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Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands
« Last post by Gruntage on 11 Feb 2024, 14:04:18 »Finally had some time to play some more. IRL stuff has gotten in the way recently but I have a few hours to test some more.
Starting to Inflame Again I
This mission is actually the first time I've had to use the 'endmission' command because, my God, this was frustrating. The assassination of the officer feels far too difficult and I think I must have done around 30 attempts to a) kill the officer and b) get a distance of at least 25 metres away without getting sprayed by an APC and/or enemy troops. At that point, for me at least, the fun and challenge element ebbs away fast and the suspension of disbelief shatters. I'm quite patient with missions like this but this one it was too much.
I don't know whether the position of the officer is randomised within the bar, but for me at least, the officer was in the worst possible position and it took me a while to figure out where he was. I had to physically walk into the bar itself surrounded by enemies before I could even see him. Because of how insane the Arma 3 AI are, I would get shot the instant I fire a round off. Even if I managed to run out of the back, the enemy APCs are already on to me. It feels very unrealistic because these guys are are at ease yet they're able to counter a threat within one second.
On a few attempts I tried throwing a grenade into the room for the officer to hopefully die in the blast. A couple of times this worked, only to end up killing the barman in the process and getting a mission failed. On the rare occasions where I was able to kill the officer with the grenade, I would die before I could get a stone's throw away from the building despite having a headstart. The barman dying also caused functional issues as I when I tried to reload the latest save I would get a couple of 'fade-in's and be playing a completely different character somewhere else on the map. I had to reload again to an earlier save for the mission to get back on track.
So that's the gameplay side of things.
I have a few issues with the objective itself. Right now it feels disproportionately difficult and it's enough to pull me out of the story. I think asking the player to walk into a crowded bar to assassinate a target in full view of the bar occupants and then expecting said player to escape alive is too much in my opinion. I think it's made worse by the game's mechanics, such as the AI response time and accuracy. I think a mission like this would work so much better if stealth could be maintained throughout.
I think there are ways that this could be greatly improved to better the odds and make the mission less punishing. I'll list the points here for clarity.
- Officer Position
This is an easy fix; simply move the officer to a place where he can be shot from the back entrance of the bar.
- Involve the Barman in the plan
If moving the officer isn't working, then I'd suggest having the barman be in on the plan somehow. Maybe he will walk out of the bar through the back as a signal to the player to move in, thus removing himself from danger. Not only would this work narratively, but it would also make it easier for the player to manoeuvre into the bar to position himself to kill the officer. A plan like this requires multiple people to be in on it, in my opinion. It would be more realistic.
- Involve the prostitute or another prostitute
Another possibility is for the officer to go upstairs with a prostitute and for the player to stealthily move up there to deal the killing shot. This way stealth could be maintained and this would make a lot of sense. The challenge would then come from the player having to sneak to the boat without getting caught. Maybe the prostitute would then be a character who joins the resistance and would make regular appearances. I'm half joking with that but it's an idea.
Right now I don't think it makes sense for the player to be stealthy only to be forced to throw that advantage away at worst time and place. The key part is being forced since the player doesn't have a choice here. An analogy is James Gastovski sneaking into a base, dropping his satchel charges to destroy a tank and then for some reason detonating them whilst still in the base and having to fight his way out. The logical thing would be to detonate the charges when clear of the base and danger.
I don't think Tomas would be ok with having to execute this mission in the way that it is currently; it's too dangerous and risky, even with the uniform. Getting in is ok, getting out is the problem because the uniform at that point doesn't matter. So there's in-universe issues as well as meta ones.
So to summarise, as it stands, this is a mission that I just don't enjoy and I think unless changes are made, it's probably going to be one I skip on future playthroughs. Looking back at what I said on previous tests, it looks like I had difficulty with it then as well as now. I don't think the mission even requires substantial changes in order to better it so I'm not calling for a redesign necessarily.
I've been negative so far so let's change things up and list the positives:
- Very atmospheric and dark; helped by the music and the sound effects. The bar ambient sound is very good and it makes the bar feel alive and real.
- Great introductory cinematic (could do with a bit of extra lighting but that's a nitpick)
- Good attention to detail in the briefing; told me what I needed to know and how to execute the mission.
- Generally good positions of patrols throughout the town
- Realistic AI animations; it was enough to make me believe that these characters are real people.
- I appreciate the thought and attention that has clearly gone into the mission, I wanna be clear about that. It's just unfortunate that I have a real problem with the difficulty.
There's a great mission in here, and I don't think it would take much time to bring it out. A mission can be so easily killed by its difficulty...it's why balancing is extremely hard and not many people understand or appreciate it. There are missions out there that are sold on them being very hard to complete. MacGuba made one. Those missions I've found are love or hate. I'm digressing so I'll finish here.
