#reforger_feedback
1 messages · Page 37 of 1
you cant rotate the armory/vehicle bay, nor road blocks. you can rotate the mg nests/sand bag nests (for most of them, ive found a few that you cant). you do this by looking at the build list, then look AWAY from the menu so it disappears and then use your scroll wheel
thank you
some other things:
-would be nice if it was possible to leave the engine running when exiting the vehicle.
-id like the option to exit a vehicle without closing the door, for emergency situations. thank you.
-manual transmission for vehicles please (there are the keybinds already, i dont understand this. is this already possible without mods??).
-vehicles need more tourque and HP. driving uphill is ridiculous at the moment.
-option to turn off these Mission Objective MESSAGES blinking up all the time in a buisy game
Vehicles, trucks. Go reverse with speed of 10kms for 2-3 seconds. Release S, press W, in order to stop and start moving forward is very slow, feels like brakes are not applied at all. At speed of 10kms, hitting brakes (opposite direction movement key) should almost immediately stop the vehicle in its tracks. Not slooowy make it stop.
Vehicle exit animation when vehicle is not moving, while under fire seems too slow.
Enter/Exit animations i think it would be better if camera is locked to chest forward. Like in FarCry series, so that you don't do weird 90 degrees lock to shoulder while going in and out.
Gun damage is rather annoying- I emptied half a mag into a guy and he lived, shot me once with his AK and I died.
Still randomly disconnecting from servers, 3 minutes after joining, which for a multiplayer only title, makes it pointless to play.
I have rotated the armory, haven't rotated the vehicle bay, but I rotated the armory at Idaho because theres a ditch that half of it spawns hanging over.
hrm that must be location specific, ive never seen either rotate
Occasionally it doesn't work, even if the rotate hint shows up, but I have successfully rotated it, might be a bug.
On the US side you can only carry one rpg at a time. On the Russian side you can carry 7. The btr is going to be tough to take down when people start using it more. I think the US side should be able to carry extra rockets too
you can grab an alice pack at a base and carry a few more
You can carry more rockets as the US side? If I'm not mistaken, you just need to pick up a daysack with enough space? Even take the soviet rpg guys pack
I did not know that. Assumed you couldn’t since they weren’t in the ammo box. Will try that out thanks
two things,
1: you can carry 3 primary weapons in your 1st, 2nd and 3rd hotbar slot, but if your backpack can hold it you can carry an additional AR, LMG or AT in the rest of your slots, so maybe when pulling a weapon out of your kit that isnt in the 1st, 2nd or 3rd slot it takes longer to pull it out, and maybe even context sensitive animations based off of where the gun is in the kit? (unless it is a smaller weapon like a pistol in your rig)
2: (this one is more for A4 but also applies to AR) i noticed you can modify rigs(to an extent) but the UI for it is weird, maybe in a future update modify the UI to make it simpler to modify a rig to your exact liking (more or less)
I can agree with the UI. It feels very clunky like an old 90's RPG. I like the modularity but the interface needs an overhaul.
Since US side in Conflict mode gets HEDP 40mm Grenades. Would it be possible to give Russians the OG-7V 40mm RPG round?
i kept this post in mind as i tried out the new patch today (which didnt do much btw) and I couldnt find a single armory or vehicle bay out 8 bases i hit I could rotate.
i didnt even think they had rocket ammo
I've found strange bug when getting into jeep, in last pic you can see my head sticking out, near the handbrake,
There was no way to get out, and when i TPed myself as a zeus i got sent god knows where and had to kill myself to fix it.
https://cdn.discordapp.com/attachments/522570206892130305/981691669130924092/20220602002020_1.jpg
https://cdn.discordapp.com/attachments/522570206892130305/981691668791181352/20220602002018_1.jpg
https://cdn.discordapp.com/attachments/522570206892130305/981691668484980746/20220602002213_1.jpg
I looked at logs, but nothing was reported at time of this happening.
I am phenomonally curious as to why validating files so often requires a fix on AR. That is pretty bizzare
Another glitch with jeep is if you get out when moving at least sometimes you instantly go out and start swimming on land
you sure you had it in .61?
Just happened like 40 minutes ago
thanks for confirmation, will look into it
I think I got a video of it, want me to send it? It’s not a video of the start of the glitch but it is a video of the glitch itself
I know the glitch, no need for video
Im sure its been posted, but interacting with the favorites tab can cause crashes.
50% of the itme it works just fine, 50% it causes crashes for me
Not just the favorites. Anytime I use the space bar to join a server it crashes. Maybe I’m just cursed or something.
Might be nice to have a feature where, when you are close to a ledge or window, your gun will gain stabilization. Otherwise it’s kind of hard hard to use LMGs effectively when you are in a building firing out of a window since in my experience kneeling will position you too low to be able to aim. I’m thinking of the system that rising storm has.
you mean weapon resting
Yeah
It was pretty glitchy, very hard to find the spot to look at to find it, but I know 100% that I rotated the armory at Idaho, and I stream pretty much everything so theres probably video footage of me doing so. They might have made it so you can't rotate them since, but that wouldn't make sense. I remember it was alot easier to rotate bunkers tho.
Audio ducking still occurs when the dialog slider is set to 0%.
Repro: Set dialog to 0%. Trigger a voice over in conflict, listen to the ambient sounds dip in volume weirdly
I literally cant fucking play this game, game just crash trying to conect to any server with mods
Load game and click on server browser "recently played" and game crashes
I said “Arma” and my life crashed. Waiting for a patch.
Just spent almost 3 hours running around a couple servers. I saw the end of two conflict matches.
Update seemed to have helped substantially.
add in equipment box to armories (as in, the box where you can grab backpacks and what-not). it's currently impossible to re-arm vehicles unless you grab a backpack from coastal base/ HQ as you require a backpack to even pick up the vehicle ammo. this simple change would make you choose between a backpack and a backpack radio too, which at the moment there's no reason to NOT grab a backpack radio as nothing else you can grab from forward bases can go into that slot
Anyone else facing troubles with TrackIr view ?
I haven't tried it yet, but I heard that it wigs out when you vault over things. Is that the problem you're having, or is it something else?
It does. Same issue here.
I assumed he meant actual RPGs not LAWS
Hey, I just wanted to let you know that turning off shadows gives a huge competitive advantage. If it turns out that you have to do this in order to be competitive in PvP, I will stop playing. It should be part of the game to use shadows to your advantage. This shouldnt be optional in competitive PvP environments.
running up/down the slope is faster than moving on flat ground - have this issue been already addressed?
anyway, reported it already
Xbox guy here. Thank you so much for bringing this to consoles. There's been little to enjoy in the more simulation, tactical sphere. Ghost Recon was run into the ground and there just hasn't been solid military, team centric games coming out. Discovered Arma through miscellaneous YouTube channels and have been praying for a streamlined console version. The games have looked immensely fun and social and it's been awesome getting a taste of it for myself. Even if Reforger doesn't get support past the one year mark and we don't get any kind of follow up I have had and will continue to have fun with the game. A phenomenal start that is indicative of a very bright future. Super happy this came out.
You can be sure, that Arma 4 will be on consoles in the future. It was definitely mentioned in the official documents, that are all upcoming titles will be on consoles. Otherwise reforger wouldn't make any sense yet, do you agree? Think about it... 😉
I haven't seen direct confirmation yet but I also haven't really looked haha.
Thx for the yesterday patch.
The game is much smoother and I can play 2 wonderful hours with zero kick from server.
Hopefully 🤞 most of players will come back for test this game
Send you a PN 😉
At this point I would like night vision before the dc fix.
At the current state you either use the monitor brightness and gamma settings and feel like shit or you don't and get dunked on by players who do.
That's true night vision right there.
@north portal @slow cradle we have a bug, that sometimes the selected respawn point not work and we spawn somewhere else. Are your team already noticed that?
Btw that's legit exploit of a night fight you can't do anything about
For the time the game is set in, believe you me that you dont want nightvision. If its gonna be close to realistic.
Id rather opt for GL illumination flares
Flares is my preferred option too. 80s NVs sounds like hot trashola. I'd like to be able to shoot flares up into the air and see a treeline full of Opfor.
Plus they paint quite a beautiful scenery and shadow play when used
what you dont want grainy green squares from a device that gives your character a simulated 50% disability rating?
Id love that, infact lemme go fetch my 13 inch CRT monitor
Team balancing would be nice
i think all it needs is a cap on one side of 1/2 of the max players.
That works too
The new patch made the game for me much stable. And it seem to run smoother
I didn't got a kick so far. 70 min of game
you're lucky. i had 35 minutes once yesterday, and then it was every 5 minutes after that.
I just played about 20 minutes, got in with a fun group and then dc ed.
Helicopter is a must
Known, thanks
Car horns no longer heard from others?
I’m getting very tired of spawning on random points across the map
Whenever I jump, my head tracking goes crazy
wait what...head tracking? what head tracking?
Opentrack
is this built into reforger? i didnt think it had anything at all since it doesnt look like even trackir works
Basically i bought an old ps3 camera, glued a filter, made a horrible looking clip with 3 infrared LEDs attached to it and i use Open track software to track my head position, just like arma 3 had as well
It is basically a home made track IR
i got that but how does it do the inputs? theres no api for head tracking that i can see? or is it just pretending to hold down the look around button?
It works out of the box, no config needed, i just start the head tracking softare and it works in game
it works just like in arma 3, its like holding the alt key but you can still aim with the mouse
Try using opentrack if your trackir doesnt work, im not sure if you can do that but you can try
If i press alt the head tracking goes back to normal
And @odd wharf, i used trackir protocol in opentrack and it worked just as well as the freetrack protocol, im not sure why your trackir doesnt work
hrm i must have something setup wrong, this is the first ive heard of head tracking working. i was so confused as to why nothing seemed to work since head tracking is one of armas main selling points
Trackir and compatible should work out of the box, as was mentioned.
If you encounter issues with it please report on feedback tracker.
I'll try to note the jump
boom i had a setting setup wrong. further, i was able to get tobii working through a trackir plugin too which is even better! game just improved 100x
4 minutes until disconnect
Progress!
it was certainly a different experience with head tracking, but still just such an emotional let down when you're finally getting up to a fight and "blooop"
Having multiple light sources during night tanks the fps.
Its been quite a while and I am expecting a server fix anytime soon...
<@&105623147411202048> min hi could you please fix the spawn conflict problem!!! You never spawn where you want me, for example, it always spawns in HQ. On Xbox Siries X Thanks very much
Truck handbrake doesn't work
OG-7V entered service in 1999, so I would not expect it to be added by us.
Ah, did not know it was developed so late.
I was surprised too 🙂
Now I realized Arma 2 story was set in 2009. I feel like Old Man DLC now >.>. I'll have to do more research on what was around the 80s
AVERAging 6 minutes per disconnect
I am not sure about the feasibility of this suggestion, but having potentially three versions of each civilian building:
- Current ones with furniture and such set up.
- No Furniture, only empty rooms, so that mission makers and terrain makers have freedom in customising the inside.
- Buildings with no interior, and is entirely meant as background/filler buildings, that could save on performance, especially for mission and terrain makers that want to create full blown actual cities (and even allow the devs to use it themselves).
You can easily spawn buildings with or without furniture, windows or doors
oh? well thats perfect then, dont mind me 😄
The invisible soldier bug is terrible. It must be patched out asap.
9 minutes to dc
I miss the way it was back in 2014 or whenever, I feel like it was much more browsable. Now I have no idea how to see all the tickets
the HUMVEE needs a meaty horn. it's embarassing trying to gather the squad into a car with a little barely audible 'toot', makes me wanna defect to the soviets
After update the game is still disconnecting, seems to be worse
Dear devs: I rather to merge the server lists for small conflict servers into one. Currently it's a bad UI experience, when you must tab between them, only to have a look at the servers for the same game mode.
noticing a ton more connectivity therefore zergs of people are forming fairly easily. goodness it gets wild with like 20 people in an area.
disconnects for me = much better. random ass memory exceptions etc etc, never had them before last patch. good luck poor devs ❤️
So before the last update I had DC issues, wasn't very terrible at times I could get some good gameplay in, then boom an update yesterday or the day before now I can't play at all cause it crashes every time I try to play multiplier doesn't matter the server.
Both
Fair enough, we aint the only ones the servers look very dead compared to before that update 
I don't know if there's plans but some loadouts in Conflict would be nice. If you're trying to cut down on people carrying too much stuff into battle they could be presets which alone would be nice enough to get into the ballpark of what kit you want and save a bit of wrestling with the crates. It's not the end of the world but very frustrating if I want to play a sharpshooter but every single death I have to spawn at HQ for bandages and also have to strip the entire default kit. As they say "Life is good... But it could be better."
Can we fix the invisible players please for the love of god
This one is definitely more of a further down the line suggestion/request but civilian NPC's would be very useful. War unfortunately isn't fought on staged battlefields but is fought in people's homes. I don't know exactly how it works but either a civilian faction that doesn't pull aggro could be one option or like the unarmed soldiers you could have faction specific civilians. The only issue with that is obviously friendly A.I. killing enemy civilians and the ethical fallout of making that a feature of the game. I know fixes are paramount ATM but just wanted that one out there for my own satisfaction.
Should make getting put of vehicles on console holding just b for a second or 2 before you get out
Does anyone having problems getting in to the truck when it said obstructed even though it is not
I did crash it to a tree but both doors should still be accessible.
Maybe some part of the tree blocks the entering animation.
https://feedback.bistudio.com/T165645
Spam account I think
Rigth now you have the chance to make 1PP the standart setting and 3PP optional. I think 3PP PvP gameplay is broken as it gives the camping person a huge advantage you cannot counter. It leads to a toxic gameplay. BC 3PP enabled is the standart setting, most servers use this. This leads to not many options for 1PP servers. People who want to play 3PP should be able to do so, but I really think the standart for ArmA should be 1PP. It makes no sense that this complex milsim destroys the gameplay experience with this setting.
Absolutely agree. Watching CTI servers I had the same conclusion. It was used to camp and look over the fence for enemies on regular occasion by 99% of people who played in 3PP
You can put multiple teams in the same vehicle at the same time, see #enfusion_generic
Your dev-report-2 as mentioned on Steam has a 404
add a pop op indicator that will tell you when your loadout is saved at a arsenal box
Would be really interesting to have an in-game faction editor. Allow users to create factions using vanilla/modded gear and uniforms; I think that would really open up a lot of potential for non-modder players to have a lot of fun and personalization.
Whatever the content or size of the next patch is, please remove the objectives notification from the screen. Please.
UI clutter is becoming real
or at the very least, let us change the transparency of the text. at night it's absolutely blinding, and during the day is obscures the view.
make the text smaller and appear on the bottom of the screen, not the top where it blocks the view when trying to scan for distant threats.
Night time is so dark that my eyes can barely adjust and when ever they adjust a little... BOOM "Gips is lost" in bright white all across the screen.
Gips be dammed. I don't want it, they can have it.
I send an ingame feedback that they should move it down to the right to replace the "Player joined" and "Player left" notifications.
Not 100% confirmed but I noticed few times that players don't take damage during the animation of leaving the vehicle.
It's quite possibly that there is such bug
Please report on feedback tracker if you can
Is that the same as the ingame feedback?
