#Experimental playtest feedback 8-8-2025
1 messages Β· Page 1 of 1 (latest)
Feedback:
- Lowered the recoil on the AK, new name tags, AI accuracy dropped again. KO time reduced. Dam/acc from bots dropped considerably. Disliking the changes to create BF7/arcade poop
- Visual now cluttered with nametags (which gets in the way of spotting bad guys, and provides no value on a public server at medium range, short of avoiding teamkills, but this is newbie and perhaps squad pandering at the expense of what makes ARMA, ARMA)
- Could limit the long distance tags/names to squad if that is the reasoning, or perhaps a realism setting
- Map squads is hella cluttered with text now, symbolism would be better then (xxxxxxxxx xxxxxxx)
- Flare launched, with no flare. Sounds only
- Noise filter at night, is meh
- Like the new radio/platoon look
- Weapon damage from AK increased? Or at least the rounds are hitting better
- FPS lag drops are something. Overall FPS is down 25 fps from 60 fps on 4k ultra
- New squad system is looking clunky and unpolished, but will need more playtime to see how it rolls out. Changes how we deal with MHQ's and radio spawns now
- Bug/Feature where you need to hit enter to accept changes on squad creation still exists
- Players are even more winded. Now at the chronic smoker, can't sprint more then 4 seconds level of gameplay - not great for a walking simulators gameplay
- Bug. If I sprint away holding a F action playing Piano, it continues. Code to stop, which seems to be dependent on checking visual connection gets busted. Haven't tested on radio relay yet
- UI menu against light surfaces is high contrast? doesn't look great. Nicer looking against dark surfaces now. I think you reduced the background darken effect?
- New bunker is coooool π Perhaps not let the ladder block escape/require you to "vault over it". 99% of people are going to jump down
- PKM MG jeep recoil is now zero?
- Will have to check if that is the same.
- Vehicle started with Hazard lights on?
- AT/AP mines now can be blown with grenades - good change
Well that stress test was hot garbage. Fps was just slowly going down from like 100 to 15 and lag was bad. Supplys took a few seconds to register, building stuff took a few seconds to register that you finished building. Typing in chat took a second. And after trying to leave and come back to fix the fps. I got stuck in the bug where game crashes as soon as you try to join the server again
As bad or even worse in some terms as the 4 server fps when we were playtesting 1.0 exp
Literally cant even join the server. Restarted my pc and didnt help. Try to join and after going through the loading screen it just crashes
Felt like there was a memory leak going on with the FPS going down and GPU temp going up. I like the new colours for the stars, very pretty.
I hope the night filter makes people stop using gamma exploits.
Issues encountered (off the top of my head):
- Took over a minute for equipment/base buildings/other players/etc to show up after spawning, this happened on every respawn
- Infantry weapon trigger seemed pretty normal and instant from clicking, but in the helicopter I'd have to either hold (for an indeterminate period) to trigger firing a rocket or sometimes nothing at all would be fired. Same happened for switching rocket release modes, would have to hold v for a second to change between pods
- Voice comms both local and radio was pretty much impossible due to constant stuttering of voice playback
- When on foot, nametags of squad members driving a BTR showed white rather than green
1- The Camera bugs in the Third Person Point of View When Driving The Trucks
2- Vehicle Salvage does not give any supplies
Voice comm stuttering bug seems to be new. I think it gets worse with higher ping but Iβm not 100% sure.
I noticed the server FPS translate into a few things. Doors had a slight delay after initializing the open/close function. The Flares i was launching at provins didnt seem to appear until a later stage. At least on my screen. This went in and out. Some acted fine, a large amount i would consider were not nominal.
