#Building destruction

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valid lava
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Feedback related to building destruction, pictures (ideally with recognizable location) of buildings with some visual issues etc

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If you are posting something broken, if you are willing to spend the extra time please check if someone didnt post it before ya 😁 Thanks a lot guys!

cursive tartan
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the binary destruction system just looks too "artificial", are there any plans to expand it so that the destruction progresses in pieces? like first roof goes byebye then walls, etc.

vagrant orchid
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The military garage ruble in military base levie has an extra wall (marked in red) that looks out of place.

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house in levie and laruns leaves floating heaters, garbage and antenna after destruction.

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same house in tyrone and saint philiipe

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The tower in the airfield has the same issue with the heater.

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These two sheds in the airfield are indestructible.

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Villa ruble in saint phillipe is underwhelming.

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All type of sheds seems to have the same type of brick ruble even though they are entirely made out of wood.

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This doorstep stair in saint phillipe

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barns in montignac leave furniture and a dark black shadow after they are destroyed.

light dagger
vagrant orchid
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Another example of long barn ruble and the dark shadow left behind.

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The hay barn in 'farm' east of meaux has this light remain after destruction.

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short barn in 'farm' west of chotain. furniture remains after destruction, the dark shadow is there too.

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In general, buildings seem to be extremely fragile. driving a jeep into a building fast enough will cause it to collapse.
a single mine will wipe out multiple buildings.
a helicopter can destroy an entire street with a single rocket run.

light dagger
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I do like how much and long the smoke particles last after a building has gone down, but I would recommend increasing the amount of smoke and dust when the building is about to collapse to hide the "sliding into the ground" animation more.

cyan steeple
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Buildings that get destroyed do not destroy vehicles parked in them. They take 0 damage and are completely fine.

valid lava
valid lava
light dagger
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or maybe just add a very quick but thick blast of big smoke puffs for a second or so

nocturne abyss
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It would be cool to make it so different parts of some buildings are separately destructible. ex: A living room wall being blown off from an rpg rocket, or entering a room by blowing down a door with c4, or even driving a vehicle through a wall.

proud pike
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I agree with some other comments: I feel like buildings get destroyed too easily right now. I wouldn't expect the explosives in the game now to take down multiple nearby buildings in one blast from the middle of the street.

safe isle
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otoh i expect heavy weapon fire from vehicles to do damage (doesnt seem to do anything, does it?)

sturdy harness
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I do want to be somewhat demanding with building destruction, because at the moment, arma 3 level destruction isnt exactly impressive

safe isle
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thats polite 😅

night swallow
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Having some more rubble-y sounding character movement would go a long way I think. Sounds of broken tiles, bits of wood, glass, etc when traversing rubble. 🙂

nocturne abyss
nocturne abyss
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I also feel that tents and other base structures should be able to be destroyed to some point, as well as being able to be repaired/rebuilt (like the supply depot and fuel supply stations).

vagrant orchid
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After more testing, I arrived at the same conclusion. be it trees or buildings, the environment is too fragile. every rocket and shell feel like a 1-ton bomb.

floral sleet
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Servers will be able to disable destruction right?

steel moth
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Also concurring that buildings are definitely on the "too fragile" side.

sturdy harness
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Definitely

nimble path
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so likely they'll get a buff

sturdy harness
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yeah, i heard it was for testing

valid lava
rain tangle
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sorry for the laggy recording

bronze bane
sturdy harness
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I’m pretty sure that was the purpose

gritty turret
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Could we get all destroyed prefabs in the world editor, only finding 2 atm

sturdy harness
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I want to destroy individual walls 😭

urban hatch
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hopefully we at least get something in between prefect condition and a pile of rubble like what we see here on arland

nocturne abyss
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Some sort of dynamic destruction would be amazing!

lament crest
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House_Prefab_2I01_V1 (Examples from St. Pierre and St. Phillipe)

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CowShed_E_01_long (Example from Farm outside St. Phillipe)

burnt flare
nocturne abyss
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so like each of those parts will be separately destroyable?!?

burnt flare
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yea all parts like roofs walls & floors

nocturne abyss
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yeah!