Both can be used, yes
It's not exactly the same but we receive both
at this point they may as well replace the function for the Join Server button to Exit Game, it's works just about the same anyways.
After the last patch I've been having a better experience on some servers, playing for over an hour with no issues. Other servers are still dc ing constantly though.
seems like a total dice roll. most server disconnect me in under 20 sec of spawning. the only servers that i seem to not loose connection to are empty servers. once they start getting populated, i start getting disconnected. at least i have yet to crash since the last patch, but if i can't even play for 20sec at a time, can't really test if the crashing is resolved...
A press to confirm respawn would be cool so I don’t kill myself on accident trying to check the scoreboard 
It's being worked on. The brightness for the whole HUD will respect the scene state ( dark/light ).
The ability to type in chat and MAYBE speak on the radio while on the deployment screen.
but your dead you shoudltn be able to isntnatly update your team where they hit you from
Perhaps i'm not doing it right, but I can't seem to bind extra mouse buttons to anything
like talking on voip and stuff
Sir, you are a gentleman and a scholar.
Okay if server crashes, you sometimes cant disconnect and your game crashes. But i did foolishnes and restarted game and console log is wiped :\
Why are these military, 4x4 vehicles start going 10 mph when going up a slight incline?? It makes zero sense. These vehicles can haul ass going up inclines. Obviously if its like 60 degree incline that's different. But going up a pave hill and my truck slows down to 10 mph is crazy. This has been a problem even as far back as Arma 2
If u like the stick, try manual shifting mod. Helps a bit
It really ruins convoying in the game. Say you have like 4 vehicles going down the road, and you're coming up a slight incline. Everyone starts to slow WAY down and it leaves you wide open for an ambush.
I just played a three hours long match. DCed once. Usually I will dc and leave the game. This was the only time I turned the game off because I got bored... and because of night time of course. Hats off to the devs.
vz 58 would be great as a weapon for the FIA, and from what I understand there was prototypes for not only a UGL but a squad support weapon too
yes
and I hope we will see the Kozlice and Hunting Rifle again too
considering the fact that the Soviets have the BTR, an amphibious APC, should make sense that the US/NATO get an equivalent, specifically thinking about the LAV-25, although I do hope that we might see non amphibious APCs like the BMP-2 and the M113 for the two sides as well
No comment 🙂
🤔
Yeah, no comment 🙂

I mean you can see "angry brick" (m113) wrecks in game already, im willing to bet they will add it 😛
This whole broken respawn thing is tilting me beyond measure
sometimes I die mid respawn loading screen then get sent right back to the respawn map
The community need some tanks pls 😀 for the beginning an BMP and Bradley will be good 😍
not only M113s, but BMP 1s and T-62s
are video links of bugs allowed in here?
I've seen "Spawn protection" mentioned in the last dev report. Hopefully the "Spawn protection" is something believable like a better, bigger bunker/building with multiple spawn points, more cover around it and not a few seconds of being invincible because that will be lame.
They should remove the ability to spawn in an under attack base or when enemy players surround that spawn location from within X amount of distance
That is already in the game AFAIK. You needs 25% of your team present to lock a spawn.
I've got into an OP solo, and had to sit there killing people as they continously spawned because otherwise I'd get shot in the back connecting over our HQ radio comms. Was like 3,5 minutes then friendly arrived and I covered them doing the radio.
Well, doesn't work well with only 16 player servers
👍
but its still blocking the screen. would be nice to have the option to disable it and change the text size.
will there be mines etc added so you can have designated sapper
@slender yacht agree, especially with frequency of notifications it can get annoyign trying to push and half my screen being blocked
1 the ladders in the churches are partly not usable, I also noticed this with other buildings such as the harbor crane 2 since the update, the servers are hanging in the form that weapons are picked up seconds later, opponents fall over too late or it takes longer to get into cars
This notification system needs an overhaul. Live feed, smaller, better manageable.
notifications should be classified e.g.
Tasks
Critical
General Information
Each should have their own styles (location, size, font)
E.g. The user does not need a giant banner that his truck spawned in front of him
Nor does one need a new "new task" message banner for every single town whenever the connections changes.
Sometimes it takes minuets for the banners to catch up to whats actually happening because there are just too many of them in a row.
The spam of banners really makes you disregard them most of the time
Everything's possible 😉 It's just a matter of time.
to add a bit to the threat of the FIA, a technical would be a great addition, with the variants being Unarmed, MG, AT and Rocket and/or Mortar types
Feedback:
Making loadouts in Workbench is absolute pain and takes forever.
Suggestions:
- Generate a central item database in engine.
- Let us create loadouts by querying that database and filling the fields via searchable drop downs.
- Show the absolute volume/weight when adding items to the initial inventory (I hate you, SCR_InventoryStorageManagerComponent).
Gun won't fire when pressed against something or someone (When the muzzle is touching the object and the character has the weapon pulled back).
Xbox- getting dashboarded quite regularly playing on conflict
Dear devs: sometimes after a match or after starting Reforger, the game tells me to play tutorial first, was I already did on day one. The order of the play page are changed too.
That's strange, looks like save corruption of some sort
Yeah, but's only sometimes.
I made a test after it first appeared. It happened after a multiplayer round for me. I won the match, said "GG" into radio and leave it. It's loading the main menu, while loading it's stopped and loading the main menu again. As it finished the popup appeared with the "Welcome to Arma" slider. Now when I go to play, the order changed, how I said above and when I try to join a game, the popup with the tutorial hint was displayed.
Clear your settings in MyGames/ArmaReforger/*
I play on Xbox Series X
Well, that's some pesky bug
You know already what I'm gonna say ;)
Feedback tracker
Aye Sir! 
FYI: a friend of mine had the same bug, after we tried a multiplayer session and leave to the main menu.
Could we maybe get clantags textfield prefix/suffix for our in-game name in the gameplay options? So we wouldn't have to rename our whole Steam name if we want to show allegiance to a clan.
future improvements
whatever the fatigue system is, can you disable it by default in world editor pls
in the options menu, the graphics section, add the ability to choose postprocess like in A3, like Mediterranean Blue or Takistan Yellow, etc.
In the Dev Report #2 it says on the hit list: "Fixing enemy nicknames being visible in direct speech communications".
If you choose to do it this way then it will be even easier to derive if an enemy is talking and therefor overhearing. A tight-knit squad will notice a voice without a name popping up in the direct speech communication right away and act accordingly.
It's even worse when you think about radio communication. No name popping up = enemy voice = off comms immediately.
Please consider redesigning this feature in the sense that no names are showing at all.
Suggestion: Make Faction channel default for text
But why? Postprocessing, colouring should be up to scenario
I guess that is true, maybe have it available to Game Master for when he wants to set the tone
yeah that would make sense, kind of like Armavision with its filters
Thing is - dynamically changing the postprocesses for whole session is tricky and timeconsuming.
I suggest sending it as feedback tracker, so we don't forget about the idea
will do that now, also not sure if you saw this ^
I did, but what can I do, beside saying: feedback tracker.
We of course are aware of vehicles and equipment that could be added. We have quite hefty wish-list ourselves.
rog and have posted the feedback tracker ticket : https://feedback.bistudio.com/T165686
Would be convenient to have the server list sort by descending player count by default, or make it so that sorting saves for our server list preferences just like filters do.
Xbox been constantly dashboarding and just have a searching for servers icon mark
So there is SOMETHING that allows a server to make itself more stable. A server im on has had basically zero disconnects and it advertises as such
yeah, no one believes me that there's actually working servers lmao
Should make the revision mirrors on the vehicles work
can we get a comment section in workshop????
There is a setting related to network synchronisation, which on some servers is lowered.
Was working better in .51 - current version should not have any difference
the iron sights sensitivity setting definitely shouldnt affect 'looking around' sensitivity (holding down alt)
Issue:
Using the "Respawn" button in Esc menu multiple times in a short period of time in conflict multiplayer causes a significant FPS drop. Same doesn't apply for conflict in singleplayer/offline
Is there any chance an ACRE Babel type function is being looked at for communication, or even a way to stop players picking up enemy radios?
Having opposing forces cutting around carrying enemy radios and being fluent in the opposition's language isn't realistic at all lol.
indeed!
is this sarcasm because i cant tell. iron sights sensitivity multiplier also affects your sensitivity when looking around with alt (while aiming down sights)
i feel they should be separate
no sarcasm, he agreed with you
It's poorly described. There won't be any UI displayed for the enemy direct speech. It's a redundant info.
For the incoming transmission there will be "unknown" displayed. This name might be used also for non group members in the future. So it would not say it's enemy speaking.
The watch can't be inspected while in a vehicle.
speaking of looking around - there would be to have two options like:
- camera recenter weapon/character toggle
- sensitivity slider for looking around (multiplier)
I personally hope you guys decide to make "unknown" displayed for everyone outside of your group. If you don't do it this way, then "unknown" will just be another word for "enemy" and therefore greatly affect the mental game via comms.
Gonna rename myself to unknown just to mess with my teammates
The current situation with the usernames popping up is simply an IQ check on the enemy team when you give them bunk intel.
Will crew served weapons like M2 on tripod or BTRs main gun get animations for reload and operation?
Eventually yes
Respect to anyone who works on the animation. They are great and it's nice to know they will expand even more.
Have you guys considered adding scroll-wheel throttle control to vehicles like walking speed? I was thinking it would be cool to do low-speed crawls for infantry cover and such.
when using head trackign and your character has to jump over anything, the player view can only swing from max up to max down for a number of seconds.
yes, we are considering it
known issues, being fixed
Music to me eyes. I'd like TrackIR to work. At the moment, this bug is stopping me using it.
Not sure if anyone has brought this up to the developers but for the xbox version
- Server may freeze (for others) upon a player joining
- Players get stuck onto each other when walking too close
- Hotkeys reset upon death
- Items not in back pack will be removed from saved loadout
- exiting upside vehicles causes the player to fall through the ground
Allowing fired shots to penetrate held weapons would make a world of difference. Enemy's weapons block so many shots fired at center mass entirely. Aside from server issues, it's honestly my #1 issue right now.
Or you could aim where the gun isn’t, keep the bullets bouncing off guns feature please BI
A gun shouldn't take 20 billion bullet like it's nothing. If they can't expand on it and make it possible to break the weapon then it should be removed
On a side note, if it's not planned could somebody make a weapon damage mod, sort of like DayZ where we have ruined weapons 😂
Gun penetration is fixed, will be public in one of next versions
All known beside first one
Did you observe the freeze yourself?
I did see a bit of stuttering of AI indicating low framerate on server, while many people are connecting.
It happens whenever players join, I’ve experienced it but it may be a coincidence and be caused by ai. I cannot test this on my own I’m afraid
I don’t really play conflict, it happens in game master events so it may be caused by to many ai/bodies, I cannot fully confirm this as players will not stay in a server if there are not ai or vehicles, which ai and vehicles may effect it so I couldn’t accurately tell what would cause the freezes
i dont get how this is an issue, i dont think ive ever looked at a bad kill and gone "man my rounds were hitting hte weapon" or vice versa thinking "boy im glad my gun blocked those shots". normally my target or i are usually dead too fast to know
I get that, but in a "military simulation game", they should not totally block shots or it should at least disable the weaponry. The issue is of realism, not so much game balance.
Wonderful, cheers!
I have sometimes freezes for round about 5 seconds too, but I don't know the cause of it. I try to check it out next time and will post it here. (xbox series x)
Trolls have found a way of ban evading to intentionally tk peeps. I’m assuming that they are using a vpn to ban evade. Seems battle eye doesn’t detect that. Need a way to prevent ip evaders
They need to get rid of back-capping. Shouldn't be able to just sneak behind enemy lines and cap territory.
I think that's Yuri's baby in conflict but you may be able to get further in #reforger_conflict
why the hell not? it's a valid tactic in war, get behind an advancing enemy, cut them off from more reinforcements and logistics. means teams need to be aware of their flanks to prevent the enemy team from out maneuvering them.
next you're going to suggest we all line up in an open field, and take turns volleying fire...
the battle field is not one directional, it's dynamic and threats are 360* all around.
In a real battle you have thousands of people forming frontlines in unison, with recon scouting flanks and movement. This is a game not real life, we don't have 1000 people on the map, we don't have HQ backup systems.
You can still flank and attack over points, but running behind corner of map and caping something right next to enemy HQ when you have 90% of the map, is wack.
you can only cap what is inside your teams radio range. everything you need to prevent a team from capping behind your lines is already present. recapture radio towers and reduce the opposing forces spawn reach.
the last thing anyone wants in an arma game is artificial barriers limiting player movement.
if you don't want you territory being back capped, take steps to prevent it
Maybe bug then, because that's not what I just experienced in a match.
probably is. if the enemy main base is not inside your teams HQ radio range, you can not cap
Could mobile HQ do it?
no
def bug then
one among many
here is what I mean, why is this possible?
@west sparrow https://i.imgur.com/3aCOfX3.jpeg
Cause it still has "radio signal line" probably Mobile HQ between "Igla" and "Prolog"
mobile HQ shouldnt be able to do that
imagine it as a mobile "cap point" which can connect the lines
yeah but it would still have to send that signal back to main hq somehow
it does, Holdon ill draw on ur picture
seems like cheese
I don't mind back capping. What I dislike is when one person drive on the main street across everyone then kill three whirling dervish and cap the objective.
It take from the experience. One person shouldn't be able to cap alone.
https://ibb.co/HYMLjcV, "?" represents potential MHQ pos
but you take pinewood lake and its all lost i guess
One person should be able to capture it
Why should one person be able to overdue what took multiple plyers to achieve.
Asking players to stay back and guard points incase one person attacks it is unrealistic expectation of the player base.
Everyone want to play the game, very few players will willingly stand back and guard. Having a game feature that expect players to do that is not a good game design, especially in a big map with multiple points active at a time.
i would connect it to this: #reforger_multiplayer message
? I don't understand.
Invisible player, alone, cappping points behind the lines?
Not invisible. Just standard players
Im saying why, he argues that should be kept 😉
Why shouldn't one player be able to do it? If a team splits into multiple small groups to each attack a different objective and one team has only a single survivor to actually capture the point, why shouldn't that person capture the point instead of waiting for the rest of their group to come back? Why shouldn't a solo player be able the capture a point?
Comparing apples to volkswagens
nono, you see if i was to gain unfair advantage using glitch i would defo do that. Just abuse the glitch to go invisible and keep capping behind the lines. I could easily cap enough to get to their main base.
Oh in fact ive seen it happen in conflict twice. So i stopped playing it.
I don't use the glitch, like the several wall breaches I've found, I don't use them. What's the fun in that? I also don't see how it relates to what I've said but go off I guess
Why should one player be able to spawn, get in a vehicle easily, drive to the street and head toward an objective, kill three useless AIs and capture a point undoing what a team of players fought to do before moving to the next point?
Allowing this will make sense if there wasn't so many points active at the same time which make guarding or creating a front to stop enemies from slipping through impossible.
It seems like you don't actually have a reason why it shouldn't be possible, you just don't like that it happens
I mean i see where he is going with it. This way game is more rewarding for lone wolfing than team play. Older CTI versions of A3 prevented that by allowing only few objectives to be active at the time, And they were guarded by much larger force that one man alone, heck even a team would have difficulty to overcome
The fact that it can happen is in itself a reason. The achievement of a team after a fight mustn't be undone by a speedy lone boy.
