightly colored. You still need binos to spot hidden targets, identify uniforms, or spot people beyond 1000m
Go try it and see, find somewhere to hike or walk near you that has unobstructed visibility out to 600-1000m or so where you can see what people look like at that range
Obviously we want binoculars to be realistically useful in game just like they are in real life (well, as realistic as they can be without stereo vision), but nerfing the unaided eye isn't a great way to go about that because now the conflict takes place at much shorter ranges than it otherwise would
If that's you in your profile picture then no doubt you've been hiking places where you were seeing other hikers at extremely long range
600m is not as far as you think, video games just tend to make distances look huge because they use a very large field of view
And even in A3 which has a realistic FoV when zoomed in, the lack of ground details make things look further away than they are
to see better you have to use binoculars in real life / ARMA 3 as well.
no matter level of zoom it's even more so in Reforger because the uniforms look very similar vs much different NATO/CSAT/AAF in ARMA 3. friendly fire etc.
but you shouldn't have to use binoculars to see things that are easily visible in real life, the game is supposed to be somewhat realistic.
someone pointed out AK74 is "zeroed" by default at 440m. which is correct. "P" setting on sight, the point blank range, in which you don't need to adjust your sights on 0.5 m tall target. And the sights go to 1000m. Iron sights on PKM go to 1500m. Implies things should be more visible (not to mention soldiers and vehicles disappeared entirely at well under 1 km... early access issue perhaps). Not the greatest odds of hit (understatement). But those aren't volley sights either.
many people don't have frame of reference to know if the zoom is enough or not. 300m? what does that look like? with infantry combat maybe not obvious.
but if you have Reforger zoom and you are flying a helicopter or jet (I assume something that flies will be added) at realistic speeds
then it will become more apparent whether or not there is appropriate eyesight for the characters. with Google Maps one can easily find exact distances in local areas and make and compare your observations to what you can see in game. Eg:
https://i.imgur.com/Tz4aD5b.png
2 weeks since release and still cant be in a server for more than 30 seconds because the game uses 100x the bandwidth of literallly every other game on the market....
Completely change everything about the controls. Look at how PUBG works on console they have perfected it. Basically do everything the same. Jobs right.
Just came here to say that I really love the take on nightime so realistic don't ever lose that touch.
Selecting the mod icon on modded servers in the server list should yield a mod list with the ability to open said mods or download/update individual mods individually along with a download/update all button without having to join the server.
Realistic hit distance is way more important than realistic view distance. So if you have to cut view distance to make engagement one realistic, it's a better solution than the other way around
however realistic accuracy can be achieved by other means than reducing eyesight. From added/tweaked mechanics to (sometimes overdone) RNG (at one point ACE mod had a big helping of this). The accuracy outside the view is little or none (players disappear) but within the view accuracy is not reduced by much in Reforger. I wonder how much difference there is. View is less, but there is no bullet drop within that short view (300m most cases), just place and click. I do know I do not enjoy pixel hunting, peering at jaggies. Happens in ARMA also but requires longer range... could be worse. There is Squad.
Maybe we play the game differently, but observation and keeping your eyes out for threats is like 80% of the Arma experience in the ops I play, so again I don't agree at all that sacrificing realistic visibility just to make the shooting slightly more realistic is a good option
I've gone entire 3-hour ops without ever firing my weapon, but I've never gone an entire 3-hour op without scanning the area for threats...
If you can't spot enemies at a realistic distance, you can't have an engagement at realistic distances either, it's as simple as that, so it's really an overall reduction in shooting realism, not an improvement
Limiting the effective range of weapons by limiting visibility means that they occur at the same distance, making it possible to hit everything you can see and removing the notion of an "area target" entirely. In real life you very well may see the enemy way before they're within rifle range which is a dimension of the battlefield that is completely lost with the current configuration
Ok, wait, I opened the game master and personally confirmed enemies at the edge of Simon's Wood are clearly visible from the hills north of Provins, more than half a kilometre away. With a naked eye zoom.