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I really hope they go through with that.

split needle
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On the roadmap at least, they went with simple ones like this one. So probably Arma 4

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Or maybe they'll surprise us

nocturne abyss
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Yeah, I wouldn't expect them to implement a fully dynamic destruction system anytime soon.

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But I do think they should work on what happens to prefabs after being destroyed, parts such as fences and trees disappearing seems weird.

wary pond
glass roost
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If the light isn't part of the building how do you fix it? Do you add it to the building?

glass roost
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I was looking forward to destroying the power station so I shot 4 rockets at it. It sank and turned into this. 2 were enough to destroy the furniture factory. The slide by pinewood lake has a really nice destruction effect though. I know the destruction is supposed to be simple but this is too simple.

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We are not using nukes.

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I remember seeing the model for a partially destructed church a while ago.

glass roost
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But if the buildings weren't created specifically for this, it wont work. I would be happy with a partial destruction model. Imagine you are sniping in one of these huge buildings and your spotter sneezes.

nocturne abyss
wanton crown
split needle
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I noticed trees and fences/walls disappear for a bit before replaced with destroyed version + animation.

final lily
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I just want good destruction for Arma 4

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Reforger is an experiment

nocturne abyss
nocturne abyss
# wanton crown

Makes sense, as long as they add it at some point (being arma 4).

glass roost
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Well I'm not very happy with the destruction system, and I expect better.

nocturne abyss
glass roost
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No. The current system works ok for small 1 story buildings but for the large structures idk. They can make it better if they want because they are not ordinary devs, they are Arma devs.

sly seal
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well apparently we need to get everything working on consoles first before we see building destruction tech in 2027 or whatever, but atleast with all the destructible props and building enviroment things along with the new tree and building "destruction" its somewhat on par with arma 3 now CatThumbsUp - hopefully modders once 1.3 is out can make more modular building prefabs that can allow us to blow down seperate sections of buildings

turbid vapor
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Building destruction is a cheaper copy of arma3 system.
Where destroyed building spawns its destroyed model (rubble)
Sinks into the ground
And uses smoke to hide it

Arma3 also had destruction stages before building collapsed, reforger lacks that tho.

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also arma3 does the hiding part better for larger buildings. Note for example is church, you can clearly see it spawn stuff under and slowly sink

floral sleet
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simple and better than current one

turbid vapor
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In soviet russia, building collapses you.

proud star
vocal kindle
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I would also destroy the base buildings and tents in conflict mode. The destroyed version of these should have reduced capabilities. They could also be repaired with the supplies or with the repair truck restoring fully their features

urban hatch
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Great idea but if they give us that before we get the free base building it would mean u could super easily cutoff the enemy’s signal from most of the map with like 10 mortar rounds

nocturne abyss
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Plus you can already do that with the large two story buildings in many of the bases.

vocal kindle
# urban hatch Great idea but if they give us that before we get the free base building it woul...

I agree and i hope free building comes soon. Also i would totally freebuild antenna objects on the map. A mechanic similar to mhq but short range, without respawns and maybe time dependent on fuel for the generators. When freebuild is implemented, following the trail of antennas could lead you to a base. At that point destroyable big antennas (regina, entre deux etc.) They would be important in the first fase of the battle but by the time the enemy has mortars and heli, you should have a backup for those.

nocturne abyss
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This light on the lighthouse just southwest of Wick Point (Arland) doesn't get destroyed.

cursive tartan
vocal kindle
# cursive tartan ok, but to be fair it needed to be removed from the map, so you need intel to kn...

Oh for sure. Thing is I wouldn't consider the bases as objectives per se, but tools for getting coverage of the real objectives: towns, ports, supply depots, roads, electric grid.. of course capturing instead of destroying them would help moving the frontline, but that is one of the strategic choices to make. example: there are two fob around Montignac, but one of them is in firing range from entre-deux, currently in the hands of the enemy. What would you do?

cursive tartan
# vocal kindle Oh for sure. Thing is I wouldn't consider the bases as objectives per se, but to...

