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gibonez

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Posts posted by gibonez

  1. Eh, I saw this when the guy released it.  It's a neat idea but brings numerous other problems along with it.

    There is no "one size fits all" fix, as third and first person are two entirely different perspectives.

     

    Yea it's by no means a perfect solution but in this instance I ask myself what is a bigger problem?

     

    1. Keeping the status quo that absolutely has been deemed unfair by the Arma community for ages and clearly gives one person an advantage that the other person cannot do anything about.

     

    or

     

    2. A mod or script such as the one in the video that eliminates the crutch at the small expense of some immersion and player popping. Both of which are easily solved by engaging in pvp in first person mode and no longer using third person for intel as it would be useless.

     

     

    The "need" for third person view is especially sad now due to how amazing the stance system is allowing the players to no longer expose themselves too much in order to see over objects and windows.

  2. Sad part is that people don't realize that there really does not need to be any AI antagonist in Epoch.

     

    With things like Earthquakes, survival, exposure, shelter and of course other players the addition of ai enemies just feels tacked on and unnecessary.

  3. The gadget would not be needed for most shooters its just a tool better help predict dope for a rifle.

     

    The system would also absolutely not scare anyone off, as they don't have to even be aware of it. To new players it would just seem like there is wind in the game and then they would lead their shots to compensate for the wind, as they get more experienced they will learn to read the wind and eventually they will go out of their way to educate themselves on the intriquacises of long range shooting in order to make those 1000m shots.

     

     

    This system would only do one thing and that is reward the people who put time and effort into something.

  4. I think Fatigue and sway needs to be an important factor in Epoch especially since inventory and what you are carrying to and from your base is important .

     

    Just like arma 3 the sway and fatigue will eventually work perfectly fine that is not to say it does not work fantastically right now, the sway and fatigue results in more realistic gameplay.

     

    Assault rifles are limited to their effective ranges in real life, player accuracy due to sway is closer to what it would be in real life.

     

    The only factor that is broken in Arma 3 is the damage system,

  5. If you've watched any of the streams or paid much attention the rules of the Make ArmA Not War contest you would know that with entries such as Epoch, creations by other people are generally not allowed. Everything currently in the A3 Epoch is done inhouse. Such a system would be interesting but seems a little too complex for something like Epoch. With mods such as the one you've demonstrated they have a much stronger presence in MSO type missions rather than almost complete overhaul mods such as Epoch.

     

    Hence why I was simply refering to the mod as an example.

     

    Of course they would have to do their own inhouse ballistic simulation. I only wanted to see what peoples opinions would be to such a good system being implemented and the advantages it would bring to gameplay.

  6. How would you guys feel about Epoch having a complex ballistic system like the one below ?

     

    I personally think it would fix the balancing with sniping, as it would no longer be point and click and actually require skill, experience and good problem solving skills.

     

     

     

    --- Description ---
    This addon introduces advanced external and internal ballistics to the game. It is entirely client-side and only affects small arms fire from human players.

    It makes long range shooting much more challenging and enjoyable.



    --- Features ---
    - Drag resistance based on ambient air density (air pressure, temperature, humidity)
    - Wind drift (Wind speed varies with the height above ground and obstacles like buildings or certain terrain features can mitigate the wind)
    - Spin drift
    - Coriolis effect
    - Eötvös effect
    - Decreasing bullet stability through the transonic region (-> significant dispersion beyond supersonic flight)
    - Ammo temperature affects muzzle velocity
    - High power scopes get adjustable Mil/MOA Turrets
    - Wind info
    - Protractor

    -- Coming features ---
    - Appropriate ballistic tables

    --- How to use ---
    - You can enable/disable all features in the userconfig/hpp file.
    - Default key combination for showing the wind indicator is SHIFT+K
    - Default key combination for showing the protractor is CTRL+SHIFT+K
    - Default keys for turning the scope turret dials are (UP, DOWN, LEFT, RIGHT)

    --- Compatibility ---
    - Fully compatible with 3rd party ammunition and weapons
    - Fully compatible with weather modification addons
    - Compatible with addons like AGM, that add wind deflection, if you disable wind drift in the userconfig file (advancedballistics_config.hpp)