I have no idea what are you talking about then
It's way better than it was in Arma 3
sorry took a while because I had to re-take my screenshots with compression disabled
Here are two full-resolutions screenshots, clipped by exactly the same mask, so the images are 1:1 resolution
Wait, you can't send pictures
Upload them and send link?
Yeah working on it
Target at 620m, A3:
https://i.imgur.com/k1yz2r3.png
4 targets at 600m, Reforger:
https://i.imgur.com/gB2SeQ9.png
Overall screenshots are clipped with the same sized mask, and the cutouts (magnified 4x times) are the same resolution as well, so the scales are all proportional
The guy is about 9px tall in A3, and about 2-3px tall in Reforger
As some one who use to hunt. Reforger is still more accurate then Arma 3 was. It's not perfect, but it simulates very well how large amount of plants and other things start blending everything in.
Yes, but we're not talking about things being obscured, we're talking purely about angular resolution. Unfortunately we don't have any civilian clothes in Reforger to test with, ideally we'd put both targets in white jackets
what is your resolution
1920x1080
Agreed on testing, also I'll be curious how this will play out when we get far more optic based systems.
I went for a run in the hills this afternoon just to watch some people at 600m and make sure I'm not crazy, and I'm not, it definitely looks more like A3 than Reforger. Reforger looks more like people at 1000m
i have a lot less issues @1440px vertical (the 5120px horizontal doesn’t matter here)
I'm sure more resolution helps but strictly speaking it's still geometrically wrong unless you're sitting very close to your monitor
i will test it on a 4k monitor next, just saying that there are resolution limitations
that cannot be overcome just by increasing the right click mouse zoom
If anything, resolution is a reason to make the zoom larger, not smaller. Someone with a 4K monitor can put their face right up to the display so that the scales are actually geometrically correct, without losing too much angular resolution. If I sit closer than about 60cm I just see pixels and it doesn't help me at all, so the viewing distance used to design the eye zoom is just not viable on a 1920x1080 monitor
Let me test on the roads
1080p is going to be obsolete pretty soon
Yes it can, the correct eye zoom FoV is determined by the angle subtended by your monitor
actually it is already, there is no reason for taking this resolution into account while 2k is somehow a minimum at this moment
I don't agree that 1080 is obsolete at all, it's still standard for most displays
so making the zoom lesser than in arma3 where 1080p resolutions were common is an good idea
Doesn't seem like it's a good idea if it makes the visual acuity extremely unrealistic on most displays
2022 steam user survey says that 67% of users have a primary display with resolution 1920x1080
Can't upload screenshots but there definitly a big diffrence between them in a field and road. Also if you have farmland near you, check out when deer or something goes in a fresh wheatfield. It breaks them up a ton.
In terms of contrast or in terms of angular size
Contrast, angler size is the same but the pixels def blend in more
What resolution it is, 720p?
I agree we should look how it the people appear in Arma Reforger if they stand on a road instead of field. Like the Arma 3 screenshot
but please look at the arma players, not steam statistics that take into account mostly users that event don't know about arma existence
We don't got orange vest, but I stripped some guys down naked to see the diffrence. Stand out x2 more.
1920x1080, cropped to remove extraneous detail
I'm trying the same experiment on a road and it's no different
Matter of fact you could almost think it was just one naked man and not a squad of 7 other camo guys next to him at far distances.
The rightmost target in my reforger screenshot is unclothed, although let me test it against the road
No, it doesn't look more like A3, where you can snipe people at 500m from the hip
What is your render scale at?
btw have you ever been working out in a field?
tbh other ppl just blend in in rural areas at like 400m
Is the fov in Reforger wider or why the difference in scales?