But then it goes back to what I said earlier, if a team splits into several small groups and one of those groups has a single survivor when it's time to actually capture the base, why shouldn't that person be able to capture it instead of sitting in an enemy base waiting for backup?
If you say so
Why is it bad for that person to wait and not bad for the entire team that feels cheated out of a point because the game expect some players to stand back and guard with no reward whatsoever.
You're expecting the player that stayed alive to hope and pray that someone makes it back putting the expectation on them to not do anything.
So we comparing an imaginary situation that could happen rarely to a situation that happens multiple times in a single match.
Is this normal to you?
The game doesn't expect you to stand back and guard for no reward. In fact if you feel the need to be rewarded for using common sense then that's a different story. It doesn't take a whole team to capture a point. The only time I've been in a situation that required more than 3 people to capture the base is coastal base chotain. If you and your team feel like you should all bunch together and focus on a single point at a time then go for it, but don't expect everyone else to do it just because
If you know or expect a counter attack on a captured point then its just common sense to prepare a defense. If you don't want to defend it because "there's no reward", let them recapture it, then go in and capture it back
Or, just let them capture it and move on if you only want a reward for following the objectives
This all would make sense if the points in play are numbered. There are at least six points in play at any given time. What you are saying is not feasible.
Maybe not to you
In my experience we're constantly breaking into small groups and attacking while defending
To turn around and remove the ability to capture a point without someone else there to hold your hand is just going to piss off a large percentage of the player base
If anything, just make it take longer if you're alone. There's absolutely no reason why someone shouldn't be able to capture a point by themselves if they're able to eliminate the defence
I bet it will have the opposite affect. It will lead to more cooperation and teamplay
A lot of cooperation and teamplay is involved in dividing your team into small groups and focusing on several objectives
You should give it a go sometime, I highly recommend it
None is involved in lone wolfing an empty point behind the lines
It is when you have to co-ordinate with the rest of your team to hit several at once
looks to me that those two points were captured earlier on, and the russians moved around to the north ignoring those two cap points (they don't need those points to keep pushing north.)
if those were capped later after Russian forces blocked the US, then it's indeed a problem. it depends on radio range.
Would be cool to dive into a prone stance when jumping in a direction, mgsv style
^^ I'm thinking the ol' kneeslide to prone that ruins everyone's pants IRL
You guys are doing awesome. This is the first entry to the series that I want to play for fun not just as a creative/modding endeavor. Keep up the fantastic work
Yea Conflict is pretty prone to lonewolfing rn. It would be nice if there was some sort of frontline or single objective type of gamemode to focus players to a single area for more action.
Like a town centric TDM basically, where you take over the island one town at a time. Reduce the other team’s tickets, and whoever has tickets remaining either successfully captured or defended the town and advances their frontline to the next town.
I mean I like the supply system they have going on, but it seems like radios function is very flawed, its way too easy to lone wolf.
Need more AI/bots IMO for Conflict to work with such a small population density for Everon and 64 players
Having AI forces advance towards objectives would be nice, providing support and defense while players maneuver to completing the objective
Right now with how much lonewolfing that occurs, or just small teams spread throughout the island, it does get pretty barren and frankly boring when you’re not coming across any action for extended periods of time.
I think once vehicle AI gets implemented, it’d be nice to see AI convoys and stuff for immersion and things to attack or defend. Perhaps AI supply lines and stuff
When Commanding AI is implemented it will probably be a lot fetter
I would like a revive mechanic simular to how attack and Anix does it aka dedicate role. Must have fist aid/medical bag and bandages to do so. The server admin can also limit amount of revives for added challenge as well.
I think warlords did this quite well where you could only capture 1 city at a time sorta thing
Would bunch people together more concentrated battles
Hit registration is not working, it's happening multiple games in multiple servers to many different people including myself. Please fix this, it's becoming unplayable
you dont need hit detection if you can't play longer than 4minutes on one server 😉
Probably not ideal time to write with jokes above, but...
Server filters could use some love. For example when I want to see servers that have at least some population I still get empty servers in the list. Similar with latency, when I want low (which I would consider under 100 ms) I still see those where I have for example 200 ms.
https://upload.wikimedia.org/wikipedia/commons/thumb/f/f4/M16A2_noBG.jpg/1200px-M16A2_noBG.jpg correct color, material, and shine on the m16 handguard and grip would be greatly appreciated 🙏 ❤️
It was a big surprise when I realized that there is no ability to enter the Domain name instead of IP-address in Direct Connection dialog like it was in Arma 3. Any chance to find this useful feature in nearest future?
Server DC gone down a bit. Game crashes gone up a lot.
If there isn't option already, allow us a way to change the folder that mods are installed to. Currently my C drive is exclusively an OS drive and is rather small as a result.
If Arma 3 is anything to go by, I'm going to need a bit more room.
There is -addonsDownloadDir and -addonsDir parameters
I'll look into it later, thanks for the heads up!
I would laugh out loud if I saw a guy with a PKM MGSV prone dive behind a rock and destroy me team😂
could you reduce the sensitivity of the zoom levels on the American Sniper so that you can also get the 0.5 steps, otherwise it is difficult to measure the distance correctly. ON XBOX
Feedback 01. Hello. I have Reforger feed back. No idea if this has been discussed but yeah here I go: The way the character holds their rifle after a sprint ( what is that rest called ?) anyway, to get my guy ready to fire I have to mouse click once, then I can fire. If I just run this does not happen. And yes I think it important. If fast action shoot out's where sprinting is used, that extra mouse click is a real pain. I am used to ARMA2 where there is no such intermediate stance after sprinting. So yeah there is my first observation of Reforger. I have more ! TY. - George.
Feedback 02. The FOV zoom in when switching to iron sights. I am not a fan of this. It's distracting and frankly juvenile. ARMA has had this all the way through and I always thought it was super weird. All weapons seem to have their own special FOV for some reason. In real life.... this does not occur and there is no good reason for it in the game. If there is a problem with the sights being too small to be useful then eithe bring the sights closer to the character camera OR make a model that represents what real life looks like. I know it's a game but it's been a while since it launched in 2006 and people are a bit more discerning. Well actually a lot more. The FOV shifting "to make things more realer" is janky and nonsense. In my humble opinion.
Feedback 03. Head tracking goes nuts when I JUMP. Character head looks up and down drunkenly for a while. It has something to do with the PITCH output from the headtracking interface. I'm using Open Track which works perfectly with ARMA2. If I shut down the PITCH output of Open Track the problem stops. So it's a problem on the Reforger side. It some how is freaking out when receiving PITCH input and being asked to JUMP. Both TIR and Freetrack output to Reforger .. makes no difference which. Yes Head tracking is a thing. : - ) PS. It also does this if my character jumps down. PPS It seems it's the LANDING after the jump that is bugging out the head tracking. So that makes sense. Landing is the trigger.
I have a Feedback
The servers were running fine yesterday. The only problem is that when the Russians reach the rank of Lieutenant, all players will be kicked from the server shortly after. we had that yesterday in all 4 rounds on different servers.
that's exactly how I noticed it too. Every time the enemy talked on the radio about how they now had their tank. In the last lap I was on the Russian side myself and was able to confirm it about 30 minutes after I had the rank of lieutenant with them. Amy and the Russians were all kicked out
I have feedback.
Where the big booty army women and helicopters at.
this is not feedback but a question and belongs in another channel 😅
But a very important question indeed
Helicopters are in planning but not sure if it will come
Feedback 04. The "press F " to do the action is old school nonsense. And you can see how easy it is to replace this with PROXIMITY SENSOR which you can trigger the relevant action. ie. All you have to do to climb a wall is run up to it and press "JUMP". conversely with the ladder you have to run up to it , make the " F climb ladder " label appear, then press F. Why not make it EXACTLY like the wall. All you need to do is run at the ladder, press JUMP and hold fwd. The point is it is instant, no label popping up, no needing to find the sweet spot to make the label appear etc. The whole debacle with "finding the ladder" in ARMA needs to get buried. : - )
Manual control >>>>> Automation
Imagine trying to run past a car to get to cover and all of a sudden you're sitting in the middle passenger seat
I prefer manually controlling when I want to get on and off ladders in FPS games. Ladders are the most dangerous things in an FPS game. I don’t want to leave it to chance that walking off the edge of a structure will make my character get on a ladder or not. So many FPS games just end up with you falling right off to your death.
Attempting to enter a jeep can now result in the character sitting beside the jeep unable to act and forced to respawn
it's not just jumping, it's any time the character does an unusual action such as falling off a rock or climbing a fence.
Writing a good "player intended action detection" system is much more bothersome than a simple and effective "press <key> to do <action>" to confirm action.
It can get nightmare-ish when there is a lot of possibilities in a small area much quicker
Actually we use the same ADS base FOV for all the weapons - 50°. Stationary weapons have 60°, but this will get fixed eventually. Otherwise the intent is to make the extent of automatic focus in ADS configurable - but no promises when yet.
Yeah I see the issue, we will probably fix it between the lines
ok cool what was it exactly? what triggered it?
Wrong input filter
will it be fixed in the next update?
OK. I think the server problem is more important
Why would you think that? You run past a wall and don't magically vault over it do you.
No it's the searching for the magic G spot where the stupid function is, the walls etc do not need that. you just have to be near it and press the key. no searching required.
Ok no I understand what you mean. Basically a more lenient input activation threshold, no?
What? Is that some kind of justification for the FOV zoom in ? I have no idea what an ADS base FOV is. How about a check box for no auto FOV zoom in at all. Things shifting around etc etc is just ugly. Sorry to break it to you like that. It never happens in real life so why make it happen in game? Now I have to google ADS base FOV...
I just told you that you will be able to set it as you like.
I mean it's just proximity, you get close to the thing and press the right key. Did you EVER get stuck on a roof trying to find the control to use a ladder to get down in a hurry? Reforger has the EXACT same problem and it's the same since 2006...
so yes, again, your proposed solution is just a larger area where you could trigger the action to use the ladder, right?
No. I mean to say that it uses the same system as the wall etc. it's a proximity sensor, once you are in it you press a key and do the action. the ladder system as it is now is you have look at the right place to trigger it AND then press a key to do it. it's old school nonsense.
what do you mean for "the wall"? the jump stuff?
Wall, fence, etc anythign you want to climb. you just go to it and press jump. you dont have to look at the right part to get a popup label with "Pesss F to do action".
yeah alright I get you. Yeah I doubt you could manage ladders like that
Man it would be super easy, you run to the ladder and press a key to climb. If you don't press the key you don't climb. it's very very simple.
that's how it works right now. Again, your proposed solution sounds more like a more generous trigger area
also pretty sure I've seen stuff about "detecting ladders" in the code, so they've probably gonna do something about them
I didn't understand what you wrote. My Question is why even have adjustable FOV at all ?
Because we can, and people like to control the game the way they like.
Anything between first person and focused FOV is legal. FPP can be adjusted down to 60 degrees, focus FOV is common for all players.
When I pick a real gun my FOV does not change. Why would you do that in game?
his answer is what you responded to, its choice
stuff like this makes sense if it was VR. It's not a vr game and we don't have 180 degrees of vision, so tricks like that are pretty common (and fine)
also again, he said you will be able to change it if you don't like it
no it's not how it works now. the ladders have to looked at the right way OR nothing happens. and you are stuck on the roof.
and how could you fix it? Hint, a more generous trigger area.
The walls and the ladders use a DIFFERENT SYSTEM.
Exactly why I'm saying making comparison between them doesn't make a whole lot of sense. And again, a larger trigger area to use a ladder would behave just like you're trying to explain
Look the ladders doors etc use some kind of thing you look at. The walls do not. That's what I am trying to explain. You dont have to "catch" the trigger to climb a wall.
What does this mean "Anything between first person and focused FOV is legal. FPP can be adjusted down to 60 degrees, focus FOV is common for all players. "
pretty sure there is some kind of "area trigger" to make the climb work. Maybe not explicit, but yeah, there is absolutely some calculation to decide whether or not you can climb a wall. So yeah, you have to "catch" the trigger.
correct me if I'm talking out of my ass\
Arma has a feature called "Focus". It lets you choose between narrow FOV, somewhat like your native eye resolution, and wide FOV typical to other 3D games.
It's proximity.
yeah, and how do you do proximity checks in games? Raycasts, spherecast, etc.
same concept
Exactly, you walk into the proximity of the thing and press the key and you are done. tyhe fact that you are THERE means your key press will be heard.
yeah, and we're saying the same thing. The solution you're proposing is to have a more lenient trigger area for ladders
So you are saying that you can adjust your FOV while in iron sights ? Or are you talking about generally? Of course ZOOM has been a thing for ever, but I am talking about the baked in ZOOM that happens when you got to iron sights. In reforger right now and ARMAxyz the FOV change when you use the iron sights...
I saying ditch the entire system that ladders use ( especially ladders) and use the SAME system that the walls use. You run to the ladder and press JUMP and then hold FWD to climb.
I give up
Yes I can see why too. There are two systems, one has been a pain in the butt for AGES and the other one works very well.
Shield for Humvee gunner?
i know right? the btr is almost invincible to small arms except for the AI somehow magically sniping you, but you can pop a hmmvv gunner from a mile away
We call this "ZOOM" Focus in Arma Reforger. If you don't like it as it is now, I have made a mod "Wide ADS FOV", because I personally also like the FOV not to change while aiming down sights. It's out there for quite some time.
Eventually we will have a slider in game options to let you adjust the extent of it to anything between FPP and Focus FOV. But I cannot promise as to when exactly this will happen.
Even now if you play with a controller, you can adjust level of Focus smoothly using Left Trigger
Ok, let me get this straight. the "ZOOM" focus is when you switch to iron sights and it's zoomed in slightly. and you made a mod where it does not zoom in at all when in iron sights. ... That is fantastic. Salute! Learnign new acronyms ADS = Aim down sight... FPP = first person perspective...
Hey what about AOS = Aiming Over Sight. So you are in line with the rifle but off set above it. Good for situational awareness in CQB etc.
I prototyped that some time ago, but it would need to be reimolemented as a mod.
Basically it is another state that complicates the logic, so not likely to appear as official feature.
In case of zoomed optics though, there are considerations to make it possible.
What about getting on ladder from top, the ones which don't really go much up - they end on the edge of roof for example.
Like the one in tutorial obstacles range.
We tried to do automatic recognition when you get close, but 1) it's slower 2) it's unreliable so you would fall down a lot
Speaking of ladders, ladder in st pierre fire station is bit janky, when you climb to the top of the tower its quite easy to slide back down
Thank you
We have a bunch of those pesky ladders issues. I call it - backward compatibility. Just like flying vehicles 😋
This game will be mental when the issues are fixed.
I spent ~15 minutes with a mate on top of tower EntreDeux with two backpack filled with mags and grenades. We would shoot down at the enemies when they get close and when they try to capture the point and throw grenades down when they try to capture the tower. We DCed before we ran out of ammo.
The fun factor is already in the game. The ball is in the developers court to make the fun last. ❤️ Good luck.
Hello all,
I have a hypothesis as to why the player disconnects on Reforger are happening.