    --- Guideline for 3rd party weapon/ammunition developers ---
    If you wish to support this addon, then please add the following configuration data to your weapon and ammo classes:

    Ammo class:
    AB_caliber - bullet caliber in inches
    AB_bulletLength - bullet length in inches
    AB_bulletMass - bullet mass in grains
    AB_ammoTempMuzzleVelocityData[] - array of muzzle velocity shifts with 11 data points from 0°F to 100°F (example: {-91, -86, -78, -68, -57, -42, -23, 0, 29, 65, 110})

    Weapon class:
    AB_barrelTwist - barrel twist rate in inches
    AB_twistDirection - direction of twist (-1 = left, 0 = no rifling, 1 = right)

    --- Changelog ---
    release 12:
    -Add a bullet trace effect (only visible when looking through high power optics)

    release 11:
    -Fixed bullet trajectory not being altered at all when AB_REDUCED_PRECISION was set to false
    -Added a humidity simulation, based on real world climate graphs
    -Small performance improvement when multiple trajectories are calculated at the same time

    release 10:
    -Fixed incorrect calculation of muzzle velocity variation due to ammo temperature
    -Fixed coriolis drift not working since version 0.9
    -Fixed spin drift not working since version 0.9
    -Added a userconfig entry that allows you to disable the advanced ballistics for bullets coming from other players
    -Added a userconfig entry that allows you to reduce the calculation precision in order to avoid frame drops
    -Minor performance optimizations

    release 09:
    -Added bullet caliber, bullet length, bullet mass, barrel twist direction and barrel twist rate config data to all vanilla small arms weapons and ammunition
    -3rd party ammunition developers can now specify a transonic stability coefficient in the ammo config that defines how well the bullet performs during transonic flight (0 unstable - 1 stable)
    -3rd party ammunition developers can now specify a ammo temperature muzzle velocity variatian array in the ammo config that defines how the muzzle velocity varies with ammo temperature
    -The stability factor and thereby spin drift now depends on the ammo and weapon config as well as atmospheric conditions
    -The wind indicator and protractor will now be visible as long as you hold down the respective key combination, or 10 seconds if you release them earlier
    -Fixed a bug in temperature calculation that occurred on some 3rd party maps
    Multiplayer related:
    -The addon is now qualified for use on a server
    -Added a userconfig setting that allows the server to override the client settings
    -Temperature simulation is now properly synchronized across all clients if the server also runs the addon

    release 08:
    - Minor code change - required to fix an issue the ATragMX and Kestrel 4500 addons had, after using team switch in singleplayer

    release 07:
    - (Shift+K) wind reading is now also affected by the effect obstacles and terrain have on the wind
    - Wind speed near the ground (< 20m) is now considerably slower in urban areas
    - Temperature now varies with altitude
    - Temperature and barometric pressure are now affected by weather changes
    - Added a new config entry to the userconfig file, where you can disable the advanced ballistics during full auto fire
    - Fixed advanced ballistics not being active after using team switch

    release 06:
    -New wind features: The wind speed now varies with the height above ground and obstacles like buildings or certain terrain features can mitigate the wind
    -Added a protractor that visualizes the inclination angle of your rifle (default key combination: CTRL+SHIFT+K)

    release 05:
    -Several bugfixes

    release 04:
    -Improved performance
    -(experimental) Everbody should now see the same bullet flight path in multiplayer

    release 03:
    -Mil turret system works with every high power scope (opticType=2)
    -Improved visualizing of the current scope turret setting
    -Every scope now has its own setting memory
    -Shift+K wind estimation (similar to Arma 2 ACE)

    release 02:
    -Fixed latitude not corresponding with map

    release 01:
    -Initial release

    --- Download ---
    Zip Package: @AdvancedBallistics_v1.2.zip

    --- Requirements ---
    * CBA - Community Base Addons
    * (optional): Kestrel4500
    * (optional): ATragMX

     

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    Highly recommend this mod it once again shows the talent and dedication that the Arma 3 community has.

  7. That Timelapse video that Sequisha posted on Youtube showed these robed figures and they didn't seemed friendly and also bullets didn't looked not very effective.

     

    Now I think Epoch's team is spot on with their decision, adding something else besides the zombies or maybe even eliminating the zombies from the game seems to be a natural step for the mod to take going forward.