TBF it's a good thing to scrutinize. I rather not get into said mention thing of dealing with players that can just see me easier thanks to their 4k 300% res screens lol
you have this visibility bias just because your resolution, but trust me - 2k and higher will be the majority of the players
100% resolution scale, just tried it with all AA disabled and an unclothed soldier which is even worse contrast so not a better comparison
tuning this to 1080p is no go
"Snipe people at 500m from the hip?" does the guy in my first screenshot really look like you could snipe him from the hip? I couldn't even hit him on the first shot when aiming down sights
And again this isn't about things blending in, it's about angular size
Reforger's shading is making this difficult because the contrast is lower, making it more difficult to judge
But in Arma 3 you could
but screw the angular size when important thing is an outcome - how apparent the models are
making one parameter right might screw everything up
How apparent the models are should be tuned by shading and matching color sizes, eye zoom is purely about angular size, and if it screws everything up when it's geometrically correct then the other things should be adjusted
disagree as fuck, too arma3 has too much zoom, period
if you want to easy spot targets on 1080p, just imagine how frustrating this would be while competing with 2K and 4K people - the lesser the zoom, the smaller is the gap
I don't really care about competition, frankly, I play the game with a closed group either in co-op or in PvP I trust them not to cheat. Arma isn't a competitive game
Making it impossible to play on a standard resolution monitor in the name of competition is not really what the game is about
so where is the problem?
The problem is that the engagement ranges are 50% shorter than they should be due to the reduced visual acuity
so create an mod especially for this closed group and don't suggest things that would not fit rest of the players
create an mod with your closed group lol
you will be happy, together, with your closed group
It's a shame if that's really the direction the series is going
I also think you cant see the people well at 640p
In the direction of improved realism, yes
Yes, the FoV is the point, A3 eye zoom was 28 degrees while in reforger it's 38 degrees
We could mathematically calculate the correctness of these values if we know how far the people sit from their pcs
buy 4K monitor
I already did this: #reforger_feedback message
Then what about DCS (https://i.imgur.com/jUbSpN8.png) ? I think they have many more reasons to have realistic eye zoom, and a player base who notices such things, than Reforger does. It depends on the situation. But IMO it is the opposite of what you said. More zoom is better to compete with large monitor. 4K will always have advantage, but scale of environment, movement speed and weapon attributes stays the same. But if I can engage sufficiently 300-400m with irons on my 1080 that is enough for most situations just based on the map and weapons and typical fights in these games. Whereas if I can only be effective at 200, the 4K has the advantage because there are many situations to find people from 200-400 as they move around the combat area.
For my monitor A3 is correct from a viewing distance of about 60cm; for Reforger it's correct for about 40cm
so zoom based on the resolution?
Then this shall be the judge. Is it even true that people with higher resolution monitors sit closer to their screen?
Of course not
visibility is not just a matter of single parameter like angular size
I'm not talking about overall visibility though, I'm talking specifically about angular size, which is what the eye zoom affects
Again, visibility or shooting accuracy are to be adjusted by shading/colors and gunplay tweaks, not by arbitrarily limiting the eye zoom to an unrealistic degree
i can't agree that making this one parameter somehow realistic will outcome with overall realism
if you taking into account just this, you are simply wrong
I'm not sure why, by using eye zoom unrealistic you end up with a system that's impossible to solve realistically because other aspects will have to be similarly unrealistic to compensate
we are more than far away from achieving realism in a video game ;]
I'm not taking into account just this, I'm specifically talking about angular size, the contrast in the screenshots is an unfortunate consequence of not having any other uniforms to test with
What range is that
so this is @5120x1440 - the lads are @ 500 and 800 respectively on the runways, the one on top of the building is @ 700m
i can measure you the pixels if you really want to
Nah it's alright I can count them myself
The guy on the building only seems to render like 2 pixels
You sure it's pixels and not AA artifacts?
so your only problem is to have tweaked FoV - totally possible within a mod, create and play it
It's a question of principle, not about whether it can be modded or not
i am not saying it is perfect, i am saying the following
- there is much much more blending going on in Reforger
- 1080 is not really the standard anymore
- the more the resolution, the more the view distance that stuff can get render
i am using a FOV of 70, because super wide does the rest for me.