I'm hoping people might be able to look into their server logs to see if this holds true in their testing as well:
I noticed on my own dedicated server that I seem to be seeing friends get disconnected once my dedicated server reports less than 40 FPS, specifically.
Could the AIWorld manager be accidentally deleting players? I notice it's default "Load Balancing FPS" value is 40 as well.
This seems to be a common manager used on the current scenarios like Conflict, etc.
Is anyone else seeing something similar on their own dedicated servers?
Thanks in advance!
Suggestion: when players vote kick someone, make it like temp ban ~15 min. Cause otherwise they just reconn and continue doing what they got kicked for.
Well you can't imagine the amount of times the Ladder control refuses to appear. That ladder at the obstacle course is good example, if you on the top and just happen to be on the slightest wrong angle you cant get it. I don't understand what the difference is between a wall and a ladder. There is none. Go here. Do the thing. ???
We had few iterations with them, its not that simple as Mr George is saying. In fact, action to get on ladder is like the most foolproof solution.
Maybe no one uses them??? The ARMA way of getting on to ladders is not that cool. No idea how it works but all I can say is I have spent a lot of time dicking around trying to get on one from the top. It's just daft.
Go to the obstacle course and do the ladder thing. Tell me how you do trying to get down, now try doing it while being shot at. ...
Right so you are not going to try it out. Come on go try it yourself. Can you imagine how easy it would be if it was exactly like climbing over a wall ?
Only problem I've encountered with ladders is not being able to climb to the top of the one in the big church tower
No issues with them past that
Trivia
You can actually jump on ladder and catch it mid-air by pressing F 🙂
Invisible players 👎
wouldnt mind seeing a difficulty addition at some point to make vehicle gear shifting a control, even if its just a "gear up" "gear down" command with traction effects depending on gears. could make driving a more involved experience and have the benefits of traction for hills
this would be super fun as an optional thing but the rage this would induce from people who havent driven a manual would be too much 😛
I encountered this last night. The ladder ends right up against a railing so there's no way to get off it and instead you slide back down (sometimes to your death).
Favoriting servers doesn't seem to work on Xbox.
It's worked for me. Where it is not working for you? In all modes or only one? Maybe the server is down? Do you remember the number?
Encountered this the other night. Although it appears he was stuck in one spot unable to move or be killed.
Yeah it has to do with flipping a vehicle a certain way
That and crashing are my only issues with the game so far it holds a lot of potential
Just needs some TLC
In general it just seems to not save them. I can hop on and grab some screenshots maybe. I have tried to favourite specific GM and Conflict servers. Recently tried to save the Everon Life community one.
I thought maybe filters were screwing with it. You might be onto something. Maybe if servers that are favorited are down they just won't show up.
So I test it. In all modes I can add favorites. pressing x, the star will be white and the server is listed in favorites table. I restarted the game and all favorites are displayed correctly.
Some more subjective Feedback:
- Stamina seems off. The time you can sprint is fine actually, but the accuracy penalty for being out of breath is not enough. This encourages very arcadey gameplay, which I dont like. I would like more static, strategic firefights. But most of the time its best to sprint to a new position. While repositioning is a valid strategy, it feels to me that the ability to reposition and even rushing the enemy is to fast and has not enough drawback bc of the current stamina system.
- The character is always able to keep front and rear sight of the iron sight in line, even while moving. Although the weapon moves around as a whole, it should be hard to keep the iron sight in line also. The accuracy penalty while moving is to low for my taste, which again encourages an arcady gameplay with shooting while moving around/moving from side to side (a-d-a-d-a-d).
- Is there an option to leap granades instead of throwing them full force? If not, this makes it hard to throw granades a short distance over obstacles or on rooftops while standing beside the wall/building)
4)Conflict 1: Cars are to easily accessible/respawn to fast. This leads to everyone driving alone in one car and cars being abadoned a lot bc they aren´t worth anything. Of course it is quality of life not having to walk everywhere, but I thing it would be nice if cars would have more value.
5)Conflict 2: Respawn timers at the bases are to short and overrun mechanic is to weak. The respawn time of a base should be longer the closer it is to enemy bases. Through this, backline bases get more value and leaving a base unprotected is easier to punish, bc it is harder to overcome the attacker just through mass respawning. The threshold for a base to be overrun should be less: It should be enough to attack with 1/4 of a team to block the respawn of the attacked base.
I will have to investigate further. I'm not a programmer or anything but not a caveman either. Will update if I figure it out. At Trivia Night atm.
And like I said before: please make 1PP default and 3PP optional. 3PP is great for more arcady modes, but the baseline of arma should rely on 1PP, as it feels really of to have such a complex game with PvP mechanics that just let you look around corners and over cover without exposing yourself.
Yeah, just leave a comment, what's the result.
Point no 3 is possible. You just need a suicidal comrade to go into the room with the potato cooked.
https://feedback.bistudio.com/T165721
Spam account
Ugh... Still jumping arsenal items.
Shuffling items still seems to happen in multiplayer, works fine playing GM mode in singleplayer
uh so I looked at the latest patch notes and there is spawn protection now? How are we supposed to take objectives if we cant stop them from spawning? If you couldn't spawn on a contested base then this wouldn't be an issue
Considering Hexcavate is deployed as a mod, I'm just dropping this here: Having Hexcavate enabled breaks movement (WASD)/right click controls for soldiers when playing regularly (i.e. in GM).
Please add applyable camo face paints
Thank you 
You can't spawn on an overrun base (Contested) but you need 25% of your team present to overrun a base.
Honestly, at first I was convinced that I will hate the protection but after playing a match I'm not that sure anymore.
The 10 seconds protection makes it impossible for one person to solo a point, and almost impossible with even three teammate. Maybe this will lead to more cooperation and players sticking together to overrun bases.
Also, it's extremely funny to spawn and rush enemies screaming "I'm invincible" then shooting them in the face.
the spawn protection in this form is not good. It makes it possible (like you said) to rush the enemy after spawning and give them a headshot. When they are not alone you will likly die, but you have 10 sec respawn time right at this point (likely) and they need to drive there again or have 40 sec respawn time at a radioman.
what do you mean "25% of your team to overrun a base" does this mean the team you're assigned to in group, or 25% of your side? this could be either 2 people or upwards of 16 people
not to mention the dumb stuff. yesterday i had a kid going "i can seee you, i can see you and kill you...i can seee you AGGHH SOMEONE HELP SOMEONE HEL-" because he was able to look over a fence and watch my movements
that sounds good
I don't know the detail of how it works but I read it in game (On the loading screen I believe, can't really remember).
This is exactly what I did. There was three enemies on the point, I spawned three times and killed all three of them one by one.
so actually this isn't really that big of an issue. it does mean that to win you have to exhaust the spawn points tho.
Did they fix the bug where someone could end up invisible after a car crash?
As the attackers I don't think it's possible to exhaust the spawn points without dying yourself. The most optimal way (Maybe even the only way) to capture points now are to overrun them so enemies can't spawn.
Or you can Ninja capture a point.
because that's the most annoying bug in the game
the points dont regen that fast. if someone is spawning repeatedly at the base they'll wipe the tickets out quickly. the answer to the attackers is use a backpack.
i always see backpack weilders just charge on into an objective and get themnselves, and their spawn point, killed. ive literally sat back from a base for 30 minutes and just acted as a spawn point, its kinda boring but its also not
A beginner base has six spawn points. Those are enough to rush and kill six attacker.
so, keep a backpack back so you infinitely spawn and kill them.
Like I suggested before: Make respawn timer longer at bases that are near enemy bases. So it also indirectly improves attractivity bases that are not on the frontline. And moving should also deactivate respawn protection after 1 sec
the poiint is to make the taking of bases take longer, ahve actual ongoing engagements other than "i killed them, they're dead, lets go"
and lets move the discussion to discussion again
this. moving should kill the protection.
Quick feedback on old problem
Where joining a server with newer revision of mods, i get 0% Download bug, until i manually update them via workshop or delete mods from ArmaReforger\addons directory.
Error is always the same. Here is outtake from console.log (Client)
16:57:37:857 ENTITY : Init entity @"ENTITY:3" ('SCR_AddonManager') at <0.000000 0.000000 0.000000>
16:57:37:857 BACKEND (E): Cannot move a file from $profile:../addons/596E22850A7F1FE3/cec09c4914b6917bf018b268e5f93d1e.jpg to C:/Users/marko/Documents/My Games/ArmaReforger/addons/596E22850A7F1FE3/cec09c4914b6917bf018b268e5f93d1e.jpg
16:57:37:858 BACKEND (E): Cannot move a file from $profile:../addons/596E22850A7F1FE3/af0b8763ebf2ec19d559be5fac4be5a6.jpg to C:/Users/marko/Documents/My Games/ArmaReforger/addons/596E22850A7F1FE3/af0b8763ebf2ec19d559be5fac4be5a6.jpg
16:57:39:241 BACKEND (E): Cannot move a file from $profile:../addons/596E22850A7F1FE3/0d11878b30689f6e6727d6517ab3c1b7.jpg to C:/Users/marko/Documents/My Games/ArmaReforger/addons/596E22850A7F1FE3/0d11878b30689f6e6727d6517ab3c1b7.jpg
16:57:39:249 BACKEND (E): Cannot move a file from $profile:../addons/598964B772F0BE00/537bec4a5cd930269bfcb949d9da7326.jpg to C:/Users/marko/Documents/My Games/ArmaReforger/addons/598964B772F0BE00/537bec4a5cd930269bfcb949d9da7326.jpg
16:57:39:249 BACKEND (E): Cannot move a file from $profile:../addons/598964B772F0BE00/9028d11d3c55b5ef699a9fe359859785.jpg to C:/Users/marko/Documents/My Games/ArmaReforger/addons/598964B772F0BE00/9028d11d3c55b5ef699a9fe359859785.jpg
16:57:39:249 BACKEND (E): Cannot move a file from $profile:../addons/598964B772F0BE00/ceedf39a1008bb6da4aa51ab958bfae8.jpg to C:/Users/marko/Documents/My Games/ArmaReforger/addons/598964B772F0BE00/ceedf39a1008bb6da4aa51ab958bfae8.jpg
16:57:39:255 SCRIPT : [SCR_AddonManager] SCR_AddonManager<0x0000022A90B5C030> Internal_CheckAddons()```
As continuation when observed in filesystem.log. It seems reforger is accessing same file twice with slightly altered path "spelling".
17:10:03:053 R C:\Users\marko\Documents\My Games\ArmaReforger\addons\5966BDC0B6424203\addon.gproj
17:10:03:054 R C:\Users\marko\Documents\My Games\ArmaReforger\addons\5966C334D3018AF9\addon.gproj
17:10:03:054 R C:\Users\marko\Documents\My Games\ArmaReforger\addons\59674C21AA886D57\addon.gproj
17:10:03:054 R C:\Users\marko\Documents\My Games\ArmaReforger\addons\596E22850A7F1FE3\addon.gproj
17:10:03:054 R C:\Users\marko\Documents\My Games\ArmaReforger\addons\5973068ACE1EE8BC\addon.gproj
17:10:03:054 R C:\Users\marko\Documents\My Games\ArmaReforger\addons\59782B2989162E36\addon.gproj
17:10:03:054 R C:\Users\marko\Documents\My Games\ArmaReforger\addons\59796516A5DC8BA7\addon.gproj
17:10:03:055 R C:\Users\marko\Documents\My Games\ArmaReforger\profile\..\addons\59651354B2904BA6\addon.gproj
17:10:03:056 R C:\Users\marko\Documents\My Games\ArmaReforger\profile\..\addons\5966BDC0B6424203\addon.gproj
17:10:03:056 R C:\Users\marko\Documents\My Games\ArmaReforger\profile\..\addons\5966C334D3018AF9\addon.gproj
17:10:03:056 R C:\Users\marko\Documents\My Games\ArmaReforger\profile\..\addons\59674C21AA886D57\addon.gproj
17:10:03:056 R C:\Users\marko\Documents\My Games\ArmaReforger\profile\..\addons\596E22850A7F1FE3\addon.gproj
17:10:03:056 R C:\Users\marko\Documents\My Games\ArmaReforger\profile\..\addons\5973068ACE1EE8BC\addon.gproj
17:10:03:056 R C:\Users\marko\Documents\My Games\ArmaReforger\profile\..\addons\59782B2989162E36\addon.gproj
17:10:03:057 R C:\Users\marko\Documents\My Games\ArmaReforger\profile\..\addons\59796516A5DC8BA7\addon.gproj
YOOOOOOOOOOOOOOOOO bullets are leaving a burn like effect on the walls. It look sick af
Nevermind. Only tracer rounds leave that affect
Kinda logical as unburnt fillament splatters against the wall and "explodes"
would be nice to have as an option for gameplay, to add an option for camera shake for firing weapons, with a slider that determines how pronounced it is
It looks so good.
First of all I dont have the hardware to play this game, so Im not making an actual feedback, but honestly, great graphics from what ive seen
I just listened to the This Is War theme for Reforger and honestly its better than Arma3's This Is War track
10/10, best of the This Is War tracks
Strange shadowing found on the rocks near ORE RIDGE Cave
https://steamuserimages-a.akamaihd.net/ugc/1832415510157129481/A1EDB4A3671EAC4E4C4CD717399292B33F888B4E/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
https://steamuserimages-a.akamaihd.net/ugc/1832415510157129360/C9349DC74E83FDA1FDB172B142F424E2A6ACD590/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Game still crash when closing it.
Dirt road doesn't render on the map, until you zoom in (but footpath does)
https://steamuserimages-a.akamaihd.net/ugc/1832415510157173231/2D3A06E6E3026D4C508A4368D0179E1ED0161430/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
https://steamuserimages-a.akamaihd.net/ugc/1832415510157173368/456B6E3F261C9EE1BE05C293FC5D4FD8B5086E87/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Daylight coming thru rock into a cave @ SWELL MOUNTAIN cave
https://steamuserimages-a.akamaihd.net/ugc/1832415510157214952/30955932A2C8D610E9A4E5BB034D998B1339B7C3/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
https://steamuserimages-a.akamaihd.net/ugc/1832415510157215067/2716459AD9E37ED41DD416D432C4524A8B27EDB0/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Meh, almost every cave up in the mountains has accompanying shadow artifact visible from the outside
just remember that arma 3 created a bias of players who wanted high stamina, the 95% of other players who prefer fast movement left for other games, so the 200 or so players left will all die on a hill for high stamina and the low stamina people aren't around to argue for it. Just don't model stamina on sedentary programmers, most troops can run 200m without winding and holding w for 20 minutes is a regular part of the game, holding w while winded or afk'ing with a coin jammed into your keyboard, if stamina is set high it pretty much makes your realize your fighting the game physics not a battle. If people need high stamina to stop their troops running around thats a disapline problem not something you should give every soldier a blood disease.
also make it easy to take out of the editor, i have 100's of houses to check and I'm winded after the first house?
