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4) Did you drive from 1st or 3rd person view? Arthurs character is fully voiced. The issue might be fact that you can hear Arthurs voice only from 1st person view. From 3rd person view is very quiet.
For the save system commenters/supporters:
I absolutely hate 99% of save systems implemented this way. Major Pet Peeve, yeah, that kind of hate. It was the first mod I looked for In KCD, and if you look in their forums you'll see it is 100% the #1 most hated feature of the game (followed by the combat system, lol).
1) It largely defeats the purpose of a save system. I need to be able to real life save and walk away from the game instantly for real life purposes and emergencies(and I guess you can save/exit anywhere, so I can't ♥♥♥♥♥ as much as I want). I seriously hate it when I have to tell friend or family to F'k off and come back and bother me later, after I get to a save point. Family is more important than gaming, not the other way around.
2) It breaks the fourth wall. "Gee, there were three guys at the check point, with two on foot patrol, if I ambush the foot patrol here, I can..." wait, ambush postponed, I need to go save my game. Save game should never be a game mechanic in a story or themed game, unless its a story about computer games. Planning a combat mission should not include waypoints for making a savefile.
3) ARMA 3 is not stable enough to not save scum. Example: I spent a lot of time playing the Hunter Six mod/scenario; it is very well done, and similar to this game, its designed as a single mission with a lot of branches and sub-missions over days of game time. IT is a great story, but you have to save super frequently, because the vehicles available to you are mostly Hunter GMG and HMG vehicles, and you cannot send an NPC driving a Hunter more than 2 km in ARMA 3 without them flipping it onto its side. If you don't save every single time you send them on a long drive, you will lose hours of gameplay to vehicle rollovers alone.
4) One of ARMA 3's strengths is that you could savegame, fight a really interesting battle, then load game and refight it to see if different tactics or weapons change the outcome. I am not interested in adding tens of minutes of gameplay to each replay for savegame mechanics.
5) Whats wrong with save scumming? So I die in combat, not unusual, its ARMA. Do you think its more fun and more immersive to add another ten minutes to reload at your house, drive all the way to the CZ, then redo the entire insertion, just to quite possibly die again from a golden BB fired from 300m out? The really fun one: you win a battle, begin collecting your loot, and an unseen random patrol walks in and ambushes you. Is there anyone here that really does not save game after the battle and before looting?
I will mention now that In my first playthrough, Arthur glitched when we got to his house. He said he will show me where the explosives are, then he froze in place standing by my car; I had to go find the shed and get them myself, which then triggered him paying me and ending the mission.
On the replay he walked me back to the shed as scripted.
Heard a firefight, parked nearby, found the battleground, looted an RPG and AKSU, moved off about 400m to store it in vehicle, returned for MG and ammo I had marked but couldn't carry, and all the bodies and loot are gone. I went about 400m and returned in under 3 minutes.
Not real impressed with the buy/sell price ratio at the black market either. The same gun I sold him for 400 he'll sell back for 3000-4000? 10x profit?
I always liked ARMA for being a sim, and I have no problem with this becoming an adventure/RPG scenario, but lets keep the cheesy badly engineered ultra non realistic adventure RPG elements out of it please.
I didn't understand it in the first place. If it's none of your business anyway how other players play their game and possibly save the s.hit out of their games, how does such a save mechanic help reduce "save-scumming" (whatever that is)?
Your own "save-scumming", or what? Are you that inept not to save a game at any time? It's simple, just don't save it. Done. Apart from that, this explains exactly nothing about why such save systems would help reduce "save-scumming". Whose to start with? How often other players save their games whenever they see fit doesn't have to be of your concern at all.
If it helps you to not save your game, fine, but then you come across as someone who needs help because you cannot not save a game out of your own free will. Forced on psychological help, that is. And if that's the case, then maybe you should urgently stop playing video games if you're that mentally weak. That almost sounds like mentally unstable. No kid. 👨⚕️