Your settings FoV doesn't matter since eye zoom forces it to 38 degrees regardless
also note that the current AA implementation is not the best out there, will see about DLSS and other more advance AA algorithms. The images are taken with 2x hardware AA
i'm aware
I did my tests with multiple AA settings, which didn't make much difference
technically it makes some sense as far as spotting. practically, problems
I remember A3 when it came out, it had significantly lower zoom than A2
after a fair amount of time (years?) A3 devs increased zoom in that game by a significant amount (minFov .375 to .25 IIRC)
I was surprised when seeing the update. and now once again they decrease it.
who knows, maybe it will be increased yet.
we are arguing about whether it's realistic but it would be interesting to know developer reasons behind
various zoom levels in A2, A3, and Reforger. Could be anything from performance,
to realism (quite .. debatable), to forcing certain gameplay (like Squad).
it is a large change. Reforger reminds me of DayZ, may be the same level of zoom
Indeed I would be curious to hear why they reduced it as well
possibly the performance
It's possible, the engine may not be ready to render enough detail at distance to look good under higher eye zoom
I think in performance it would only be draw distance as zooming improved performance for me typically. some exceptions. I noticed things stopped rendering but I did not test this game much. But the other night I noted I couldn't see trucks at ~1 km? using BTR gunner optic despite 5000m draw distance + high object detail.
However with M14 scope I could see.
In theory zooming would improve performance if the engine is culling details that are out of view, but it might also demand more detail at range than they can pull off right now
Although yeah they have the high power scopes, so it's probably not performance after all, especially considering that the scopes are rendering in a separate render pass
yeah, you are right to some degree
in theory of older engines, currently we can observe just the opposite
but it's closer to 3k when stuff dissapears
3km? For which subject, and viewed in which way
for US trucks, viewed with armaview thingy, from above
Ah I see, haven't tested that aspect
It's much easier to use people as a yardstick since I regularly run and hike somewhere where people are visible anywhere from 100 to 1000 meters
Whereas I don't have anywhere to go spot 5t trucks at 1000 meters lol
you can spot cars though
Yes but since they're visible at much longer ranges, it dulls the relative change in appearance over range
You can easily spot cars from an airplane from well over a mile away
Whereas our brain is good at spotting people and there's a more intuitive change in appearance as you observe them from increasingly long range up to 1000 meters or so where they appear as little more than a point
technically the angular resolution of a human eye is about 1 arcminute/0.3 mrad which corresponds to 30cm at 1000m but in my experience at 1000m you can't really resolve more than maybe to notice that the person is taller than they are wide rather than completely point-like
Sort of in the same way that you can see Jupiter's moon system with the naked eye only because it slightly changes the shape of the blob of light you see
You don't shoot individual people in DCS
Idk if someone has reported this or if it's already known but whenever you build a machine gun nest in a public conflict match you're not able to actually get into the gunner seat for it
Most probably because reforger is a game aimed for consoles. Try using the arma 3 zoom with a controller and you'll see why. With fov that small, looking around is too fast for analog sticks to control
As for mouse, 0 problem and you maintain situational awareness.
It's not a game aimed for console, its a game aimed to bridge the gap between the different systems. Developers know they're missing out on a bunch if cash not releasing on consoles, and alot of pc fan boys highly underrate next gen consoles. There's a lot of tweaks to be made, hence reforger, it's obviously a big massive test for arma 4 so it can be the best it can be for release on multi platform. A very well thought out plan from the devs, take rust for example, a crock of shit on console, dayz was a long arse journey, and games like hell let loose are still struggling. Im very excited for what is being done with arma series.
why is there no Fullscreen option and only Borderless? Fullscreen option pls.
So you're saying that adapting a pc game to consoles is difficult. Would be a valid argument if I said it's easy. Except I didn't, I said Reforger is aimed for consoles along with an example of why I think that's true. What exactly are you replying to?