Impressive statistics. You completely ignore the gameplay reasons for stamina. "troops running around" is not a discipline problem, people do run&gun because its objectively the most effective way to get kills. Higher stamina really adds more layers and depth to the game, because it makes gunplay more tactical and less of a reaction time battle. Not to mention the balancing out of carrying heavy gear and vehicle use
Joining multiplayer servers with addons still doesnt work for me, not even ones without addons
That being said, you can easily get rid of stamina in arma 3 and reforger, if its not for you. As for editor, I agree. You should not try and force a niche playstyle on the vanilla game
So in short you wanted to say "I cant join any server"
Also, arma 2 had very unforgiving stamina, so i really dont know where you pulled the statistics from
yes its stupid to sprint with 5 rockets, but when most servers modify the default stamina it tells you something, running long distances over ground isnt milsim, but it happens all the time in arma, even a tarkov level stamina would be effective in this game because tarkov maps are so small. Using stamina to get impulsive players to behave is not the way.
there are two entrenched camps of 'must be crawl speed' and 'run and gun' and there needs to be two different modes
Why is it not the way, when it literally is the way? You got a better idea?
So whats the issue? People can already get rid of it
how do you get rid of it in world editor without using addons?
Dont pretend like we're talking about the editor, lol. I already agreed with you, you're 100% right regarding stamina in the editor
I sat down today to check the thousands of objects I placed last night in editor and my guys out of breath on the second house, no easy way to disable the stamina for me, dropped all my gear and the guy is winded, I know they just implemented it and will have to tweak it but even I a programmer can run two hours without blurry vision.
People generally need a short break after forced marching 5+k with all gear. That's why it's built into doctrine to have rendezvous and short breaks
Its not even that, i dont think BI is basing the stamina (or blur i guess?) off real life stats. Gameplay is the priority. Players need incentive to use lighter weapons, vehicles and not to run&gun. Also theres no way in hell you can be accurate with a weapon after "running for two hours".
Arma characters are still super-human. But as i said, irl running stats are hardly a reference point when balancing a video game
But I got bad news for you. Currently in the game there is no penalty for running up hills, which is a huge thing regarding stamina. Devs said they're working on it
In my opinion... Separating running and shooting is important for teamwork and milsim because another unit/character should be supporting your movement in Open ground, then vice versa
I wonder if there's a way to make local voice chat "toggled on" by default and add whisper/yelling functions... kindda replicating TFAR
I also have a a feeling mods are not properly enabling/disabling properly when moving between servers. I had a couple of instances of "cannot join with current mods"
Sometimes downloading mod fails, shows as instantly downloaded but doesn't actually pull anything. This is console.log
22:42:01:923 GUI (E): ImageWidget::LoadImageFromSet can't load ImageSet ''
22:42:04:417 BACKEND (E): Cannot move a file from C:\Users\marko\AppData\Local\Temp\addons/d5a6ee98531a8ff2bb2d5d47b35c12ee.jpg to $profile:../addons/59029E176ED5A202/d5a6ee98531a8ff2bb2d5d47b35c12ee.jpg
22:42:04:417 BACKEND (E): Cannot move a file from C:\Users\marko\AppData\Local\Temp\addons/09ed425b49cb208da1d4b44e80a48756.jpg to $profile:../addons/59029E176ED5A202/09ed425b49cb208da1d4b44e80a48756.jpg
22:42:04:635 BACKEND (E): Fragmentizer: Can't create output file '$profile:../addons/59029E176ED5A202/thumbnail.png'
22:42:04:635 BACKEND (E): Manifest not found!
22:42:04:635 SCRIPT (E): SCR_WorkshopCallbackBase<0x00000228905C8C30> OnError: EBERR_UNKNOWN 0 1
22:42:04:667 BACKEND (E): Http Error (TIMEOUT)
22:42:04:684 BACKEND (E): [RestApi] ID:[641] Timeout```
22:56:19:125 W C:\Users\marko\Documents\My Games\ArmaReforger\profile\..\addons\59029E176ED5A202\addon.gproj_1.0.0_manifest.json
22:56:19:126 W C:\Users\marko\Documents\My Games\ArmaReforger\profile\..\addons\59029E176ED5A202\thumbnail.png_1.0.0_manifest.json
22:56:19:127 W C:\Users\marko\Documents\My Games\ArmaReforger\profile\..\addons\59029E176ED5A202\resourceDatabase.rdb_1.0.0_manifest.json
22:56:19:359 R C:\Users\marko\Documents\My Games\ArmaReforger\profile\..\addons\59029E176ED5A202\addon.gproj_1.0.0_manifest.json
22:56:19:359 W C:\Users\marko\Documents\My Games\ArmaReforger\profile\..\addons\59029E176ED5A202\addon.gproj.progress
22:56:19:359 W C:\Users\marko\Documents\My Games\ArmaReforger\profile\..\addons\59029E176ED5A202\addon.gproj
22:56:19:360 W C:\Users\marko\AppData\Local\Temp\59029E176ED5A202\addon.gproj8acbb7485e5299e346920d033ef930ee523dd811c2097aaa9bac1a7d2fffad2bf9a50bca7100cdcb02a46398df9aa2c459f5e6eb8f44fa578a5da42a7968b524
22:56:19:361 R C:\Users\marko\Documents\My Games\ArmaReforger\profile\..\addons\59029E176ED5A202\thumbnail.png_1.0.0_manifest.json
22:56:19:361 W C:\Users\marko\Documents\My Games\ArmaReforger\profile\..\addons\59029E176ED5A202\thumbnail.png.progress
22:56:19:373 W C:\Users\marko\AppData\Local\Temp\addons\09ed425b49cb208da1d4b44e80a48756.jpg
22:56:19:374 W C:\Users\marko\AppData\Local\Temp\addons\d5a6ee98531a8ff2bb2d5d47b35c12ee.jpg```
No file in My Games\ArmaReforger\addons\ gets created only the folder (which is empty).
And folder 59029E176ED5A202 is marked as read only. Infact all Addon folders are marked Read only. Perhaps thats why it cant update mods?
Folder gets created in temp on two locations Temp/GUID (Contain folders that should be files! like addon.gproj (is a folder name)) and Temp/addons/GUID (empty).
FYI... The "Scenarios (Multiplayer)" shows only 6 missions now. It had 10 pages of missions a couple of hours ago.
Hey just wanted to let you know, new update still didn't fix the random disconnects, which you know for a multiplayer only game, kind of means you STILL don't have a game, pretty wack if you ask me, I'll be back when you release another update I guess.
Really hoping to see tiled terrain be a thing in the future. I know myself and many others enjoy a longer commute to locales and wait times for extracts. Any idea if this will ever be a thing?
of course not, "Tweaked: Latrine destruction" took priority. what a surprise.
latest patch uptime seems to be about 15 minutes so far
uptime twiuce in a row: almost exact 15 minutes
three sessions. exactly 15 minutes
Sure, it's all love though, Bohemia is one of the best developers in the industry, just not necessarily the fastest.
i would never call them the best. they're passionate yes, but that's it.
My guy this is their side job. https://youtu.be/wlbYxht-XXw Their day job is making simulations for the worlds militaries.
Hmmm, ill have to play it myself an see but 25% seems like a high number. While it was possible to cap a point with only two people before it was pretty risky because you would only need to lose one guy to screw you. With a radio I ended up rolling with groups of 4-5 most of the time but at 25% you would need 8 people with you to cap any spawn? Which, if everyone is working together is only 4 groups that can cap at one time. Seems a bit high to me.
Bohemia Interactive is not BIS, two wholly separate companies these days, they have history from years ago but today they are not linked.
Four rounds, exactly 15 minutes
The “arma” that was for the military was just worse arma 2 I’m pretty sure
The death animation and the delay between someone dying and the animation starting need to be fixed.
it was a heavily modified version of arma 2 yeah.
I love the direction the game is going. And thank you so much for bringing this to console!!
Some ideas of tweaks that can be made for console Xbox Series S.
Smoke Grenades: The smoke is very easy to see through, which makes them pretty useless.
Also, adding a cooking option for all of the gredades would be awesome!
Sensitivity: Adding more weapon, vehicle and general sensitivity options.
The driving is great. Only issue is changing to the gunner seat when seated in the vehicle is difficult. It is hard to find the option consistently.
Player equipment UI. The option hold A Button to open up a gun, backpack, etc. is a little slow. Double-tap would be eaiser, and faster.
Thanks for the hard word and great game.
Loading trucks feels slightly longer. Could be I just haven't played in a bit. I actually like it if that was the case. Hits that sweet spot just between immersive and tedious.
i worked a lot with VBS ( the military arma versions) and what it was was the same engine with much of the same features but a WHOLE lot of analytic stuff. The "game master" could see live where everyone was looking, reaction speeds, things like that, so that the soldiers could be critiques on their patterns of behavior and such/
For BIS yes it is (Bohemia Interactive Simulations) I know that because I was hoping to work for them if they won a certain US Military contract that they wound up not getting, i had the chance to demo their product version for what was being competed for. But BIS and Bohemia Interactive (Studios) are different things. BI is an actual game developer/publisher with its own employees, BIS is another. Now, BIS did GROW from the products first made by BI, but they have long since been seperate entities making their own things.
enfusion://ResourceManager/~ArmaReforger:Prefabs/Characters/Uniforms/Jacket_US_BDU_base.et (texture has a slip)
No it did not. Thats not how game dev works. Different people do different things.
I can assure you that a network programmer is not fixing latrine destruction.
Lmao
It would be great if we can control the size of the Defend command in GameMaster mode etc...
yep, they are
Anyway, running should also simulate that not every terrain is easy to run through - eg. sprint speed should not be determined by a sprint speed achieved on a flat ground, as irl there are many obstacles that you have to overcome while running/walking and in addition many problems that you have when carring the equipment - so making something 'realistic' just by measuring things in a lab-conditions is not a way to go as it bring even more unrealistic features into the game - the same problem is with aiming when taking only some aspects, like recoil, doesn't make gunplay any realistic during a gameplay as there are much more to it, and some aspects just cannot be simulated within a vide-game, thus some effects can be eg. exaggerated to achieve the realistic outcome.
For eg. weapons lets say it should promote gunplay that from a third-person view looks realistic, however it doesn't mean that the recoil itself will be realistic.
Of course some aspects can be 1:1 to its real counterpart, but in my opinion the focus should be put on general outcome of realism.
Same goes with many, many other aspects - suppression, graphics, level of zoom/visiblity. Without this kind of approach we are loosing a lot of immersion, and actual realism. You can also take look on Project Reality that lacks a lot of engine features, but its devs do have right approach to overcome the limitations anyway. Of course Reforger is a really sophisticated engine and many single aspects can be modelled close to reality, however if we don't take into account that there are and will be limitations, just because it's a game, game engine, whatever, we end up with unrealistic 'sim' that is really far away from realism.
And one more side note from me - personally I would like to play a game in which you control really fragile avatar with all its physical and mental limitations. Actually those avatars that you control are superhumans, immune to fear and eg. catching on bushes or get slip on a muddy terrain.
Servers seem to replicate non existent players to client upon connect. By that i mean a client who is no longer connected at the time of join.
I might be wrong but couldn't that be due to your character's progression/ rank being persistent thought that "session/game"?
Ie the more people who join just to DC get remembered by the server and it eats excessive memory? If so could it be made so a server forgets a player after xx amount of time inactive passes to save on memory
No, its fine that server stores it. But why replicate it on client?
Gotcha, my suggestion more leans towards the servers hitting 20g of memory and crashing, resetting progression anyways
That is saved tho ;). You get your rank back when u gain xp
If the server crashes due to memory it does not and you gotta pick factions again
I mean saves are dumped every 10 mins. I will test when i get home.
feedback: my game closed while i was in the map. Generally closes by itself much more often no matter where I am. the inventory in HQ when equipping is very slow and delayed. Also the AI in the hq behaves strangely, runs backwards and moves in stages. The performance in hq is also not stable. On the American side, the names of the outposts are displayed incorrectly
Do NOT spawn in large living quarters in gamemaster or it’ll crash your game and you won’t be able to join back. We just stress tested it and it kept crashing after we would place it and then when you join back your on the water floating and nothing happens.
So I will not play Arma until the next server restart. It just doesn't make sense to return to the server every 5 minutes. I've walked the same path 6 times now and when it came to a fight I got kicked out.
Okay ive tested it, and indeed i was wrong 😦
Okay so progress saves are created every 2 minutes (not 10), and progress persists thru restarts/Crashes. (That is capped points)
But save files for players ie. PlayerData.0001.json are no longer created. Therefore after restart you loose all your personal progress (rank)
Dunno if that is intended behavior or a bug.
Also note that saving can be disabled via "missionHeader": altogether.
Okay ive tried to replicate what you said, for me it went as follows:
1.) Spawned in large Living quarters US -> no crash
2.) Spawned in large Living Quarters USSR -> no crash
3.) Walk around them -> No crash
4.) Spawned alot of both and walk around them -> no crash
5.) Re spawned multiple times -> Still no crash
6.) Disconnected, and rejoined -> When game reached 100% loading screen, Full crash to desktop
7.) Restarted game and rejoined server -> No crash
8.) Walk around the living quarters some more -> No crash
9.) Disconnected and reconnected again -> Server dropped my connection at the end of "Role/loadout" selection and when i tried to respawn, i get tossed into water
10.) Client doesn't detect that it lost connection to server... I continue to swim to this day...
Additional info:
When full crash happened (first rejoin, and every time) error.log
Reason: Access violation. Illegal read by 0x7ff73ef40e86 at 0xffffffffffffffff
On my third rejoin (watery fun)
server console.log
17:22:18:298 RPL : ServerImpl event: disconnected (identity=0x00000000)
client console.log
17:22:20:858 rpl::Pip::FixedStep
17:22:20:858 RPL (E): RplCreationError: Number of items mismatch. id=0x80000E0C, node=Assets/Items/Equipment/Flashlights/Flashlight_MX991/Flashlight_MX991.xob
17:22:20:858 RPL (E): items:
17:22:20:858 RPL (E): RplComponent
17:22:23:640 SCRIPT (W): Unable to assign group leader with replication ID = -2147483274!
17:22:23:640 SCRIPT (W): Unable to assign group leader with replication ID = -2147482923!
17:22:23:640 SCRIPT (W): Unable to assign group leader with replication ID = -2147482221!
17:22:23:640 SCRIPT (W): Unable to assign group leader with replication ID = -2147481431!
17:22:23:640 SCRIPT (W): Unable to assign group leader with replication ID = -2147480597!```
Any further reconnect attempts will then follow steps 6, 7, 8.
Feedback:
it is also not displayed when the hq is taken and the alarm has not been activated either
Fix the crashing issues when trying to close the game. Takes way too long to exist the game sometimes.
i just end the task, its far faster
I do that too but sometimes it likes taking its time
Will reforger have any roles or no because this is my first arma game playing but i played other games as a medic so idk its just a question im sorry if its bad to ask
Dear devs: today my team lost a match, because two enemies were invisible. I saw their body at the enemy cars and can't kill them.
3 weeks and they still dont hvae solved this bug + the broken respawns
invisible players make the game unfair and unplayable
In some servers there’s loadouts but generally it’s up to you what role you wanna play. If you wanna be a medic then grab more bandages.
It’s not a super in-depth role based game.
also you cant heal others atm.
Thank you @west saddle i was just wondering itll be more like reviving people eventually stuff like that my bad and thanks again
workshop could use a find in folder button for the mods, makes it a little easier to find and install mods for a server :)
+1 Also some type of LIST mode or something... When the mod count goes up managing them easily becomes pain.
