#Experimental Playtest - August 1, 2025

1 messages · Page 1 of 1 (latest)

drowsy dragon
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Hello, everyone! Your input and feedback are invaluable to us as we continue to improve and refine the game.

During and after the playtest, we kindly request that you take a moment to share your feedback and report any issues you encounter. Your observations can help us identify areas for improvement and make necessary adjustments.

Server:

  • Conflict HQ Commander Everon - 2751001 (EU-FFM)
  • Conflict HQ Commander Everon - 2751002 (US-NY)

Feedback to Report:

  • Issues you encounter.
  • General thoughts and opinions on the features in experimental.
  • Suggestions for improvement on features in experimental.

Bug Reports ⬇️

https://reforger.armaplatform.com/feedback

https://discord.gg/arma?event=1400840906248159233

cobalt river
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crashing when joining server (2 times)

p.s. before never did

sterile bramble
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Same, finally joined though

flint cliff
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+3 for me, I try again as this will be my 3rd Attempt
Update: fixed on the 3rd Attempted like everyone above

finite trout
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Pretty cool. I'll have to miss it sadly. Is there anyone that's streaming this right now?

cobalt river
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server lagging aswell and that not was yesterday...

serene socket
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Hi everyone,

I wanted to share my first impressions of the experimental build after some testing. Here’s my experience so far:

Technical Issues Encountered:
Connection Problems: Multiple attempts needed to join the server (3 game crashes with no error message).

Vehicle Physics: At high speed, vehicles tended to teleport, making driving difficult.

Combat/Desync: Unloaded several magazines into an enemy with no hit registration.

Interaction Bug: Could not open doors (tried "F" key multiple times).

Performance: Average FPS around 30, with frequent packet loss.

Positive Notes:
The core gameplay improvements feel great!

New additions are very promising – excited to see where this goes.

Appreciate the team’s hard work!

Looking forward to future updates and fixes. Keep up the good work!

tired jacinth
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I've only been able to place one AP mine or explosive charge at a time. Whilst one is placed I cannot assign them to keybinds or even drop them out of my inventory. Setting them off is the only way to be able to equip another in my hand or drop them again.

shadow gale
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Probably going to edit this message as I play, but just wanted to start off with some issues and feedback I've noted so far.

  • Confusion with Harbors:
    A lot of players are under the impression that harbors are FOBs as opposed to capturable supply points. Part of this is likely due to the UI indicator displaying utilities despite not being able to construct building there.

  • Objective Markers:
    There is currently an occasional issue where objective markers will cover a base's icon fully, making it so you can't see base information. This is more of an unintended UI issue with overlapping markers.

  • Duplicate Base Names:
    In one case several bases would be given the same code name, leading to there being multiple "Alabama's" on the US side. This is likely linked to Alabama being the first state in alphabetical order, though what caused it I'm unsure.

  • Demolition Block Issue:
    After placing down a 'M112 Demolition Block', the next demo blocks would get stuck in the inventory. This prevented them from being placed, dropped, or assigned to hotbar slots. Could be fixed by dropping the backpack they were in, but not consistently. Found when using the default 'Engineer' kit.

  • Conflict MOB Spawns:
    Something I've noticed with some of the MOB spawn locations is that they're really close to the frontlines. While I don't think MOBs should be an area of invulnerability, they do feel exceptionally exposed in some starting locations, namely the US spawn East of Morton on the peninsula. Moving them back would help relieve some of the pressure around the "home" area.

tired jacinth
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Getting hit by a hand flare probably shouldn't always be lethal but instead injure you

warm nova
warm nova
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Here's my feedback on the update overall:

Pros:

  • New content like the AP mines, Rocket overhaul, Uniforms, etc... have all been great. (Never will say no to more cosmetics)
  • Bush effects look great client side, hope they get fixed soon!
    (also idk how hard it would be but it would be sick if the Devs could apply this effect to vegetation near rotor blades)
  • Establishing bases and sandbags have been very good.
  • Absolutely **love **the 1x view on the LAV
  • Squad updates can go both ways, I love that it give more people specific things to do, but I don't like how some customization is limited.
  • I think the idea of a Commander is great and helps keep the game organized, but I also think squad leads should have some more power.

Cons:

  • Film grain. I know it helps to prevent gamma boosting, but the way its currently implemented looks really bad. When attacking a point at night **literally **everyone in my squad and the other squad with us was complaining about the film grain. Not only does it look unrealistic, but it makes things harder to see then before (I enjoy darker nights so I used to lower my brightness, but now the film grain makes it just 3-5 shades of gray/black).
  • Some squad types being limited to less people, can't get everyone into the same squad.
  • I feel squad leads should be able to create and assign their own objectives for their squad only, in the case of a bad/ai commander, some objectives may not be created.
  • New UIs/Interfaces. I think some of the new interfaces are a bit weird, mainly the gear selector in vehicles having giant characters that are way too large (some other interfaces have larger sections but don't stand out as much). I also think the old rank UI was fine, but I'm sure I'll get used to this new one.
  • Loud sound when driving trucks? I don't know if this is supposed to happen but when driving at high speeds in the trucks the engine makes a really loud sound, sorta like tinfoil being scraped and crumpled around a mic.
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  • Arland having only 1 main capture point just feels wrong. I'd rather not have to constantly worry about the timer getting too low. It also takes away the slow and strategic pace since you have to take the point every 20 minutes.

Overall this update has been really good, and I'm very excited to play even more!
I know it seems most of my feedback is about the negatives, but if I talked about all the good stuff I would end up writing an essay 😅.

Great gob development team!!!

sweet grotto
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my main issue with the new grain is that it's too uniform, making it look a bit fake
i'm a big fan of the newfound squad/team cohesion
the new commander mode is fun and relatively well laid out, but some things like sending out AI supplies feels a bit janky still.
i also feel that a commander should be able to place people in different squads or be able to merge squads together to be able to streamline things for the team.
either that or give squad leads the ability to move people to different squadrons with both squad leaders consent.

sweet grotto
# warm nova Yeah, the film grain is painful.

i don't take issue to the film grain itself, since it's necessary to combat cheating and that's kind of what your eyes do in complete darkness anyway, it just needs some fine tuning which is what experimental is for anyway

warm nova
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Yeah thats what I mean, the current implimentation is painful.

sterile bramble
warm nova
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Indeed, my monitor might just be screwing me over. If I slowly turn down my brightness and/gamma the point where the film grain doesn’t bother me is when everything including lights and the sky are barely visible.

vernal pumice
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First things first – I really like the direction the squad system is heading.
However, I’d love to see a system where higher-ranking squad leaders can customize, or even create, entirely new squads — allowing the squad lead to decide which roles are available to their squad members and, more granularly, what loadouts they can use.

I’d also suggest introducing an XP penalty for dying, so that each life carries more weight for the individual. This could help prevent players from reaching very high ranks too quickly later in a session.

Of course, this would need some balancing. For example, players who enjoy specific roles like piloting helicopters might struggle early on.
Maybe it would help if especially pricey equipment and vehicles cost XP in addition to supplies — making them a high-risk, high-reward "investment".
I believe that’s how it’s handled on some WCS servers.

What do you guys think about this?

buoyant violet
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i didnt know there was a filter until i slightly changed the gamma to a higher one. apparently it only bothers those who have the gamma set incorrectly or have set higher values themselves to see better at night

warm nova
warm nova
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The Medical kit apears to be empty.

buoyant violet