I'm saying exactly what I said, along with an explanation at the bottom....that, against what you're saying that it's made specifically for console, where its not. It's made to bridge that gap and allow for the arma series to be multi platform, not specifically for console or pc as it has been.
So just semantics then? Notice how I didn't use the term spesifically and you did?
You didn't need to. No matter anyway, don't get so beat up about it.
I mean its pretty obvious since the game literally is out for xbox. As for which one they focus more on, its also obvious they have to compromise for the game to be playable on a controller
Im simply saying this is one of those compromises
What's pretty obvious? Cus it's out for xbox it's not aimed for console, it's aimed for both. That's what was originally spoke about? Obviously comprises must take place yeah, to adapt it for both. But not solely for one. That's what was said. I agree on what you're going on about now but that's not the original focus, not was what was simply said.
afaik, there is no real exclusive Fullscreen mode possible with dx12.
thats whack... and doesn't really make any sense lol. Why would DX12 not support that
because of technical reasons....idk the details but you can google it
what ive read is that dx12 borderless overcomes the problems older APIs had that made exclusiveFS necessary.
so there should be no harm performance wise at least...
I'd like to be able to set a custom resolution though. Now I have to actually change my windows resolution :l
Run it in an emulator
Trade FPS for visibility
Likely because fullscreen usially requires additional features from the game engine that are otherwise handled by video driver or OS
the mouse acceleration feels nauseating
https://feedback.bistudio.com/T165373
please fix this.
Switching from gunner to a driver in BTR-70 is tricky since you can't get to the context controls from there
Another thing is, it's a far fetch, I know, but can we have German/French armed forces implemented in full in Arma 4?
Looking at US and Russian forces for 20 years is a bit...boring at this point
the thing I want to see most with A4 is the return of some forgotten A2 assets/features that weren't in A3 like turning into a bird, bikes and motorcycles, female civillians etc
in that case i want to shoot fireballs from my hands and have the ability to spawn discoballs
Its been around 3 weeks and you havent fixed the netcode
game was released 14 days ago tho...
Yeah therefore netcode should be fixed by now
But its not its nearly impossible to play for an hour
I can bet you it will be most definitely fixed. If not before, on full release of the game (its still alpha)
how do you know is that something easy to fix?
Not the point the point is that the netcode shouldnt be this bad to start with
yet it is, what do we do?
What do we do? Im typing out problems in the respective channel
but sometimes it is like this, especially with very basic functionalities within some kind of software - you simply hardly even can just fix it or improve it - as it is touching nearly every aspect of a game
I mean, you think it went unnoticed so far? Or that they forgot about it?
they forgot 😄
The fact i dont think they are doing anything to fix it
Fair enough
Yep, i think the same. They stare at screens blankly for 8 hours during workdays.
Im sorry your getting mad at me for stating the obvious marko
let's say you are building a city, and you have bricks - if you create wrong bricks, the city will collapse - the brick itself seem to be very simple thing, however it is everywhere and if you want to have good buildings, firstly you have to work on whole brick factory
Not mad at all 🙂
What im trying to relay here is they are "probably" fixing it. And you will receive a patch when its fixed, or do you want a half assed patch that breaks more than it fixes?
Unless ofc if they forgot about it already, or are doing nothing.
Your right and i agree i just dont get why they would release the game with this type of netcode surely when they tested it they knew the netcode was bad
and they're not telling much, because when working on a projects, the last thing during let's say a sprint in a company would be to have feedback during a process
Because as they have said it before, it didnt come up in their tests.
you know best
most probably, so it seems rather something that lies deep down in the roots of the engine - as they eg. tried to split the workload across the cpus
Yeah i guess so
for now, I just keep my fingers crossed, hopefully they will deliver, no need to mention too often the things that are most likely have been noticed by a development team and others already - making too much noise in feedback channels that won't help much as this kind of issues surely have been already worked on
I'm sure this is the first time anytime has told them
is there an approx eta on the next update that'll fix the random dc's?