We really need mouse and keyboard enable on console
So the game freezes in most military bases
So I've just tried this myself on Xbox, I spawned in 12 large living quarters all grouped up, 6 us and 6 Russian, was able to walk around them all with no issues and disconnected without crashing
Did you reconnect?
Yeah sorry forgot to add that, reconnected and still didn't crash
Nerf AK or balance 5.56
In what way?
5 play throughs, almost 15 minutes each. i mean almost to the minute, so theres something wrong with the reforger code that i can almost set a clock on getting disconnected
This is a vague question
ak has almost no recoil while being full auto while the m16 jumps like mad on tripple shot and is only stable on single
it should be damn near impossible to aim down the sights on an unmodded, wood stock ak and show no recoil on full auto.
Up the damage on the 5.56 so it doesnt feel like Im throwing markers at people as well
I personally don't touch the M16 at all so I don't really know what it's like to use
well anyone on a regular conflict server on the us side kinda has to use one most of the time
5.56 is supposed to go through trees but it barely goes through a person in game
It's alright the way it is. The problem with M16 for me personally is the bad hitreg. Not counting a bullet while using the M16 is way worse than not counting a bullet while full auto with the ak
yea but still, the ak needs at least some recoil.
I like this way. No exaggerated recoil like some games do to give the false sense of realism.
i dont wnat exagerated, i want SOME. it has NONE on full auto
I mean I can definitely agree that the ak is a little too easy to control on full auto
From what I've noticed it's recoil is mainly just a small amount of muzzle climb
You doubt the power of the AK 
um quite teh opposite? im saying it has too much since it has penetration as well as no recoil
1700 starting timer
cheeki Soviet do but understand
AK most powerful weapon. Very good when shooting people.
Cheeki breeki
- EXACTLY 15 MINUTES
That is not random when I LITERALLY set a clock to it
i even said to someone i was with "i expect to get disconnected in a minute or two" and BOOM im gone
You are an oracle!
it was different servers so im almost thinking its a bug with the client, unless everyoen disconnects every 15 minutes too
If I dc twice from the same server within 20 minutes I change the server
Because it will keep happen.
Now I found three servers that I rarely dc in.
i used to have the same, but since the last patch ive tried 6 servers, 2 of which were my "good" servers, ane all 6 have dced me at the 15 minute mark
thats not coincidence
Transport trucks has no ANIMation for getting in back
Harsher penalties for friendly fire or show the nametag in longer distances.
I agree with harsher penalties
As suggested by Unicornbattman, the CAR15 would be a great choice for vanilla full auto weapon for the US
Whenever someone team kills their name changes to small pp
For the love of god, would someone change the server password accept key from space to enter.
You go and enter a password, then hit space to accept and it adds another space.
Only time I ever team kill feels like when a team mate is shooting at me first, adrenaline just kicks in and ye pop’m in the head
anyone got any idea why the game suddenly won't boot on the newest version of proton?
https://www.protondb.com/app/1874880
I am liking the AI in Conflict. I think the only thing that could be added without kind of destroying the purpose of them would be the occasional machine gun nest at the really important locations. A slight bump in difficulty at more important sites would hopefully not completely ruin the flow.
make weight more notable by slowing down the players movements, also maybe implement a system where you can drop you backpack with a button press instead of having to open the inventory to drop it
edit: very inspired by EFT but still, i think making the player think about weight in terms of movement speed instead of stamina would be a good addition
Oh, are the brakes broken or just useless on the trucks? I do a lot of supply runs in the Ural and the turning circles are kinda crap but it's more the unresponsive brakes that are annoying.
Voice chat is kinda, Hella quiet when driving a car
Can you implement it so if in a car it raises voice volume by an extra 50% or something?
or add whisper / voice / yell
You can use the feedback tracker at
https://feedback.bistudio.com/project/view/66/
It's a direct feedback platform for the devs and you get ever a response and a status.
Conflict in PVE is very enjoyable indeed. Hope to see more AI improvements (russian and resistance factions being able to seize camps, launch counter offensives and such...) for this mode in the future 🙂
I think it's just the A.I. in the area but I would swear the FIA will launch counter attacks. We'll take a base and maybe one to two minutes will pass and at least 4 and up to 8 FIA soldiers will attack as one unit.
I don't think it's actually scripted but honestly giving the FIA some randomised counter attacks could be interesting. Would it get annoying? Very likely if it's happening late game. Getting dunked on by the enemy players plus A.I. would hurt some feelings, mine included.
Yes! Is there any information about it? Will it be added in future updates?
there is no such information atm.
Oh hey PuPu. Thanks for the information
(Feedback) when using the mounted LMG on the jeep, my character began to sink into the jeep and I wasn’t aligned with the LMG anymore so I couldn’t blindfire
YEAH!
ballistics generally could need some rework....
not even cal50 machine guns can fire through thin walled houses.
@mental cloakrly? who made the 3d model?
Mobile HQ giving extended radio range is super cheesy. Walk into enemy main and capture without them being able to see any connecting points on the map. Keep the bug where enemies can see mobile HQ on the map so it's balanced
This will make it useless
Take the radio extender off and make it a team spawn and backpack radios squadmate spawns. Back to being useful without being 🧀
https://feedback.bistudio.com/p/poxokip/
Spam account
Thats some strong winds you got there....
Whenever you get up the higher parts of the map around the highest mountain passes. Both character and terrain start to loose quality. I’ll get a picture of it tomorrow
is this a known issue? https://cdn.discordapp.com/attachments/976263920358682695/984573571286335518/unknown.png A tree underground.
timer starting
Feedback:
The game sometimes freezes for 20-30 seconds. And always at this time from 1:30 a.m. to 2:00 a.m. in Germany, the servers crash or throw everything off the server at the same time
BOOM random server 15 minutes almost to the minute. if they cant figure out what causes a regular 15 minute disconnect they need to refund everyone, 6 servers, 9 sessions in a row, almost all at straight up 15 minutes between disconnects
If I should be a sergeant to spawn a MHQ then only a sergeant should be able to dismantle the thing. It's frustrating when a player will dismantle the MHQ because they don't want to walk two minutes to the objective.
that shouldne be too hard. i know the feeling, i always set one up to take back chotain? (used to be michagan?) because its so important and i literally had just left it when i see it was dismantled and i just lost my shit over the radio. plus i think it should be an Lt or Cpt that does it so its someone late game unless someone really hammers the logistics in the beginning
Human characters struggle to rend after 300-400 metres? Is this known bug?
Official servers are restarted daily, usually at night hours according to its local time.
There is no notification in the game about that restart, so it may seem like you got kicked for no reason or server crashed.
Some problems with rendering of far away characters and their equipment are being solved atm and should be public in one of next patches
https://feedback.bistudio.com/p/masterpoker/
Spam account
on the other hand, have you maybe discussed internally the approach to mitigate the problem with models not blending into surroundings enough at greater distances?
Not a current focus.
It is already a lot better than A3 thanks to distant shadows.
Right, it's a bit better. I've posted an issue on the tracker regarding this some time ago with better description: https://feedback.bistudio.com/T165480
Hopefully you will look into it some time.
I'm just afraid that implementing shader techniques may become difficult at some point of a development, as it lies 'close' to core functionalities of an engine, and I don't know if you already passed this point.
as BI states: it's complex problem covering many potential, smaller issues, they're working on it basically all the time - every update till now was addressing this general disconnecting issue
Xbox patch in 5 days
Lighting is very cool and badass but is also very underwhelming. For example the firepit in the middle of the point should illuminate all of the surrounding area instead of four square meter area. Night is too dark too. Way too dark.
I mean, no, not really
http://res.freestockphotos.biz/pictures/17/17628-campfire-at-night-pv.jpg
I'm not saying it should be the same red hot everywhere. In the game it's pitch dark two meters away from the fire. That is not how fires work.
From my camping trips i would have to say that campfires are quite underwhelming light source, even large bonfires, they only illuminate well for short time shortly after ignition. After that when initial blaze is over, you get that dim light, and you struggle to see anything 3-5 meters away. (Plus you loose your biological night vision because of it and everything seems even darker)
And night darkess depends on moon cycle in game. Full moon summer nights are quite bright and you can see very well. But nights with no moon or heavy overcast are pitch black.
You can try it in game master
Fair point on the firepit losing the light but how about the lanterns. They are the same, they illuminate a small portion around them.
Hmm, never used one, so i cant really say.
In a3 they are quite bright tho. But lets call it modern technology.
Speaking of night and lighting - it is a common effect that we can observe, that clouds are getting illuminated by city lights and things like explosions, lightings, etc., diffusing the light coming from below.
i turn off all the lanterns and fires when i find htem at night, they're nice for ambience but they do nothing but give away positions.
and they are reducing FPS 😄
so kill all the lanterns for smoother gameplay with benefit to everyone!
i never noticed any fps reduction from them myself but hey if it helps others
now, instead of playing around with settings, or buying new hardware I will just be disabling light sources
i just got fed up of getting sniped while reloading my weapons after spawning in because i was back lit by a lantern
can you continue your fight after a restart or will it also restart?
Actually please observe. I think our servers are planned to retain the progress of the scenario between restarts. Not sure if it works atm
i think it does for the bases themselves, everything related to vehicles and people though reset howver.
ok I'll tell you later if that's the case
There really should be lights inside the buildings at the military bases. It's borderline insane running around in there
so when is BI going to post a guide for those who have chronic disconnection issues? like i'm sure they are aware of some issues that are on the player side of things. how else are there people who can play just fine? if this was a core engine netcode issue, no one would be able to play.
if there was something we could do to change it it might matter but there isn't. THere's something about their netcode that DOES treat some people well, and others worse. It was designed and tested in a LAN setting and the realities of being in a WAN have thrown everything out of whack. At least i've learned i have a set time before i get disconnected so i can prepare in advance
I'm having issues downloading mods from the workshop on PC. can't download zbroyar Z10 rifle, AAC honey badger suppressed rifle or better death reactions mods
Try this, disable anti virus temporary, i have avast and it blocked some mods, like Hexcavate from downloading
Ahhh okay never really had an issue with avast, will give it a try. Thanks
I just built a new system (X570S Aorus Pro; 5800X3D; 32 Gb 3600 RAM; 980 Evo Pro MvMe; 6750XT GPU; Windows 10). Granted the GPU isn't the top of the line but it's no slouch either. I can now run Reforger with all settings maxed out (but no rescaling) and get a wopping 42 fps average! Interestingly there's almost no improvement if I set and of the graphics settings lower (apart from down scaling). The GPU global settings are working fine for games like Hell Let Loose where I get 100+ fps on max settings. My conclusion, and feedback, is that Reforger is currently quite poorly optimised. Hopefully it improves with time, but it is in the tradition of Arma games, so has me a little concerned.
thats odd, i have a (relatively) old PC that runs 60+ fps on max
edit: but still i dont even play on max lol, i play on medium-high/high, and my view distance is set to 1500
light switches in buildings would be even better =]
In house light wasn't invented back in the 80s
☝️😂
I was rocking 10 flashlights in coastal Chotain yesterday lol laying them all over the place
would also be awesome if power lines actually worked and destroying power poles cuts the power off.
Looked like a horror film. I got a screenshot I'll share later lol. Being able to lay lit flashlights on the floor may be one of my favorite features
it might be able to achieve that via some scripted/ modded solution
we were talking about the possibility of that in the terrain channel the other day, could make for some interesting scenarios/side-missions.
yeah, mods are nice but id prefer these things in the Vanilla game if possible.
But, did anyone ever notice where power is coming from? So you take out 1 main HV line and island is without power
then the island needs a better power line managment, lol
Island on that Texas Power grid
Ill track the HV line, i have sneaky sus it just ends. And therefore electricity is a lie to begin with
while it is understandable, a lot of these features are best left mission side. one of the advantages of arma games is that you can make anything you want out of them
you mean engine / terrain side
i know. on the other hand, if light switches and working powerlines were already included by default, the mission creator could still deactivate these features if needed.
its better to have basics in the game already than hoping for modders doing everything.
i thought this was the feedback channel for Reforger, not mods.
yeah, if the power network could be mapped as part of the terrain, the mission/scripts could then access them to enable/disable sections of the power-network/sub-stations etc.
it is indeed the right feedback channel, no worries, and could be indeed a nice feature to have, if that would be possible directly at engine level
and can it be mapped that way directly?
unsure, I havent dug into it yet 🙂
on Everon it looks like power comes into a transmission station via submarine cable at Saint-Pierre to power the island.
That makes sense, i thunk theyve just cheaped out and made powerlines go in cirlce
there looks to be the main HV pylon network going to sub-stations feeding LV power lines elsewhere.
My immersion is ruined, and my disappointment is immeasurable
- All transformers have input side unconnected :\
- Cable just lays there on the beach like someone forgotten it.
But thats not the worst of it...
https://steamuserimages-a.akamaihd.net/ugc/1832416274226077875/E56E79D2C54D2B306C5C1F6EC336A01C6F6A8483/
https://steamuserimages-a.akamaihd.net/ugc/1832416274226077723/057C576BE3346FBE56900CF1F2117723EC0795A3/
Underwater cable just ends abruptly like a unlicensed sewage pipe 😦
Curiously enough there is a generic entity named "Powerplant" plopped down in a field by Kermovan. As well as signs in the resource browser implying the future existence of a powerplant.
Most submarine cables are buried up to the first pole or to the converter station when they land ashore, this serves as a land-anchor from the tides or any sea-hazards such as fishing trawlers dragging the cable.
I used to work in that field (on land not submarine), the submarine cable feeding Everon is pretty small in diameter 😅
And not someone running them over with a tractor.... but yeah everon needs a power network rework
Unrelated suggestion: A thing i absolutely loved in SCUM is that door always opened away from you, so you dont get that "Door stuck!" moment... Dunno how viable it is with engine tho.
technically possible? probably yes
realistic? not at all
i know, but as you cant see hinges you never know which way door will open
should see hinges (or should be visible / modeled) considering no doors are filomuro
ill check later, but i havent seen them so far (i can also be blind)
these might not be modeled in (can’t check myself)
https://feedback.bistudio.com/p/ziptogel/
Spam account:(
The ability to use weapons freely while in a vehicle would be cool af.
Also, the ability to duck inside a vehicle when taking fire.
Right now, the first person to leave the vehicle usually win. Like one person can leave their car and unload on four person in another vehicle and win.
If we could use weapons inside a vehicle, that one person will need t outsmart the four instead of bum rushing and winning because they can't do much but get stuck in an animation.
The duck while inside a vehicle is just straight up cool thing to have.
Like you could use the engine to block bullets and reverse out of danger.
I would again ask for the CAR-15 as a standard full auto rifle for the US. It's only fair the US also get a full auto option.
Conflict doesn't have a lot of urban fighting I feel like. Mostly because points are on the outskirt of town.
It would be nice to have some points inside of towns to have more urban combat.
For example Montignac church will be a great spot for in city capture point
The chruch already have sandbage all over the place and is fortified to look like a capture points
Another town will be Meaxu. It's a big town and can be good in urban combat
A group leader should always spawn with a radio on. I believe this will keep the group together and lead to more teamplay.
This mans really loves the word Incompetent
I second this, a lot of towns feel like wasted potential because there's not a whole lot of reason to stick around inside them, moving the capture points inside the towns will definitely change this, plus urban combat +1
Making the checkpoints in the town and allowing soldiers to build blockades or barriers would be sick.
