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51
Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands
« Last post by Undeceived on 24 Jan 2024, 18:14:54 »
Haha Clayman, thanks a lot for that report! Didn't expect that! :D

I'll answer later. So many new ideas and notes to take. Thanks.
52
Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands
« Last post by Clayman on 24 Jan 2024, 18:06:13 »
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Find a way to shorten the amount of cutscenes
No. Just no. Just like in real life - longer is better.  :P


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Make the Russians prevent Clayman looting the military site at mission start
:D :D :D :D :D
Good luck with that my friend.  :clap: :whistle:
53
Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands
« Last post by Undeceived on 24 Jan 2024, 18:00:53 »
Ok, here are some things I want to change / improve in the next version.
As reference for beta tests.



SPOILERS!



Starting phase of the campaign in general:
  • Find a way to shorten the amount of cutscenes
Intro II
  • One certain combat scene is pretty much useless, improve it or create a new one
Setting-Up Time
  • Add another way to trick the salesman in Myshkino
  • Add a non-lethal way to deal with Dalibor
Alexej Pribotow
  • Make the Russians prevent Clayman looting the military site at mission start :D
  • Add consequences for running over Russians
The "Setup" missions (manage team and "live" weapon pool)
  • Add small arrow buttons that allow to change the unit's position inside the group list (up and down)
  • Replace Arma 2 pictures with Arma 3 pictures of some men
Petrovka Strike
  • Open up the mission design for partial failures (e.g. missing the sniper rifle truck or missing the chopper transport. The mission doesn't need to fail too, when the player shoots bad and misses the target person. The mission is not about the colonel anyway. :)
The Mole
  • Fail mission when shooting the the DMR in the village (even though it is silenced)

More smaller things in some other missions.
54
Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands
« Last post by Clayman on 24 Jan 2024, 17:57:35 »
Hi Undeceived!

I was so much looking forward to finally being able to play Black Lands in all it's glory. After all this time though, my hopes were pretty low that this day would ever come. But here we are... and I'm really hyped. I can't thank you enough for all the work you must have put into this campaign. So I quit work earlier today and have a day off tomorrow so I have some time to playtest and see what you have created... especially regarding Petrovka Strike, for obvious reasons. I still remember you, Gruntage and me planing out that mission like it was yesterday. Knowing myself, I would have rushed through all other missions just to get there as quickly as possible. But that is neither what this masterpiece deserves, nor how to properly test a campaign. I want to take my time with each mission and thoroughly check every ammobox and unlocked veheicle.  :P
So I just had to get it out of the way...  :whistle:


That being said, off to Petrovka Strike.
I was right back into the story from the beginning, the atmosphere was dense and the music on point. In the last version I played I remember the timing was very tight and I had to hurry up to set up an ambush. This time I had more time, which made it quite a bit easier. It still took me three attempts to capture the truck. (The first one because of my own incompetence to remember my controls setup, I couldn't remember how to switch to my RPG.^^ I hadn't played any Arma for quite a while...)

The next thing I noticed was that the bright nights script doesn't seem to work, I had no option to adjust the brightness anywhere. But turning the ingame brightness to max solved this problem. Would be cool to have this option again anyways, especially as it's being mentions in the briefing.

I took the truck and drove to Grishino, grabed the sniper rifle and talked to the pilot. When inspecting the parked vehicles I found the motorbike with a personal note for me.  :D Seems like you have even more planes for this mission. Really looking forward what you're cooking up here.
The helicopter ride went flawless. Not sure if there was a situation in a previous version where ATC contaced the pilot as of why he left his route. Maybe that was a completely different mission. Would have added some more stress to the situation.

During the cutscene at the sniper position, some kind of scope-overlay would have been cool. But it was a great cutscene nonetheless and the music was on point once again.
The hardest part of the mission was probably hitting the target with a single shot. Finding out I can deploy the bipod merely by coincidence was already helpful. But it took quite some time to get a hang of that pso scope. The feature that the game cuts from the scope view right after every shot didn't help in determining where my shots actually hit, unless it was the last round in the magazine. I ended up firing four times in the air before aiming at the colonel. Ironically I killed him with the very next shot.

After the sniper task was complete, there was no waypoint showing the way. Normally that wouldn't be that much of a problem. On my second play through though, knowing what would come, I headed straight to Gvozdno obviously bypassing the trigger to start the next task. I ended up in an empty village. Of course it was my own fault. But as the campaign and this mission in particular have quite some replayability value, it seems not that unlikely that a player could choose this route. At least you might guide him in the correct direction by adding a waypoint.