what would i do ? simple ! i would make loadout worth 890 suplies and push without radio just to die in 1 min ! 😄 but joke aside, of course crippling the enemies capability to spawn there or spawn any vehicles there, but also mortars should get a really well thought out balance, i dont want the same thing happens when they introduced helis for the first time, all players wanted to "fly" it even though they had no idea how to fly, and the same with mortars which shooting few rounds can be more pain in the a$$ than heavy loadout spawn players, its dry base supplies in no time

topaz silo
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I haven't read the entire thread, so forgive me if this has already been mentioned: from a continuity standpoint, since the roof is the last thing to collapse into the ground, I would expect the rubble to be primarily made up of destroyed roof materials. What we have now appears to be the building foundation/walls instead.

glass roost
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Tbh I would rather not have building destruction than have this. It makes the game play worse. Most of the bases where you could fight become rubble, and I kind of liked some indoors fighting. Morton becomes extremely frustrating to defend. Partial destruction would have been better.

woeful bane
placid berry
nimble path
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It's also worth remembering the houses are likely going to go through changes to make them beefier since a single mind shouldn't level a city block

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And that's not even considering mods changing them even further

fossil linden
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Not sure where to put this but this seems like a some what related place, I discovered that dropping a weapon on sandbag emplacements and the conflict arsenals causes them to be destroyed. This was in stable, I am unsure if this was a known issue and is fixed in experimental.

hexed garnet
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Current state of structure destruction is too much. There needs to be some part of the structure that still remains standing and there also needs to be some debris surrounding damaged structures because as of right now everything looks too clean.

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Example of necessary details show in the photo, dirty ground, debris not just inside the structure but also surrounding the outside, stuff like that

stoic oriole
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First, it would be incredibly useful for Game Masters to have the ability to toggle building destruction on or off and even adjust the rate at which buildings take damage. This would provide greater control over gameplay dynamics, allowing for more immersive and adaptable scenarios.

Additionally, Game Masters should have the ability to rebuild destroyed buildings, providing a way to restore structures during or after gameplay events.

For the construction truck, it would be beneficial to add features such as the ability to:

  1. Rebuild damaged or destroyed buildings.
  2. Fortify structures to enhance their durability.
  3. Use snap compositions to quickly and efficiently construct or enhance buildings.

Finally, incorporating compositions for destroyed buildings would be an excellent addition. These could involve either modular buildable objects or larger prefab structures, enabling players to convert or restore buildings in a streamlined and visually cohesive way. This system would not only improve gameplay flow but also enhance the creative possibilities for both players and Game Masters.

nocturne abyss
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And would work great when they later add the ability to build bases anywhere on the map.

placid berry
nocturne abyss
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I've said this before, but if they add something like that (🤞) I think they should also make it so individual parts of buildings can be blown up, ex: an RPG rocket exposing a squad posted up in a bathroom.

placid berry
nocturne abyss
placid berry
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considering how much the reforger devs have managed to do with a much smaller team I am expecting BIG stuff from A4 devs

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the only thing limiting A4 development should be hardware, the rest should go above and beyond

nimble path
sturdy harness
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Yeah, I have no doubt that they will go for more advanced systems

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These BI devs are built different

proud lantern
nocturne abyss
proud lantern
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Yeah, partial destruction would be great

nocturne abyss
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There are also many non-brick buildings, such as the concrete ones, which probably have a rebar frame inside.

proud lantern
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Truck exploding demolished 3 buildings around it, seems exaggerated

vocal kindle
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BRIDGES?
at least the wooden ones..

safe isle
night swallow
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Would be good if it worked like Company Of Heroes or Gate Of Hell where its repaired with metalwork rather than just returning it to the original bridge.

Could do it with a construction truck?

vocal kindle
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Imagine going full speed on main road not realizing until it's too late..
Imagine setting ambushes or mines on the sides.
GM in arma 3 has something in that regard.
Construction truck could definitely be an invaluable asset in this circumstance.

glass roost
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Here you can see the sort of visual glitches caused by building destruction (Coastal base Chotain). You can also get stuck in the geometry of the rubble piles. The system doesn't work well and is inferior to what they had in Arma 2. The collapse of buildings and structures also buries any base composition in its proximity. Please ditch this and do a partial destruction system instead?

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There are quite a few destroyable objects in the game that are done very well.

night swallow
# glass roost Here you can see the sort of visual glitches caused by building destruction (Coa...

ARMA 2 though didnt have anywhere near the quality of interiors and furnishing that Reforger has. Nor the expectations for performance and networking expected these days which for networking, the game is still having problems with.