@lament sentinel if there is still an update planned for this week it'll probably be either tomorrow or thursday
🤞 hopefully there is since I haven't played much due to only being able to get in for 10 mins most times
albeit 64 slot servers, but i like the high player count conflict games
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Integrate parented movement. I'd love to climb on a truck and lay flat,.. sneaking past checkpoints.
-
Allow all passengers to raise their weapons in any vehicle and to shoot them. For example,.. why wouldn't a helicopter pilot not use his pistol if he's on the ground to protect himself? Or even for cars. It could add a lot of immersion and surprise attacks. Especially now, since we have long get in and get out animations. It could cost your life not being allowed to use your weapon in a vehicle.
This is not even silly or "fictional". I've seen lots of footage, where even AR's where used inside a vehicle, shooting out windows and protecting themselves.
Just a little thing. 
Not just on the ground: https://youtu.be/beq2T9kKLBw?t=46
yo imagine flying a MH6 or something and your guys on the ground dont see the guy but you do, so you just pull out your pistol or rifle and light the dude up lol
I mean there's nothing special about sitting in the copilot seat vs. sitting on an external bench, and A3 supported shooting from the benches just fine
Right now the group formations are way too tight, just like they were in Arma 2/3. That menas one SPG/RPG HE round, and the squad is a toast.
It'd be useful if formations spread out way further
Not just female civilians pls - it's high time we had gender diversity among troops as well
OFP roots 👍
This would create balance issues as there would be no need to hold on to stuff, you could just sit on a rooftop of a (moving) vehicle (or be a heli pilot) and snipe people. Accuracy penalty would be very difficult to implement if youre not sitting inside the vehicle. Not to mention it would eliminate the need to use trucks as people would just hoard on top of a btr or something
Cool idea but would create too many problems imo
Hoarding on top of btr's is an actual thing irl but you probably get my point
"Press X to hold on" (which would enable the parent) would be better as you couldnt aim when the vehicle is moving. But it would be insanely difficult to implement, how to prevent 10 people from traveling on a jeep etc etc
- yeah, that would be nice. Virtual Battlespace has that ❤️
They dont have to worry about game balance in VBS tho
yeah, it's not a game 😄
This is a Sim, not Call of Duty.
toilet flushing sim
Maybe they could limit this so if G force (or speed) is X you get thrown off, instead of instant ejection as its currently
Even VBS is 100% a game, sim is just a marketing word
ok they might call it serious game 😄
Would I get payed if I volunteered to test it?
😂
You would be paid in a form of: earlier Acces to newer versions before the rest of the community can play it......... seems like a good deal to me 🤣
Hmm ok, sounds fair😂
Are you sure? Because if you are the only 1........how will you test the multiplayer with no other players 😆
I AM the playerbase
- "balance" must not be a concern when you design an engine. It's not a typical black-box AAA title we're talking here about
- this is likely to be done by additional LOD, generated automatically or otherwise, so no, it won't be arbitrary placing and stacked people
- one HE shell gonna destroy the entire over-power of the said truck
It's not hard at all to prevent stacking. You have collision lod for the infantry, you can use it
HMMM
That sure is kicking up alot of dirt
BISim and armies are recruiting afaik 🙂
Something that happens to me and a few friends of mine, when spawning on the radios, sometimes the respawn timer disappears and if you press enter then it will spawn you on the last respawn point you spawned on, its really confusing sometimes
German army uses VBS, right? Les go
Why they make restart near respawn in menu in SP I feel so painful
Yean when spawning on a radio, always pick another spawn and pick the radio again to make sure the timer is over.
Little feedback on debugging the game on my own, unfortunately very limited.
15:53:16:968 RENDER (E): Too many active items in GPU ring buffer, 124
15:53:18:631 GUI (E): DrawPolygon triangulation failed, is the polygon degenerated?
DrawPolygon is being spammed for about 50 times, before I get
15:53:23:225 GUI (E): DrawPolygon triangulation failed, is the polygon degenerated?