     

    Even without supernatural enemies or zombies Epoch plays just fine.

     

    The player on player interaction and gameplay is more than enough on its own.

  8. Would love to see ACE in Epoch, but im not sure if it was completely porter for A3. I like most of ACE's features but the Reallistic sniper is a bit too much to learn(At least it was very frustrating in ARMA 2) :D Although it makes sniping a real skill, so most of bandit kids wont be able to snipe so easy and efficient. Me and my friends worked really hard on making Dayz and ACE 2 work together back in the day and it looked pretty solid, although our server didnt run well due to financial issues. It wasnt that easy so i dont think it will be a major goal. Unless somebody helps them make it work in the future

     

    Yea some of the features in ace are just beautiful for a survival game like Epoch mostly the ACe interaction menu to help declutter the scroll menu and allow for deeper gameplay elements.

     

    The ACE health system would also go a long way to make the gameplay better by representing injuries like they are in real life no instant deaths but instead players getting incapacitated and bleeding to death helpless on the ground.

     

    Most importantly however is the gunplay in ACE it would balance and bring back skill into activities such as sniping while offering greater versatility to a sniper at the same time.

     

    Some aspects are probably not suitable for epoch though like the Stamina system.

  9. Kinda curious if Epoch is going to keep the current arma 3 ballistics and shooting mechanics or if they plan on adopting their own.

     

    While the arma 3 shooting mechanics are perfectly fine and bar none better than say stand alone and arma 2 are there any plans to adopt a more realistic approach to shooting such as is seen in ACE mod for arma 2 ?

     

    any thoughs on

     

    - Weapon resting

    - bipod deployment

    - Wind affecting ballistics

    - Realistic wound model

    - Incapacitation

    - Realistic sniping (wind, MOA/MRAD elevation adjustment)

     

    How does the community feel the ballistics and shooting should be in Epoch ?

  10. I always thought post apocalyptic survival game set after a pandemic wipes out 99 percent of the population would be far better than any game with zombies.

     

    If anyone here has seen the movie the road they would know how terrying regular humans can be. The cannibals in the movie are by far the scariest thing I have ever seen in a post apocalyptic film.

     

    A world devoid of zombies, ai bandits, etc would work in a map the size of Chenarus.

     

    A focus on survival and player ineteraction would work fine.

     

    http://www.reddit.com/r/arma/comments/244w51/the_plague/

     

    That reddit post does a cool job showing what A post apocalyptic horror game could look like without any zombies, or supernatural or ai enemies.

     

    IsxHUfo.png

  11. ps. A fixed camera behind the player is one of the more attractive solutions, but will still be exploited.

     

    Sadly it would still be .

     

    Hopefully one day there is a good solution to this problem.

     

    H1z1 apparently has taken to task to adress this problem from day 1 so I am a little curious as to how they "fix" it.

  12. There are no plans to use this.  Although I understand the reasoning behind it, I feel it's poorly implemented.

    The healthiest alternative for those who feel strongly about the subject is a forced first person perspective.  The largest problem with first person only servers in Arma is maintaining a consistent population(this is not always the case).

     

    What about changing the cameras position while in third person view so it is much hard to effectively exploit the camera ?

     

    Perhaps much closer to the rear of the player instead of floating above and back of the player.

     

    It seems like a tricky subject to tackle alot of people see it as a problem and alot of people see it as a problem they like.

  13. THe problem is the delay between when you actually see the guy and when he appears. It might happen so that you could only see like part of his body while the guy was running behind a conrner but because of delay you wont see him go there. Nice idea but needs tweaking

     

    Yea with some tweaking and player feed back this could fix in my opinion the biggest problem with third person view within a perma death game.

  14. I did a search and could not find this subject being discussed so I will make a new topic.

     

    Are there any plans to include such a mod into the basic features of epoch ?

     

     

    Skip to 3:32

     

    This mod seems to be a simple script that prevents people from exploiting 3pp to cheat and see people over cover and around corners.

     

    It is the perfect compromise between hardcore servers and regular servers as it does not alienate anyone and both allows people to have greater character self awareness without falling victim to a tactic that they can do nothing about.

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