Also it was only Arrowhead's buildings that had the partial destruction system, none of Chernarus' buildings had it if Im not mistaken. Reforger has a LOT more building variety which makes for a lot of work for a small team to achieve the same level of destructibility for all buildings. I also wish for the partial or at least corner destruction system that Takistan's buildings had, and I think Bohemia has plans too, but Im not sure its a realistic expectation to see it anytime soon or et all in Reforger.

I still remember when desync occurred with building destruction in ARMA 2, and two players could see the same building in a different state.

vocal kindle
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that is what a new game engine is for, one would hope that it would be more capable.. i'm no expert but i guess this is a matter of time spent in modeling and coding

vagrant orchid
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reforger has like 10 buildings

glass roost
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We are not using GBU's or 155mm arty and even then, the level of destruction has a negative effect on the gameplay. Without any cover or concealment defending some bases is impossible.

night swallow
night swallow
polar plinth
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Pretty sure it was said on AMA that destruction won't have any changes in AR besides some small tweaking

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I mean the advanced destruction system is pretty much what you all are talking about

glass roost
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A2's Arrowhead used a workaround. What I dislike about the damage system in Reforger is that it feels half assed compared to the rest of it. Damage systems are just as important as physics, ballistics and all other aspects that make the game feel more realistic. Its one area that has not improved at all. Partial destruction will require more art work but the principle is similar. To replace a full building with a destroyed one. Until we have proper destroyable buildings this would be the best option. The current system sucks.

polar plinth
wanton crown
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I was at least hoping that they would use similar technique for building destruction as they use for walls/fences and trees (at least I think thats the same technique). prefab is still replaced but instead of wall sinking into the ground it breaks into many piece. So I hope that maybe they can still make the building at least crumble and not just sink into the terrain...

glass roost
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The best solution would be to animate the collapse of the roof, and do partial destruction to wall sections.

nocturne abyss
placid berry
forest warren
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Also a potential solution to the problem of having no cover with the wreckages would be having randomized debris spawns, with different wreckage models, which can have certain corners/walls still standing in a destroyed state to maintain some cover for people moving through a city. Would also serve to randomize the destruction so it doesn't all look the same.

pastel pilot
pastel pilot
nocturne abyss
rain tangle
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The stop sign + the stool + razor wires can't be destroyed

split needle
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Extra work and limited timeline. Like more animation per segment or level of destruction. Then there's debugging, make sure the game didn't crash, correct segment is destroyed etc etc.

sturdy harness
nocturne abyss
nocturne abyss
# pastel pilot Why tho?

Extra detail is always funnier (and realistic), and a dynamic destruction system adds many more tactics and strategies to playing, ex: blowwing a wall off with c4/a rocket to expose and clear a room.

placid berry
nocturne abyss
placid berry
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and hopefully wall segments will contribute to an overall building structure stability

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enemy squad up 5 storeys and cant be bothered cearing or walking up stairs, thats fine, remove floor 1 and the rest will come down with it

urban hatch
placid berry
sturdy harness
vagrant orchid
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If they ever develop the tech that can allow them to do that type of destruction, I sure hope they don't go the battlefield route where a single rpg can bring down the facade four floors.

glass roost
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Tower Regina blown up, making it impossible for us to switch the relay, but being there for the GM. The towers need some figuring up to do.

valid lava
stoic oriole
cursive tartan
glass roost
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@valid lava Can't you implement the partial destroyed version that was already made? Someone posted a picture a while ago and it looked really good. The tower would break, but there would still be enough of it to do what its supposed to do.

zinc timber
glass roost
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1.3.0.102 When the power station is destroyed nothing is left.

proud lantern
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Radio tower was destroyed but the light is still there

glass roost
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There is a bug in .125 where some buildings will appear destroyed for some players and intact to others. This is one of the barracks buildings in Coastal base Chotain. The other player was seeing me "wall hack".

