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Another playthrough, another approach:
This time, the support truck blows up, before I can reach the hideout.
I would have been dead, but the game allows me to survive. Also (after the mission) I see 'Repair truck' as a mission objective, instead 'Destroy truck', after I was previously able to successfully bring it back to the hideout - so, the mission is partly "dynamic" (=good!), although, I get the command to blow up the truck later which already blew up.
A single team mate of mine (Gekas!) survived too. He is asking me for my position. How do I report him my position? I cannot.**
**) (Any game design book should have the following rule. Only show things to players that are both ways 'interactive': 1. if a player can get hurt, the player must be able to heal her/himself. 2. If a door can be opened, a door can be closed, etc, etc)
I am injured. How do I apply my medkit on myself? Right-click drops it on the ground. Going through the in-game 'manual' again? No, thanks. "Intuitive" UX/UI - a selling point for any other FPS style game.
Giving him the command to 'move there' though works. He was able to catch up with me. (=good!). NPC's in general can catch up. NPC's in general are aweful in finding cover or following an objective. Again, this is one of the hardest parts of any Game AI programming, due to open world, sandbox environment. Nothing BIS is particularly bad at - everyone is bad at this.
We make it to the hideout. The attack* happens. Now, that I know that this would happen beforehand, I already managed to get into an armored pickup truck with my buddy Gekas and we were able to escape, despite getting shot at close range (=again, good - it's a single player experience, remember. You can keep killing team members in coop/mp plenty.)
http://steamcommunity.com/sharedfiles/filedetails/?id=242120935
In the end the pickup truck blows up. I survive again (=good!) and now have to run away from the mayhem, while a helicopter is searching for me and I am getting shot at for a time by random (infantry) fire.
http://steamcommunity.com/sharedfiles/filedetails/?id=242120971
Running for another couple of endless minutes on foot, while injured, moaning like Monika Seles (googlebing) - the ultimate ARMA experience? - I made it to the wide area trigger, before having to actually make it to the actual point (=good!).
http://steamcommunity.com/sharedfiles/filedetails/?id=242120999
Finally made it, to get dropped into the hub world.
Another general thing:
Between missions the game is loading. It shows me the map with the objectives. I click and it is LOADING AGAIN (more) - it seems, even the latest Arma engine is not capable of LOADING IN THE BACKGROUND? Sitting and clicking several times to load into the game, should be a thing from the past.
Pulling up the map, should be possible without the game having to hibernate and re-load itself, as it seems to do. Scaleform is not for everyone. But there needs to be some solution, better than this?
Still the beauty of Arma games is variety of events, things go differently every time.
My only complaint is about enemy AI who can pinpoint your position within a few milliseconds for every other member of the enemy squad, and they will be able to see you through bushes, trees, grass. Even if you badly damage MRAP with satchel charge and soldiers will pop from it, they will instantly know your position and start shooting. I can't imagine this to happen in real life. I mean, I stay in prone position, hidden in bushes and grass, do not move and detonate charges by remote.
In many ways, I am more certain than ever that BIS is building an engine first and trying to build a 'game' around that engine, while more video game saavy companies (think of Infinity Ward, Treyarch, Sledgehammer Games, Danger Close, DICE) have gameplay in mind first and build their game engines to support that game and gameplay.
In the end, BIS campaign devs are using the Editor we all have available to us and they try to create great missions etc, but are stuck with the flaws that Editor/Engine comes with.
And everyone is playing multiplayer anyway. Their main customers don't care about SP campaigns.
Even with the flaws, we all can have great moments in the game, but many (many!) flaws would be easily avoidable and irrelevant, if the guys would take advantage of heavy scripting. Avoiding the traps of sandbox games with a few cheats (lines of code) to make the single player experience not suck.
http://steamcommunity.com/sharedfiles/filedetails/?id=319788315