I am not sure how despawning works, however it can vary. I have seen player corpses remain for a long time and sometimes disappear very fast. Also explosives are pretty weak in reforger, a player standing 4 meters away will likely survive the explosion (I tested it by camping an enemy armor lolz). Usually the best effect is when you attach it to a truck's fuel tank area.
All the npcs live normal lives until the AI overlord orders them to kill... I mean when you think about it, that is the most dystopian thing about this dystopian game.
I had DayZ in mind and then you mentioned it, great! It's like a song: you need different sounds and different stages. The longer the calm stages the more intense the battle and the firefights will be. Plus: the moment you expand the medic system, the more chance there could be to be rescued right on the battlefield. Which feeds back to the idea to get rid of easy spawns. I hope a Bohemia interactive developer listens to your ideas
Im with you on this one. Its a milsim after all. And for those that argue arma isnt milsim, look up bohemia interactive simulations. Im tryna play VBS4 karmakut style lol
I wholeheartedly agree. I think the emotional connection part is paramount in more difficult AND rewarding games. And i think that together with said connection, two more things are needed for a good overall experience: -WEIGHT of interactions. Aka the connection you get with the action. (Example is the medical overhaul you mentioned. If i get hit, it should MATTER.) -NATURAL LAWS instead of rules. Not restrictions and rules like in squad (like you cant have a grenade cuz fuck you), but instead natural laws like "hey, if you have 60kg worth of equipment, you wont be doing vaulting/sprinting/climbing/firefighting in CQB in an efficient capacity". Laws that ALLOW you to make a choice, but you will realize if that choice is proper or not very quickly. For me, the biggest gameplay issues have to do with: -Too much freedom on where to spawn, which yes obv its convenient, but too much and it becomes a chaotic mess. I think its at that level currently. -Too much excess of equipment. If everyone can take a car everywhere, then the cars dont have value. If cars could only be brought up from base, and also in limited supply, you have that emotional connection. Same for weapons. -Equipment feels the same/works the same. You can utilize a PKM the same way as a rifle. It shouldnt be that simple. BUT that doesnt mean going the squad ICO update route. -Console players. No, no ofc the people playing arent the problem. The problem is that the game's direction is more focused towards a shallow battlefield esque mentality, than that of arma, and a pretty big culprit of that is the group system. Up to 6 or so people only?!?! (correct me if im wrong) Thats sad, and it hurts reforger a lot. Overall, i think reforger feels quite wooden, in animations, gameplay and experience. On the teamwork side....theres no teamwork. Its just people hopping in, grouping up in their battlefield "squads", and off they go, shoot some ai, die, repeat.
I think arma being wooden is just typical, it always was a bit "blunt" in animations and stuff. But the weight consequences would be great if added! Right now weight only affects the inventory space, but as far as I know, not the movement speed - which is unfortunate. ProjectZomboid has a really nice approach to this: hopping over a fence can get you to fall flat on your face. Sometimes I see heavily juiced up guys venturing out into the enemy zones with a large backpack and equipment to win an entire war. I'm not saying that shouldn't be possible: let these guys use a car and when they get off, and go with their heavy equip they should be slower - just like in real life It would be great to have a greater "natural" approach, just like you said. I think the developers did a great job when they added how you get thrown out of a car when topping it over in a crash or something. It's a little step away from the rigidity and bluntness in motions
@@dannydeboer8821 Not sure about the arma wooden feeling. Having played arma 2 and then arma 3 pretty much religiously when it came out, i think the animations felt clunky, but not wooden. Reforger just feels gamey, stiff, ugly at times. On weight, i didnt mean it a literal sense, although it applies exactly in what you described, as its all encompassing of any mechanic with enough impact to FEEL the weight/meaning behind it, if that makes sense. And i agree on the vehicle thing, its awesome (happened to me once and i was surprised). I wish they continue this trend towards the actual tone of the game, towards a more mature game.
Conflict but with one life per "Round" Team A select point which want to attack, Team B spawns there maybe team A have second respawn. (Also attacking side have more points to get more vehicles, defending side could build trenches) Who dies goes to spectator, next round team changing sides. We play something like this on Arma 3 for more than 10 years, but have 4 scenarios, 2 on Fridays, 2 on Saturdays, so value of in-game life is very high and precious
Totally agree with your comments re injuries and medical system. Injuries should be far more consequential. So many times I've heard players calling out on the radio that they are playing medic and to call them for assistance - it always makes me laugh, as I know they'll never be needed (unfortunately)
I love building these TCP's?; TRAFFIC CONTROL POINT. I find they prove to be very effective. A group of players unsuccessful to push through will often give up entirely after only their second attempt. -MASTERSHREDDER
I'd like to see players have to graduate to additional roles. Ie start as a rifleman only or even medic etc. Even possible randomize it. And then maybe be able to graduate to one additional role at a time or only be able to choose one additional role role with each rank graduation. Also I've mentioned to BI that perhaps you are limited to only spawn at a supply depot after few death in the beginning. And as you complete logistic task your respawn available positions began to expand. This would push people take on logistics. Perhaps after set numbers of deaths or even friendly kills you will progress backwards in your ranks and available roles. -MASTERSHREDDER
Honestly, I am of the opinion that making a gamemode, that Squad-ifies Reforger, would give the same kind of teamwork as seen in Squad, in Reforger. But then again, that would just be playing Squad with worse reload animations.