Thats common on 128's stress test potatos not normally seen on 64's - lag induced issues
can't open this door with F. Monty main street back door
prob not intended
my ping was between 17-24ms
or this
Feedback 2:
- Putting the MG scoped base defense behind lieutenant throws off RU base defense, as they have no true "anti sniper" ability against US snipers. Will force RU bases to be build limiting LOS (which we can now do, I guess with self built bases)
- AA emplacement is a good concept, but really the MG on a slight lift, ultra bad LOS - also allows the RU to get the MG scoped early to shoot cars, defeating the limit above
- We really need a BOFOR's. MG's don't "register" on high lag servers. Current automatic small arms are effective enough to drop helis, if the lag is low enough.
- Door/blocking player blocking other players seems to be less. Going to change CQB (swinging around people will be easier, to the loss of console fokes), but nicer for doorways/high volume bases.
- Being forced into a role or squad at spawn removes player agency. I don't want to be medic, but I have no choice, or join a squad I don't want to participate with.
- The note to fill up vla vehicle should be prompted the second you get into a car not after a bit of driving with no one π
- Can't seem to delete base build support requests
Bug? grayed out but not rank locked? is it class locked? not clear.
- Found out. Its supply locked. Yeah didn't read the notes π
It is not class locked based on primary weapon, it is supply allocation. You have 55 supply allocation right now (visible on the top left) and the RPG-7 is 65 supply.
Yep. I got told off by freindlys - I just dived in without reading, to get the proper test experience. π
Really going to help the US team. 300 supply kits are no more π - unless you are major
I found after reconnecting from the replication stall.
Voulenteered commander, used the operations menu from a base and I could place the "base tents" into another base so we ended up with like 4 bases in 1 spot
(didn't have a clip of it tho)
Sidebar: Same bug/feature exists in normal game, where you can place objects even in contested bases, and the "check for conflict/existing structure" is disabled for a few moments depending on lag.
And in general when there's lag / sync takes a long time.
It's possible to ignore the laws of building/placement
based
Thanks for the provided materials πββοΈ
This is due to high server lag, everyone had the same problem in a game I played last night.
When I was playing there was low pop, sub 30 - It didn't seem like it was lagging, but who knows in the back end if the system were functioning properly.
I could go check the door in game master. I'll do that after my current match.
Yeah, last night I was trying to get into the church tower in Monti but none of the doors would open (none at all in Monti), 15 minutes later I tried again and it worked.
Not exactly sure if itβs due to lag, but the entire game I was in had been laggy for hours.
Might be a new "feature" trying to stop hacking or something where a system has to verify your F action before rendering it client side, then sending it off for replication. They might have forced it server side, who knows. Or it's just a coding issue. But good to know regardless.
QA should/could/can figure this out in a few minutes. I'm not paid to debug or I would do it π
One of my teammates said they couldnβt open a door, then 5 minutes later the door kept opening and closing without input.
Sounds like server side backlog being played though.
thats what i felt i was experiencing with my delayed doors.
Just got the doors again on a 30 person server. Hot mess :P. Also dunked in water, no water/wet effect from the pond near the tower regina
I just got the crash to desktop - cannot rejoin - instant crash to desktop. They must have a bug in the rejoin script. @blissful quarry
Well this blows. I was having a good time commanding a great battle. Boo! π
Quite unfortunate, now you will have to wait a day
I would assume it's until it forgets me, or the match ends. I'll keep trying and see if I can slightly debug it.
I have done my part by spamming like 10 crash logs to them lol
Hehehe. Well it's what some poor sucker is paid to do. Weird that this passed the QA team. But I guess if they're trying to blow through the backlog, they'll just test the feature at face value, rather than hunt through the code for all the interaction problems that could exist. Dunno.
I can confirm it is until it forgets about you. So it's definitely a bug about re-establishing your base kit, and they didn't get the code right when they modified it.
For the QA team that might be reading this. I was in the commander role, and I got a replication failure while driving, then on rejoin, fatal crashes until it forgot about me.
I guess one last thing to add. For the logistics/AI setup, we need a far better system of control. Once you lose AI in the woods, or if someone takes them and dumps them in the woods, your bases are maxed out.
Or you kind of need a way to clear and respawn, or RTB them all. Or make them show up as map squads so they can be ordered.
an RTB function through the commander would be cool.