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Some floating lights remain after some buildings are destroyed.

burnt flare
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2 wall hackers XD

glass roost
# burnt flare 2 wall hackers XD

I think you joined after we did, or weren't around when the building was destroyed. This a big one if it affects more buildings.

glass roost
placid berry
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Fingers crossed it is fixed on stable update, please

glass roost
fresh aspen
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Wick Point Lighthouse (Arland) leaves behind a floating streetlight

vast jungle
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Can we see bridges being destructible? I think having the opportunity to take out bridges would really play a huge role in logistics. Correct me if they already are.

fallen orbit
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Gon be honest probably the most disappointing destruction I’ve seen. I know that it’s simple for performance but surely you can do better than this like battlefield did it so much better like 10 years ago and it didn’t destroy performance

split needle
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I don't think it's just because of performance, but timeline and priorities.

fallen orbit
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Yeah maybe they could be focused on other things I guess I love the game but it was just disappointing to get as simple as it is

vast jungle
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I wonder if we can mod it to be "better"

night swallow
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Because Battlefield doesnt simulate half of what ARMA does. Frostbyte was also purpose built to allow such high fidelity destruction.

Just because something was done 10 years ago doesnt mean anything. Visual fidelity had increased so much now, its even more demanding.

Unfortunately a game cant do everything.

night swallow
vast jungle
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I'm honestly fine with the current destruction system, is it a little immersion breaking? Sure. But Reforger has had a lot of other immersion breaking things that this actually adds to the immersion a lot

night swallow
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Partial destruction would be great, but I think it'd rule out 128 player stability entirely unless some clever new ways were devised.

And I'd wager a lot of money that if it was done but for example the chunks despawned after for performance and networking syncing reasons, people would complain to no end.

fresh aspen
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Arland Airpot Control Tower has no collision on the staircase after the building has been destroyed

stoic oriole
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The only thing I would suggest, is possibly a way to show the destruction level of a building through its texture. For example have cracks start to appear in the texture and have it being overlaid texture or something and once it's about to collapse have it where it's crack texture is to the point where it looks like it's about to just fall in on itself.

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This would help people that are using it for shelter to know whether or not it's time to boot it

forest breach
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Change fueltank destruction particles to Explosion_Fuel.

low niche
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should also leave fire burning for a while

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i think that sandbags are WAY TOO WEAK vs explosives, they really should have alot more damage resistance against explosive blast

glass roost
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Fences and greenhouses just disappear now when broken. 🫡

rugged fulcrum
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@ destruction DEVS

it would be better if the building collapses have more states then just 2.
4 states would bring more fun and realism parts of the buildings should broke away like walls, edges or parts of the roof.

if i am in the building and want to set up a firing position - i should be able to just broke the wall with explosive charge or so - the battlefield would have a big new dimension and possibilities!

Like in Arma 3 but much better and with a new dimension - that would be cool! :)

placid berry
rugged fulcrum
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@placid berry on what is your coment based? you are a dev from BI or you just guessing?? :)

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but it is sad to read if true...^^

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why stoping developing great things and past it to the future? maybe A4 will never come or if its so you already had build it - better build it now then in 5 years.. :) <3

polar plinth
polar plinth
rugged fulcrum
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sounds not like a valid source to me - guessing blabla is nothing i count on ^^ :D

polar plinth
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What

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This enough "valid source" =

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?

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@rugged fulcrum

rugged fulcrum
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jeah of course, thx a lot Dude!! <3 :)

polar plinth
rugged fulcrum
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but sad to read :( :D
this is really sad,
if they build it now they dont have to build it twice..
and if they are build it now they could build in A4 other deep or advanced stuff.. :( 😔

split needle
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They are building it in A4. It's just won't make it to Reforger

glass roost
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This glue is so stronk it keeps the posters glued to air meowhuh !!

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The lights remain floating!

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The power lines are a bit stiff.

unborn ginkgo
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The “popcorn” effect of rubble flying out of the building as it falls needs to be removed. It’s a terrible effect that’s honestly laughable and immersion breaking

hidden kelp
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When a building collapse, everything is just flat. Makes infantry fights pretty lame with no cover. There should be some small walls and rubble left, for cover.

nocturne abyss
valid lava
unborn ginkgo
hidden kelp
rain tangle
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If we get DLSS or FSR, it won't be a problem

valid lava
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Just my personal opinion but I think that optimizing games around DLSS is very bad habit and it shouldnt be done that way xD

final lily
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But is useful

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so yeah game should be optimised alone and DLSS should be a plus only