I agree fully that players should value their life more and that building natural value in team play is something worth pursuing. Things like longer medical debuffs that require a higher level of care. Or splitting ammo from the armory are things I have endorsed on the feedback tracker. Which I higher encourage players to join and report on issues. Backpacks and trucks however I feel are core features that add to teamplay rather than take away. They give you the "full battle" and "coordinated assault" experiences. Players are just starting to learn how to use backpacks now that the group system is fixed and command trucks are still underutilized to their full potential. I also enjoy the process of triangulation and trying to figure out where and how troops are assaulting a base. Some of the craziest things happen when a proper assault is in progress and the defenders are fighting man to man. It feels like a bigger game then 48 players. To me that's the incredible feat that Reforger is able to achieve. The contrast between calm and storm.
@@flowerpower003 Radio Backpacks are only as valuable as where they are placed and how many resources are allocated to them. Beyond that they help in other ways, they cut down on vehicle spam and help keep squad cohesion. They give more value to supplies and (caches) and can help give a larger sense of a "push pull" or "assault in waves" style game play which simulates a higher rate of attack that can match closer to the defenders ability to spawn quickly. They also pull defenders out from bases forcing fights in the surrounding area and not just the point itself. These points all benefit game play and add resource management not just bodies to the equation. Frankly i don't understand the hate on backpacks and feels it stems largely from how they used to function and not how they do currently.
I do prefer arma3 rts attempts.... where you can see the battlefield either like zeus way which is the best, or via drones plus camera on units from which you can switch..... i mean the coolest thing about commanding is watching the explosions and the advancing tanks and units and the paradropping youve commanded yourself....realism is good, but that much fun
Whats the point in playing a milsim style game and then driving in 3rd person? Makes you far more aware than you should be. Just go play war thunder arcade or realistic.
I am not sure, most of the time I just fill out the killer's name in the form. I think it would be shell casings from the shooting position? Or the gun? Or the gun and the impact hole?
I agree with you, just like Arma 3 we could carry it but instead of those ugly bags maybe just actually carry it in hand or on arm like they actually did in real life. One dude carrying gun, another one tripod and maybe a little space for ammo maybe 2 boxes and tada you are good. I have been following our suggestions and I’m loving it, I hope Bohemia listens :(
Thank you. I was hoping I could command both blue with shields at the same time, rather than individually, plus have them keep shields up while searching a room/area [6], to protect themselves, which would seem the sensible thing to do
Oh my goodness, I would love this! Just remove ALL map markers, even base markers. Have squads find and locate enemy bases and have squads report in and report the location. 12:51 BI DEVS CLICK THE TIME STAMP
Your commentary is fascinating, and I believe critique will only build stronger gameplay, so please do engage with this comment in return. What I find challenging with this, and many of the videos in this series, is the Conflict specific focus. Ultimately, the Arma sandbox is successful because decisions like, the role of a commander, are not influenced by Bohemia, but instead by players/server rules. This leads me on to point two, none of this seams game changing. In fact, I'd argue that markers, radios and leadership are already within the game. You could, as one of your commenters is already doing, build a modded game-mode like this. You have markers (I accept they are not to the standard of A3) & Squad leaders, it is the players of this game that I personally see refusing to engage with them. I'd argue part of that reason is because of the freedom within Reforger. While freedom makes Reforger so brilliant, it also throttles these scenarios (Like the commander one presented) UNLESS server admins to steps to encourage this gameplay loop with rules/mods. This takes me back to point 1. Its up to server admins and modders to enable these abilities, as this brings in players that like that gameplay loop, allows players that don't like that gameplay loop to find a different server, and allows Bohemia to focus on genuine features and stability, rather than a specific genre. My biggest concern would be if Bohemia chose a feature specific perspective, would your community feel left out, when they decide 'Arma life' Brings them in more money.
The goal of my video is almost exclusively meant for conflict gamemode, because that is how I play reforger. I think the game should not try to force players with rules to play a certain way I would prefer the game to incentivize it. So in case of the commander mode players would be incentivized to gather around players who can talk to the commander directly and follow the markers the commander puts on the map because I feel players want to be with other players.
I don't understand, are you suggesting anyone without a radio backpack wont be able to use the platoon radio channel? if anyone can use the platoon radio channel then it makes the backpack redundant because then anyone can just speak to the commander directly. on the otherhand if you need a backpack to use the platoon channel youre simply limiting communication on a game that already severely lacks communication.
@rostavwilsonbergshire2126 one option could be to limit the range of the smaller radios, making use of the stronger radio (backpack) more needed, as it was real life in the 80's
I think you would need to split radio backpacks as they are now into different things. Building a FOB or spawn point should be something that can be done on a fire team/Squad level and should be able to be done without a construction truck giving that you have the supplies.