Sounds like they should hire you. You should apply for dev.
I’m sure you’ll do wonders in the company
Gore. yay or nay?
Yay
Get a better PC bro, lights look fine for me on xbox
Time to upgrade your Dell laptop
Sometimes when you kill someone inside a vehicle they pop out which doesn't look good.
Other time they stay inside the vehicle and die which looks much much better.
this should get looked into.
it is weird that we get less content from a game that got released 2013.
If that is a legit question.
Reforger is built completely from scratch from a new engine.
Arma 3 was built ontop of a decade of existing tech and features.

Who do YOU think I am? I'm a moderator doing moderating
If you want to continue criticizing, feel free to do so, but without the insults and name calling
Man I gotta love the degeneracy
One of the main things I'd like to see for Xbox is the lean controls to be reworked so we can actually take advantage of the fluidity it presents, and the hotkey bar should maybe be turned more into a wheel, because the way the hotbar is set up currently isn't very smooth, especially in combat
About the hotbar, it should save what we add to it too.
Right now it reset after death
Even after using a bandage from the hotbar I find I have to go back into inventory and reassign another bandage after
any good roleplay servers i can joun
There isn't any right now except if you join a clan or something
Lol dude calm down man
I actually don't have this problem. It assign by itself.
Oh interesting, must be a bug
This channel right now
!issuewarning 925730705424654386 abusive language, name calling, flaming
Done.
Lothe#1774 now has 4 infractions.
!purgeban 925730705424654386 90d repeated rule violations, troll/spammer
Mods don’t make money
*fires them railguns at @ornate ivy* Ò_Ó
Lothe#1774 now has 5 infractions.
Rip to our fallen soldier
What an interesting fellow
Oh no, he dead. 
He will be forever missed
Heheheh. We had him on the rope for a second. Dude was going mad.
Always brings a tear to my eyes when someone abuses a discord moderator. Brings back some good times 
Got late to work to troll that dudee. Later lads.
Hello guys. Been in the discord for a bit but this my first post. Been playing dayz, and arma for the past 3 years and practically nothing else. Nothing compares. MY feedback is gratitude. THANK YOU BI. Yall done an amazing job and reforger is only a taste 🤤 and finally on console too... Bravo yall. Bravo.
@torn spire transformers, is it true?
That would be map/model maker guys question xD
I like more systemic approach though :)
I noticed in Reforger, similar to DayZ standalone, the picture retains full colour even as the amount of ambient light decreases. This is missing the feature that was present in ARMA 2 and seemed to be to a lesser extent in ARMA 3, where the picture loses colour as you lose the ambient light. If you step outside on a moonlit night, you will see is what happens to human vision.
The full colour even in dimly lit nighttime situations looks odd and unnatural. The colour saturation should be lowered when there is a low amount of light reaching a surface.
Full moon, clear sky, 0000 hours, Reforger: https://i.imgur.com/LW8MxTY.png, https://i.imgur.com/hCkUByO.png
Full moon, clear sky, 0000 hours, ARMA 2: https://i.imgur.com/JUM7CrG.png, https://i.imgur.com/wEtlS21.png
Full moon, clear sky, 0000 hours, ARMA 3: https://i.imgur.com/vElNzQq.png, https://i.imgur.com/b8opEJ8.png
"To the human eye, the sunlit world appears in sparkling colour, but when night falls, colours fade away until, with less than a half moon, we see the world in 50 shades of grey. The reason for this is our duplex retina. In bright light, photopic vision based on three spectral types of cone photoreceptors allows colour vision, whereas in dim light, a single type of rod only allows colour-blind scotopic vision. At intermediate light intensities, both rods and cones contribute to varying degrees to our mesopic vision. When we move from brighter to darker light intensities, colours appear less and less saturated, and the hue as well as the brightness of colours shift considerably making colour perception less reliable in these light conditions."
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5312015/
really good point - have you maybe posted it on a tracker?
was about to 👍
I think the amount of desaturation should be even higher than in arma 2, smth like this: https://i.imgur.com/QwNtPOa.png
@rapid plinth additionally, i also think that the filter should not only desaturate the image as brighter lights on a dark scene in real life feels still vibrant, so the desaturation should only take into account objects/pixels with a certain brightness
as the mentioned effect is gradually stronger as the object become more dimmer
VBS does it quite realistically, but it makes night scenes look very dull (in older versions, at least).
(But maybe you can find some VBS screenshots to demonstrate it)
original ofp had this also
Simply desaturating all colours would not be correct, it must take into account lighting. And not all colours will be affected equally. See: Purkinje shift. In low light, bright reds will appear as very dark. This is not present in ARMA 2. Going super deep into details is maybe not an important development goal.
You can see in ARMA 2 the colours come back when light is applied to them: https://i.imgur.com/OTLOOP4.png
Something like this (Reforger quick photoshop edit) would be a more realistic night vision: https://i.imgur.com/IXjwmCw.png
Or here are a couple of screenshots from DayZ (standalone) in the old engine: https://i.imgur.com/0FpWDsm.jpg, https://i.imgur.com/0AJleQm.jpg
Okay i am blind, Hinges are visible, and doors do open in the direction of the hinge (but dark hinge against dark door frame is hard to spot)
https://steamuserimages-a.akamaihd.net/ugc/1832416274227711917/8747EB5C9AB634893820FBE451A9551060FC97CB/
um...what on earth is hard about identifying those as hinges?
ive worked under nvgs a LOT and the effect of remaining under dim, green light for extended periods on the eye is insane. I've stared up at skies that you would swear had 3x the stars simply because my eyes had super adapted to be black and green. it's nuts what goes on in the eyeball
Not these, but black/brown version of them
SORT SERVER BROWSER BY POPULATION PLEASE 😭
Edit: it’s a nightmare on controller btw. I have to press start, navigate to the filter, click it, that changes it to lowest to highest which is useless, it then highlights the search box, so I have to navigate BACK to the players filter and press it again. Also if you press the filter before it loads it simply goes to lowest to highest or shuffles.
Did anyone report that arsenal saving is a bit buggy. For example binocs slot never saves, and whats in your pants also dont save. Leads to losing radio/compass/map etc
Notable in GM, since conflict dont save loadouts anyways.
binocs self are buggy as well. when you i look around while holding left alt then view will shift away.
just tried my Thrustmaster T150 wheel/pedals with Reforger and it doesnt work correctly.
control settings dont see it at all, so i cant configure it. and ingame when i push the throttle i can only drive in reverse.
brakes dont work, buttons dont work.
the wheel gets recognised and works but has a big deadzone to it.
loading platforms are not meant for vehicles, immersion breaker? https://i.imgur.com/sGG4RxO.png
IMO the 50 cal on humv should pop the tires of a vehicle with one round
AND be able to shoot through the sweet houses built all over the island
I'm guessing it's been said, but 16 players max need to not be the max. I would hope this is a temporary compromise until further optimization and updates.
Feedback:
A friend can't join either. is always kicked directly to the start page. I have this problem too
you are also safe from the grenade launcher in the car, so the car does not get scratched
Cars are basicaly submarines, i can't drown either
So I looked around a bit last night and it seems like most of the bandage boxes in command tents don't sit on the ground properly
Lol yea they didn’t put much effort into placing them
This normally only happens if the game is full or if he has been removed from the game for team killing
was not the case. were only 3 on the map and previously not been banned. was now the 2nd evening where we couldn't gamble
Thank you, we are still considering how to approach this feature.
You guys should really pump the brakes on Marketing while the game is in this state
what is the state?
You can’t go through a match of conflict without disconnecting multiple times + server crashes
I’m completely fine with early access games, but until it’s stable I wouldn’t really be trying to bring more people in. Besides my own personal opinion, it just potentially brings more people into a negative experience for what I think is a good game.
There’s a reason the player count is so abysmal. And it’s not because of the price. It’s because it’s extremely frustrating to try and play the game lol
In conflict you can meta game the enemies objectives by seeing what's built on them before ever getting radio contact with the point
Everyone have different experiences... I had no disconnects since a week. So it's all fine for me, no because there's more improvements needed. So this game is shit, no because the basics and gameplay experience are really good in this early phase.
You have no disconnects while playing PVP Conflict ?
Edit: oh are you playing on the severely capped Xbox servers?
Yeah, I'm playing different modes on Series X and have luckily no problems. But I feel you, everyone should enjoy this game without issues. ✌️
I mean like I said, having issues is ok. I just don’t think there should be a push at all to bring more players in at the moment. I would rather they wait until the disconnect issue is gone so that people’s experience is more based on the gameplay than technical issues.
Unfortunately... the game experience is gorgeous. 😔
They give you all the tools needed to make them 💀
if every feedback and request gets answered with "mods will do it", then good night!
the issue is that a TON of the requests have to do with scenarios which is where the modders SHINE. Almost anything that is conflict related for example is going to be a modder. Just look at conflict enhanced: it's already surpassed the original conflict mode.
that you acknowledge the game has a ton of problems just reinforces my statement.
first priority is getting the game done, then come the mods. that means, stop answering every feedback and request with "mods will do/fix it"
i dont think we DO. Im not sure which comments or feedbacks you're suggesting, but when responses deserve an "mod it" response, then that's what itll get. a good example is i saw someone asking for the FIA to have actual buildings and vehicles. That's literally scenario building ie modding even with the current tools. A feature request for the color to shift to grey at night however is NOT a mod request and for the developers and their shader coders
this is a feedback channel for reforger not for mods.
go away
has anyone else noticed an issue where Reforger crashes when attempting to join a server located on the same network? I am unable to connect with the server's local IP, and if I use the WAN IP I get a crash and Battleye memory error
I am able to successfully join it if my PC is using a VPN, however
im mentioned this a couple times. Can you please allow people on controller to map a push to talk button. or remap anything. Cant communicate with people besides text.
LB hold to speak hold LB and press B to toggle constant communication. Also tapping LB switches between proximity voice and radio coms
niceeee
man it blows how the ai just get stuck on vehs ;/
AI’s are gonna be the downfall of this game. They need to remove AI’s completely maybe for private servers but online servers should be pure PVP and not PVE, it ruins the experience knowing your playing with and againts bots
🧠
Controller mapping/remapping for consoles would be greatly appreciated, there are several controls that don't have activation options. I understand there's not enough combinations to support every action all at once, but I wouldn't mind being able to decide what I will or won't use.
Say what you will, but reforger really did bring new people to arma😂
Conflict would not work without AI. They aren’t there to serve as replacements for players. They serve as additional forces to fight.
From the sounds of it He wants Arma to become this generic FPS shooter like COD... Which is sad... Arma has never really been about PvP on the multiplayer side. Having AI in the servers and in general is one of many key aspects of what made Arma it's own game... So it beats me why he'd want to see the AI gone cause that would make it very boring
I believe, he has no clue what Arma stands for 
Exactly what I was thinking
This might not be entirely correct.
Because this assumes you only see moonlight. Any other light source would change that. My concern is that devs might just slap a desaurated color grading filter on night time and call it done.
Any extra light that is present in the scene would then suffer from that effect. I recall vaguely that in OFP 20 years ago the devs slapped some desaturation on the scene at night and it was not ideal. So I would advice gainst "colorgrading" nighttime colors.
Ghost Recon Breakpoint has VERY realistic night nighting and it retains realistic full colors:
I would recommend leaving the color intensity realistic and full, and just make night darker. Color grading to enhance a mood always leads to a worse result
In the worst case, a careless application of "night = less colors" would lead to the devs adding a desaturation depending on daytime, which would entirely ruin the visual quality of the game.
Reforger is the first arma game where the colors look good in day and night time, so that should be preserved.
BI, please remove or extend the locked Grass Draw Distance option to more than 150 meters. right now this problem leads to very bad gameplay in SP and MP, where hiding becomes useless beyond 150m.
https://youtu.be/UxWMrg5RnSc
Thank you!
we gotta add sitting on chairs and stuff
Couple of things.
-
Can you add a way to filter mods by creators. So I can access all the creation of one user.
-
Automatic mod download/activation/deactivation is a bit wonky and does not always work as intended. Not sure if it was reported before.
For nr2, do you use Avast antivirus by any chance if u play on PC?
Negative @brisk brook
Thanks
walking or sprinting uphill should be a lot slower and depending on the surface sometimes impossible.
also, forests shouldnt be all that easy/fast to walk through when off path. walking through forests should often make more noise too, like twigs and old leaves cracking when stepping and crawling on them.
I disagree on this; the movement is not realistic, but importantly, it's fun, Arma 3 style movement gets real tiresome
it was too easy in Arma3 aswell.
and i have more fun in the OFP/Arma series if its not played like an arcade game.
Soldiers in A3 moved like stone golems. Nothing real about it.
Hwat do you mean?!
I loved a3 controls compared to a2 and even reforger
same 👍
and regarding going uphill inReforger.
right now you can sprint up a hill faster than driving up with a 4x4 😂
Soldier move like a toy soldier. There is not inertia. No grace in the movement. It's like g.i joe toy.
I mean its not QWAP, but sure takes alot of piano fingers to make em move like you want, but i loved it.
a more inviting tutorial would be nice. please put little more life into it.
for example:
AI soldiers doing their thing in the base. soldiers loading a truck or repairing a car. or a group jogging around, etc...
an AI instructor and some comrades doing the same exercises as the player.
some traffic on the streets while driving to the destinations.
similar to the original OFP introduction mission.
i can see this for arma 4, but not for reforger.
Melee damage is so low and most of the times it doesn't deal any damage.
I think a more flushed out medical system would be nice, although I do understand how difficult that would be to map onto a controller, speaking of controllers I think when interacting with your inventory there should be the option to use a cursor rather than a snap system to navigate.
Implement AMD fidelityfx super resolution 2.0 on Xbox so it can run better
its not released yet 🙂
and dlss on pc
btw there are complains of lack of content for reforger planned, however why to complain when we could have a much of focus of devs to be put on the engine and mod tools itself, so content can be created at ease by modders - personally I would like to see sophisticated, well made and above all, optimised engine than any content.
I hope the invis bug is fixed even though it doesnt seem like it looking at the patch notes
Are you talking about the issue which would sometimes happen when one turned their vehicle over, exited it and nobody could see them?
If so, I'm almost certain the fix is a part of 72.
Oh thats really nice cant wait to try the patch
Yes exactly that bug.. so many people intentionally tilting their cars and base camping it was getting out of hand
Please add window breaking capability for melee, it's the only viable use. Obv. Not very high priority stuff
EDIT: correction, please extend range so it actually practically works ;)
You can break windows with melee but it's very tricky. Sometimes it takes a few swings to get it right.
you mean just the glass?
❗ Console/controller huge QOL request.
PLEASE move adjust stance to RB+Left Stick so we can lean and aim❗
Are you trying to tell me it actually works but either I can't get it right or dmg is so low I tried too few times?
It works 100% i always vandalize a house i enter with meelee
But ye, range of meelee is just a hair longer than window depth, so you need to hit it at 90 deg angle
It works theoretically, I have just managed it right now, once with 1/2 panes at a window that had a crate next to it so I could approach it crouching at eye level and get closer than depth of parapet allowed normally
It definitely does not work with most windows in any practical sense 😁
Where there is dedication, there is a way.
