Arma 3
Dynamic Bulwarks: Build - Defend - Survive
List of Suggestions/Bugs (From my time playing it)
Bugs:
The friend of mine hosting occasionally had his camera completely bug out at the end of waves. This has been reported before.
Sometimes, waves will not end properly, and will take quite a while (5ish minutes) to progress to the next one)
Sometimes, enemies won't actually approach anywhere near the Bulwark, and you have to hunt them down, because they just stop moving.
When trying to put down walls and such, they'll instantly K/O teammates if they touch them, making building anything quite difficult.
Your camera view is far too close to the objects you're playing down, making it similarly hard to position them correctly or, say, avoid killing teammates by running into them by accident.
There is no way to reposition barricades. Not sure if bug or feature.

Suggestions:
As it is, fifteen seconds between waves is not enough to do -anything- whatsoever. You barely have time to revive a friend and maybe put down one wall. Not only is looting mostly pointless like this, but it makes building up your position and scavenging for ammo far harder than it should be. This led to me and my friends intentionally taking advantage of the bug where the round wouldn't end to actually get anything done.
There is absolutely no way to select your location. This means that you can often be put by, say, the ocean, where half of the ammo crates will spawn in the water.
Since you start out with absolutely no armor whatsoever and getting it is nigh-impossible, you are quite vulnerable to easy one-hit-kills at the start. This discourages people from actually looting or doing anything outside of their defensive position. At least give everyone an Armor Level I vest or somesuch on spawning. That will make for far less fustrating gameplay.
There should be some sort of delay between the map loading in and the mission starting, or even some sort of mission customization screen, like Dynamic Recon Ops. As it is, about half of the people I play with have difficulties in the first thirty seconds or so as Tanoa actually loads in, all the while, the game is going on.

I may add more to this later. As it is, it has the makings of an extremely fun gamemode, but it's hampered by a few things that can make the gameplay incredibly fustrating at times, or not fun at all at worst.

Edit: Clearer documentation on how to change things like wave times, whether Zombies are enabled or not, and so on would probably be good for those of us not technically inclined or wise to ArmA's scripting system.
Last edited by Astral Mist; Jun 9, 2018 @ 4:10pm
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Showing 1-4 of 4 comments
Willtop  [developer] Jun 9, 2018 @ 5:46pm 
Thanks for the feedback!! In the mission lobby, find the Parameters button, that will solve some of your problems (Time between waves).

The hostiles with pistols are so derpy that the first wave really shouldn't be much of a threat. You can spend that wave looking for starter loot.

There's a bit of a bug with objects killing people... In every match I've played, the objects will phase through the player without injuring them 99% of the time. Every now and again it derps out. I'm not sure if this is just ARMA being ARMA or our scripts... Try leaving it for a few seconds before running into people with it, the collisions my just take a moment to get disabled.

The waves not ending is because the AI which get stuck aren't getting deleted (So this encompasses two of the things that you mentioned). This is also working most of the time but you don't notice it because the AI only get deleted if they aren't detected. So check your map, it might be that someone spotted a stuck AI but didn't notice. But if the AI isn't on the map and the round isn't ending, have the server Admin press "Y" and delete the AI from Zeus.

Thanks again for the detailed feedback!
Astral Mist Jun 9, 2018 @ 6:46pm 
Fair enough! Thanks for the tip with the parameters file. If I find anything else during my time on it that's bugged out, or have any more suggestions, I'll be sure to leave them here.

Overall, though, the hardest thing to add, and possibly the most important, would be that before-mission delay to load the map/edit certain options. Someone already suggested adding an option to buy empty crates, and that's something that I can confirm is needed. Maybe occasionally dropping one of the default ArmA ammunition/weapon crates every five to ten rounds or something like that?

Also, I do have one minor question: Does the difficulty of the AI also scale with the waves, or does it remain consistant based on the ArmA difficulty setting?
Anfo Jun 9, 2018 @ 8:40pm 
Impossible to Hilltop for this, but Arma's ♥♥♥♥♥♥ AI pathfinding finds AI eventually walking through your carefully prepared defences as if they're not there. Happens in the higher waves when the AI are all bunched up near the bulwark and have nowhere else to go.
Sander Jun 12, 2018 @ 5:49pm 
Missile CAS is broken, he litteraly shots on me every time, even when i order at first seconds. I reach 21 wave and im death by A-10 TK. Please remove this or maybe include the pilot selection to avoid this disasters XD
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