That took longer that I expected so I'll come back to this one later.
Starting to Inflame Again I
This mission is actually the first time I've had to use the 'endmission' command because, my God, this was frustrating. The assassination of the officer feels far too difficult and I think I must have done around 30 attempts to a) kill the officer and b) get a distance of at least 25 metres away without getting sprayed by an APC and/or enemy troops. At that point, for me at least, the fun and challenge element ebbs away fast and the suspension of disbelief shatters. I'm quite patient with missions like this but this one it was too much.
I don't know whether the position of the officer is randomised within the bar, but for me at least, the officer was in the worst possible position and it took me a while to figure out where he was. I had to physically walk into the bar itself surrounded by enemies before I could even see him. Because of how insane the Arma 3 AI are, I would get shot the instant I fire a round off. Even if I managed to run out of the back, the enemy APCs are already on to me. It feels very unrealistic because these guys are are at ease yet they're able to counter a threat within one second.
On a few attempts I tried throwing a grenade into the room for the officer to hopefully die in the blast. A couple of times this worked, only to end up killing the barman in the process and getting a mission failed. On the rare occasions where I was able to kill the officer with the grenade, I would die before I could get a stone's throw away from the building despite having a headstart. The barman dying also caused functional issues as I when I tried to reload the latest save I would get a couple of 'fade-in's and be playing a completely different character somewhere else on the map. I had to reload again to an earlier save for the mission to get back on track.
So that's the gameplay side of things.
I have a few issues with the objective itself. Right now it feels disproportionately difficult and it's enough to pull me out of the story. I think asking the player to walk into a crowded bar to assassinate a target in full view of the bar occupants and then expecting said player to escape alive is too much in my opinion. I think it's made worse by the game's mechanics, such as the AI response time and accuracy. I think a mission like this would work so much better if stealth could be maintained throughout.
I think there are ways that this could be greatly improved to better the odds and make the mission less punishing. I'll list the points here for clarity.
- Officer Position
This is an easy fix; simply move the officer to a place where he can be shot from the back entrance of the bar.
- Involve the Barman in the plan
If moving the officer isn't working, then I'd suggest having the barman be in on the plan somehow. Maybe he will walk out of the bar through the back as a signal to the player to move in, thus removing himself from danger. Not only would this work narratively, but it would also make it easier for the player to manoeuvre into the bar to position himself to kill the officer. A plan like this requires multiple people to be in on it, in my opinion. It would be more realistic.
- Involve the prostitute or another prostitute
Another possibility is for the officer to go upstairs with a prostitute and for the player to stealthily move up there to deal the killing shot. This way stealth could be maintained and this would make a lot of sense. The challenge would then come from the player having to sneak to the boat without getting caught. Maybe the prostitute would then be a character who joins the resistance and would make regular appearances. I'm half joking with that but it's an idea.
Right now I don't think it makes sense for the player to be stealthy only to be forced to throw that advantage away at worst time and place. The key part is being forced since the player doesn't have a choice here. An analogy is James Gastovski sneaking into a base, dropping his satchel charges to destroy a tank and then for some reason detonating them whilst still in the base and having to fight his way out. The logical thing would be to detonate the charges when clear of the base and danger.
I don't think Tomas would be ok with having to execute this mission in the way that it is currently; it's too dangerous and risky, even with the uniform. Getting in is ok, getting out is the problem because the uniform at that point doesn't matter. So there's in-universe issues as well as meta ones.
So to summarise, as it stands, this is a mission that I just don't enjoy and I think unless changes are made, it's probably going to be one I skip on future playthroughs. Looking back at what I said on previous tests, it looks like I had difficulty with it then as well as now. I don't think the mission even requires substantial changes in order to better it so I'm not calling for a redesign necessarily.
I've been negative so far so let's change things up and list the positives:
- Very atmospheric and dark; helped by the music and the sound effects. The bar ambient sound is very good and it makes the bar feel alive and real.
- Great introductory cinematic (could do with a bit of extra lighting but that's a nitpick)
- Good attention to detail in the briefing; told me what I needed to know and how to execute the mission.
- Generally good positions of patrols throughout the town
- Realistic AI animations; it was enough to make me believe that these characters are real people.
- I appreciate the thought and attention that has clearly gone into the mission, I wanna be clear about that. It's just unfortunate that I have a real problem with the difficulty.
There's a great mission in here, and I don't think it would take much time to bring it out. A mission can be so easily killed by its difficulty...it's why balancing is extremely hard and not many people understand or appreciate it. There are missions out there that are sold on them being very hard to complete. MacGuba made one. Those missions I've found are love or hate. I'm digressing so I'll finish here.
That took longer that I expected so I'll come back to this one later.