Wrecks float in the air, snap to terrain does not help.
Soldier are made of magnets. The second they touch, they get stuck and can't be separated until someone go prone or jumps.
ye like senpai stop getting inside me when im in a firefight
I've got significant stutters after update. It used to be the game stayed smooth but would occasionally completely desync. Now it stutters all the time trying to.keep.up at all cost - it's more jarring and worse for gameplay
i have found a way to replicate mentioned extreme stutters in a user created mission at the exact same point several times by now.
its a hard decrease in perfomance and the framerate goes down and stays at 7 fps until i restart the mission.
Make sure to create a repro mission for us and post it on the feedback tracker, please (assuming you're talking about vanilla game with no mods).
Regarding the "Unknown" on the radio. How am I supposed to know who to mute when someone spam the radio non stop?
Ladders at the ship lift thingy in Sanit-Pierre doesn't work.
Isn’t that how it already works?
Isn’t the no UI change only for enemies?
We talked about this yesterday in #reforger_xbox and I think @reef mortar has written the wrong stick. Yeah currently it's right stick + LB and have to be left stick + LB in the future. So we had the possibility to aim and lean at the same time.
Apparently, it's for everyone who is far from you.
Also, the devs plan is to have it for everyone who isn't in your group.
Are devs not aware of the invisible glitch if you flip a jeep an hop out to quick? It's been a thing since day 1, didn't see it in patch notes today. Figured it would of been fixed updates ago. Now people just abuse it
Not sure how movement would work in the way. It is tricky situation though.
it wasnt even when it was turned over, it would happen after any collision. i got mine stuck in a fence in a hard hit and it happened.
Ah, that’s unnecessary
it makes sense though. The names indicate you know who it is which makes sense that you know your squad mates. when fighting with other squads, all you know is you're hearing a voice on the radio, you don't truly know who it is.
In my last match today, I had someone spam the platoon channel non stop and I had no idea who they were to mute them.
This will cause a problem in the future if a fix isn't found.
now THAT is a good point. ive had to mute a numhber of people on the other team because they started playing music after they captured a radio
Yep or at least have a way to switch off Platoon net. (other than dropping radio)
My idea is that you shouldn't hear the platoon channel unless you are on the freq but that defeat the entire purpose of the platoon channel
Turning off the radio will put you in a big disadvantage too.
Dual channel mode would solve that, so you can change primary and secondary channel (now defaulted to platoon net).
You should always see who it is if it’s your teammates. Same group or not.
what I think should happen is that any player on a side should be able to "reset" the crypto of the radios, or there is a selector switch in addition to frequency for comsec so that on team chat you can go "GO CYPHER 43!!!"
actually having a crypto selector makes the most sense. that way you go from a doze or so frequencies anyone can surf to thousands
armacoin confirmed
So I downloaded mods on the Xbox version now when I load into a single player match on conflict. No weapons appear no regular gear no nothing anyone else having these types of problems
mods are uncharted territory
did today's patch introduce vehicle lag?
Ye, well only for passengers
mods, unless theyre scenarios, need to be added to scenarios first, just because you download a weapon pack for example doesnt mean there will be weapons in a SP scenario if the scenario creator didn't assign them.
the best place to experiment with mods is workbench
Ah okay appreciate that
Wrong stick, my bad ;)
So Workshop Auto-Download on joining a modded server is still broken as it is stuck at 0% for me and won't complete the download even if I let it sit for 10min. Mod size is in my example only 4MB
WORKAROUND: restarting the game and trying again sometimes helps
The server browser is broken for me now. I get stuck at “searching…..” restarting the game fixes it temporarily
Give whoever did the music a cookie. Sound goes pretty unappreciated but when done right it makes the experience so much better. That eerie ambient music gets my spider senses tingling and expecting a shot any second.
Did you yell "TIME!" when it happened?
i was ready to actually. but it was so unexpected (ive had so many sessions that went for 15 minutes flat since the previous patch) that I just blinked and was like "Well...this is how it's going to be"
then i looked at the clock and saw the time and just lost it.
My dc is down a lot. Crashing to the desktop like a mofo though. Although I've been playing on the same server for the entire day.
I will try the PTI servers later which I dc at the most to have a better understanding of how good the update was
Servers kick you out some times but no lag
Yeah I'm getting the same now, I get a message saying 'NO CONNECTION WITH BACK END'
Can't even be enthusiastic about playing while the server errors are always in the back of my mind while playing, wondering when I'll be booted.
Hopefully soon something can be done
For me it only happens if I change filters too fast.
I get the same and with refresh as well
Yeah I don’t refresh either. Try joining just any server. Exit and see how the server browser works then.
Yeah it will just give me no connection error has done that since day one
What anti virus?
Avast
Haven't tried disabling it since the new update
Yeah avast seems to have some issues with the game. But for me refreshing and all that works great (with avast). Only mod download is sometimes blocked by avast ransomeware shield. Specificaly it doesnt like how game handles jpgs/any pics inside the mod.
https://www.youtube.com/watch?v=HHLY13I1YbE
Incredibly strange GPU usage behaviour likely causing unplayable stutering/freezing when doing anything other than standing still
one clarifications:
the usage drops to 0% when alt-tabbing, this is expected, what isnt expected is for it to be using ~80% of the GPU when stationary and 1-2% when moving, recorded on video.
i have that randomly when opening/closing the map. usage goes down and i have like 5-10 fps
is that the 4GB gtx 970 that only had 3.5G of fast memory and 0.5G of slow memory?
most likely, but I dont see that being the issue
remember it's using none of the memory that's potentially the issue,
this also isnt an issue i've had since day 1, it's come up recently and im unsure if it was an update or a settings change
it says it's using 4 GB, which would mean it's using the slow memory, and the game loads things into memory when you move around
oh sorry it's using like 3.3, probably not relevant then, but then again you cant guarantee which place in your physical memory the data goes to
yeah, it probably isnt relevant, something to keep note of
again, this hasn't been the status quo, ive been able to play the game before
would be nice to get input from other 970 owners, just to clear out this issue just in case
is the behavior identical with gfx settings on lowest possible and highest possible?
good question, might go and test this now
you suspecting something causing an issue at lower graphics settings?
I wanna see if you still drop frames like crazy on lowest settings or if it suddenly turns butter smooth
that'd be really counter intuitive, lets try it out
if frame drop disappears on low settings I would point at the memory nonsense, you can also try a different driver version, if none of this changes anything then post the vid with things you tried on the feedback tracker
that video I posted above was done at low settings and a low draw distance @foggy wyvern
god
100% the music sounds like it's straight out of a cold war spy movie, so good
@lyric wedge you got your point buddy. I mean, even though I don't really like the idea of increasing focus zoom, I strongly agree with many points that you are issuing. Visibility problem should not only be solved by lowering the angular size of objects (in this case - by lowering the zoom). Other aspects, that are also harder to address, should be taken into account - eg. how the model actually blends into surroundings. As the scene drastically simplifies over a distance, player-models should be somehow blended into those simplified surroundings. That's why I've proposed to apply some graphical techniques, some shaders on objects, especially players, over a distance. Currently optics are too overpowered compared to naked eye. One solution, to keep the realistic balance compared to naked eye, is to lower the optic zoom (or increase naked eye zoom - as you stated). The second solution for me is to apply graphic techniques to blend the models into surroundings - transparency, blur, dither, or even simply render/not-render dependent on circumstances of target model. Personally, what I would like to see is the second solution being delivered by developers, as the FOV values can be easily modified via modding with tools that we already have - however we could have more immersive techniques around, and have not to apply methods that drift away from real-life counterparts.
Gear clipping is such a mood killer in this game.
That guy on the feedback tracker's idea of reducing the eye zoom while moving is a good one, so that it's truly more of a "focus" ability
While boosting it back up to more realistic A3 levels while stationary
its not really a focus, its just to compensate for a rather bad acuity due to high FOV on a flat screen. i dont wish for even more eyesight reducing effects ,lol
Well plenty of people seem to disagree with my assertion that we just need A3 zoom back completely
So if that idea is for some reason untenable to people, I would be willing to compromise with A3 zoom while stationary and slightly reduced zoom while moving
But it's true that A3's zoom is geometrically correct for typical comfortable viewing distances
I disagree, just because graphical limitations should be compensated somehow, and we are far away from having graphics that could imitate real life environment. That's why I would not recommend having just only 1:1 angular view size replicated in a game engine, without having techniques that compensates visibility problem over a large distance with low fov (high zoom). However I really must agree that optics in the game are OP - so the solutions, from my side, would be as said in previous message.
I'd immodestly say those solutions are good compromise, and still are resolving your issue.
But afaik, as dev stated: it is not in a current scope unfortunately
Hehe scope
But yes there definitely needs to be other improvements to camouflage and stuff if visual acuity is going to be increased
The mods still aren’t showing that they need to be updated until you click on them individually, even after the update that was supposed to fix it.
it doesn't make sense to restrict while walking, but while running/sprinting you can make a case. Because it's common to run in one direction while scanning carefully to sides or even almost directly behind. And in real life if you try running across a field or through a forest while gazing behind, you will very shortly trip and fall or run into a tree (effects of which are worse than running into solid objects in ARMA). But on the other hand instead of reducing zoom, I could also say it makes more sense to restrict the head movement to a momentary glance and then snaps you back to the direction in which you are running. But stuff like temporary zoom, stamina-linked zoom, various zoom restriction is often terrible. Seems many games have an idea that it's an intense focus which gives you super eyesight for a few seconds. Which doesn't make sense. As it represents normal vision, only case it should be restricted is if you wouldn't be able to see properly. However if you restrict while running/sprinting it should be gradual and not full restriction at a light jog. And also I would say it would be restricted more, the more you look away from the direction in which you are moving. If you are looking straight ahead as you sprint perhaps there should be no restriction at all. Overall I think it could be somewhat annoying/janky.
Yes I agree, just trying to offer some alternatives to those that think A3's zoom is somehow unrealistic
People who have never been in a volume with a diameter larger than 300m lol
Vehicles on Xbox as a passenger or even on the outside watching a vehicle is horrible now, jeeps just bounce around. Broken.
hehe thanks 😁
Pressing R while you have a LAW in hand and another in the backpack should drop the one in your hand and get the one in the backpack without the need to go into the inventory.
weapon ballistics/bullet penetration system needs to be more realistic.
cal50 machine guns should be able to penetrate house walls and trees. even assault rifles should be capable to do that.
every single assault rifle should be able to shoot through unprotected soldiers. right now, not even the cal50 can do that.
If you find a case where penetration is not realistic - please report on feedback tracker, can be all cases in one ticket. Current setup may have bugs.
is the ingame report doing the same job?
i already sent other "feedback" of that sort via ingame report
Yes its basically the same
cool, thx for confirmation
Dear BIS team. Many THX to everyone involved in creating Enfusion it's the best thing i've seen since OFP! Sooooo much fun! 😊 🥰 Very well done! 👍
Diagnostic menu is just AAAAAWESOME!!!!!! 😍 😋 🤩 🥰
@lyric wedge @rapid plinth @remote hearth hmm, I guess everything that you are talking about can be done via modding at the current state - as those seem to be just playing around with FOV. I believe it would be easier to create some proof of concept and test out the values.
I've also came up with an idea, that we already have some sort of technique in an engine to play around with the vision, however really limited - DoF effect, which could be also tweaked.
yeah should likely be. haven't checked the scripts
I guess this is where I can praise the soundtrack, it being awesome.
Here's hoping for Organ Works 2022 ;P
Reloading while inventory is full will make the mag or ammo box in your weapon disappear instead of it showing back in your inventory.
You sure it isnt just dropped?
I think the item bar system in Dayz that doesn't emphasize weapons is very good. The shortcut keys like compass are very convenient, but other container operations are difficult to use,Can you keep the magazine and bullet management
I checked.
Please fix ADS behavior on controller. Since ADS trigger is also the same as eye zoom, it makes things weird. When ADS’ing, it will attempt to zoom first then ADS. You cannot simply ADS like with the click of a mouse.
That's strange, usually it's the other way around. If you overload those controls on PC it instead adds a delay to the zoom while it waits to see whether you're trying to ADS first, rather than first trying to zoom first and then ADS
Ak-74(with and without GL) and SVD have no audible gunshot after being picked up from weapon rack until weapon is holstered and re equipped
My honest opinion the "Unknown" that now shows up for radio chatter looks kind of silly and out of place.
The prominent static that's over the voice of radio communication and just showing the frequency of the comms would look better/cleaner.
Head clip through the Panamka
*refine, not change. It glitches out occasionally but when it works:
- hold trigger partially pressed for zoom without ADS
- hold trigger fully pressed to ADS with full zoom - usually the best way to aim at arma distances
- briefly press trigger fully to toggle ADS without zoom, for example for CQB
This allows for cool nuanced moves like scanning zoomed in without ADS, then press fully to go ADS when you have a target
I said fix , because it’s broken. Full press left trigger causes a zoom in then zoom out then ADS. It’s weird and jarring.
Not for me it doesn't. Bug specific to your config, sorry to hear. But occasionally I get others, like ADS not working at all 1/20 games, still very much work in progress
XBox/PC?
Known issue, but its only Single player conflict if I remember correctly
Crash to Desktop when downloading mods, and disconnect VPN.
no, we also had problems with the weapons. couldn't see through the visor. they had to be discarded and picked up again
FEEDBACK TIME!
https://youtu.be/GJSlvGTxXpM
FIX THIS!
You can fix it on PC by yourself if you edit chimeraUserInput.conf, use InputFilterClick and add some Click Duration.
since first or second update i cannot join any server(modded, vanilla, official, empty or not), i got instant disconnection msg and always with group=1 reason=2 (fu RplError.CONNECTION_FAILURE).
even tho it worked before, i have good connection speed (2ms&700+ mbps) tried with or without vpn, if some BI/network guy want a real user test case to debug this plz contact me
do you have a proper example of the full command line entry and how it's used? i don't see InputFilterClick in my unserinput file
is there a guide on all available command entries for the .chimeraUserInput.conf file?
Most of my to desktop crashes happen immediately after I die and are sent to the deployment screen
Probably been stated before but the AI are very deadly now since the most recent update. Of course they should be challenging, but it's an artificial challenge when the AI is a Crack shot from 200m with iron sights and walking.
We need WW2 assets in Arma Reforger!
I'm sure mods will come in the workshop
every keybind is in ArmaReforger/Configs/System/chimeraInputCommon.conf
The game is good however is mostly crashes when i take control of a ai unit on the Opfor side.
The btr will desync to everyone if you shoot before the reload animation is done
y e s i r
Planes that need to be added. -USSR (SU25 Su-24 Tu-22M MiG-21 MiG-23)
idk about planes but it’s confirmed we are getting helicopters but we are not getting tanks @pulsar berry
No tanks in reforger is biggest bs that had grown in that community
If BI won’t do it modders will at some point 
No working AI is bigger issue imo
Low FPS while on deployment screen.
when hitting refresh on server browser servers never load
Xbox servers need to be more stable
There's a group of enemies somewhere on the hill above military base Levie that only seem to spawn in when you actually look at the base. I spent 10 minutes running around there looking specifically for them because I know they're supposed to be there, nothing. As soon as I stop and look at the base with binoculars, they seemingly just appear, behind me, shooting