15:53:50:859 SCRIPT : OnMissionSet
15:53:50:859 RPL : ClientImpl event: disconnected (identity=0x00020001)
15:53:50:859 RPL : Pip::Destroy
15:53:51:385 NETWORK : Player disconnected: connectionID=1
I noticed that the debugger didn't write anything into the log anymore for 27 seconds, after the last "DrawPolygon triangulation failed" and I did a lot in that timeframe.
Maybe, there's where the devil is hidden.
What gpu if it isnt a secret? Also what gamemode?
Aorus 1080ti Extreme 11G - Gamemode Conflict.
Ill see if it happens for me too
What throws me up sour is, that the debugger stopped logging for 27seconds before the actual disconnect happened.
I barely can use the binoculars. A lot of times they do not work with right click and then do not go back in the pockets etc.
Could be that it had nothing to report in meanwhile
Deployment timer for spawning on a player with a radio disappears after a few seconds.
Compass goes a lot of times in a wrong position while in a vehicle (too much through the roof of the car / not visible anymore)
Yeah checking other files :C
Okay i finally got disconnected, (on a side, i joined a full 64 player server and was idling at base)
This is last few lines before disconnect, i dont see "degenerated triangle" anywhere in log tho
16:41:56:160 NETWORK : PerformActions
16:41:56:160 DEFAULT (W): Compartment not found - rplID:80008656, compartmentID:8000865600000002, target:???
16:42:05:152 rpl::Pip::FixedStep
16:42:05:152 NETWORK : PerformActions
16:42:05:152 DEFAULT (E): InputActionManager @"ENTITY:4611686018427420550" ('SCR_ChimeraCharacter') at <4450.079102 5.806549 11211.540039> @"{8D89B17BCFBFAE44}Prefabs/Characters/Campaign/Final/Campaign_US_Player.et" CharacterControllerComponent: Action: Trying to perform action CharacterAction_UpdateFlags(00000000) which wasn't queued
16:42:13:982 SCRIPT (W): Unable to assign group leader with replication ID = -2147361834!
16:42:16:991 rpl::Pip::FixedStep
16:42:16:991 NETWORK : ### Connecting player: connectionID=35, Name=
16:42:17:981 SCRIPT (W): Unable to assign group leader with replication ID = -2147361480!
16:42:21:434 SCRIPT (W): Unable to assign group leader with replication ID = -2147360845!
16:42:21:819 SCRIPT (W): Unable to assign group leader with replication ID = -2147360626!
16:42:22:269 SCRIPT (W): Unable to assign group leader with replication ID = -2147360415!
16:42:22:547 rpl::Pip::FixedStep
16:42:22:548 NETWORK : ### Creating player: PlayerId=102, Name=Flynn Heston
16:42:22:548 NETWORK : ### Updating player: PlayerId=102, Name=Flynn Heston
16:42:26:146 SCRIPT (W): Unable to assign group leader with replication ID = -2147360017!
16:42:26:418 SCRIPT (W): Unable to assign group leader with replication ID = -2147413892!
16:42:33:228 SCRIPT (W): Unable to assign group leader with replication ID = -2147359775!
16:43:04:416 SCRIPT : OnMissionSet
16:43:04:416 RPL : ClientImpl event: disconnected (identity=0x00000001)
16:43:04:416 RPL : Pip::Destroy
16:43:04:946 NETWORK : Player disconnected: connectionID=1
16:43:04:946 NETWORK : Total number of players: 60
16:43:05:218 DEFAULT : BattlEye Client: Done.```
But as you can see also from your example, if you observe timestamps, i got disconnected exactly 30 seconds after last reported error, probably timeout...
🙀 Drawcall is very likely on my end as I work on things on the second monitor. But nice to see some similarities! Wish the debugger would be dump everything. I wouldn't mind reading through hundreds of megabytes of logs. 
actuall;y able to play the game now, loads of fun, nice one thanks
Server queue would be nice.
it should be possible to change the direction of buildings. MG nests often point somewhere not needed.