The rain added really well to the overall atmosphere. The only downside was that there where almost no clouds in the sky. That looked a bit odd. However, that didn't matter anymore once Tomek and the decision making task kicked in. Oh boy was that thrilling. Or, to quote myself:
Quote
Add dramatic music, and voila! There we have our situation.
Did I mention that the music in this mission is completely on point? I literally had goosebumps all over while hurrying through the forest. Of course I tried both variants and both of them where crafted perfectly. Back in the day when Gruntage originally came up with this idea, I knew exactly which way I would go in my final playthrough. Unfortunately I couldn't remember what I had planed back then. Making this decision was really hard. It was such a tense situation. You have created an truly epic mission! (I'm  really looking forward to read feedback by someone who hasn't played this before.^^)

However, while fighting my way through Grishino, a thought struck my mind which I had never considered before. As the Spetsnaz are searching the village for Tomek, and in the end I kill them all off, who is left to take care of Gvozdno? Is there a second strike team? How long are they going to search anyway before they move on? Or before they find Tomek? Should there be some kind of timer for the player to rescue him? Probably that would be too much. I don't know, maybe I'm overthinking it here. It just came to my mind while playing and I felt like mentioning it here.

Another thought, I can remember that there was another part in this mission, where you meet with that other rebel guy and the mission ends in that abandoned village to the south. (Sorry, can't remember the name right now.) It seems you cut that part completely, which is a good idea. It would feel disconnected after all that Tomek drama. But do you follow up on that in some other mission? I think it was quite important to end the mission in that village for the further plot. Well, maybe I'll just have to properly play the campaign an find out for myself.  :D

When clearing either of the villages, Kamil at some point reveals that the Spetsnaz are in fact the guys who talked to the colonel earlier. This is displayed as titletext, instead of a chat message like all the other conversation. Not sure if this was intentional.
One spelling mistake I noticed was in another message from Kamil: "They know he's is there somewhere."
While clearing Gvozdno I tried to enter the church compound. The only way being across the debris, which was no problem, but I got injured every time. Again, not sure if that's intentional, as the debris where burning, too.


Oh wow, what a mission. I am truly impressed by what you have created here and the long wait was totally worth it. Thank you so much for this. I guess I will have to play the campaign at least twice now, to see the consequences of my decision in the forthcoming missions. Really excited to see what's coming.

PS: Gute Besserung  :)
55
Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands
« Last post by Undeceived on 24 Jan 2024, 16:52:03 »
I noticed a unpleasant bug in the first mission (the officer's UAZ getting stuck because of some infantry). I'll update this later today.
56
Arma3 - Single Player Beta Testing / Re: [SP/CAMP] Black Lands
« Last post by Undeceived on 23 Jan 2024, 21:04:05 »
Hello guys!

So finally here we go with a new version (0.7 beta, see first post). I still can't believe that this is true. 

B E T A ! !  Everything's in?!? What the heck?? :blink:

Since November I worked non-stop on the campaign and not even a bad case of flu this week was able to stop me (I'm still not well though).

I really hope that everything works. Because of the illness, I really couldn't manage do another test run... :no:

If there is any trouble, I will be able to fix it quickly.

All tests are - as always - highly appreciated! Thanks for your time and have fun.

I'll post some things later that I'm planning for a next version, just as reference, in case you notice them too.
57
Comments & Suggestions / Re: Happy new year!
« Last post by savedbygrace on 13 Jan 2024, 20:42:26 »
Happy New Year folks. This is going to be an interesting year indeed.
58
Arma3 - Reviewed Missions / Re: (Review Completed) [SP/CAMP] Underdogs
« Last post by Undeceived on 08 Jan 2024, 18:26:17 »
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Was there anything you wanted to get my opinion on?
No, nothing special at the moment.

On the revive system: I think the process doesn't stop, only the circle disappears. But not good anyway. I'll see if I can do anything to fix that.
59
Arma3 - Reviewed Missions / Re: (Review Completed) [SP/CAMP] Underdogs
« Last post by Gruntage on 07 Jan 2024, 22:42:39 »
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maybe OPFEC could expand their review contents a bit

I think h- would need to elaborate on this but we're quite limited in terms of what we can change website-wise. I would like to see the review system improved but I'm also aware of what can and cannot be done.

Quote
What were your problems with the revive scripts? The only thing I remember was that sometimes the progress circle would disappear if you didn't look at the wounded which could be confusing (like as it would have aborted the process). Other than that it was quite solid, better than the former one (Psychobastard's AIS, which over the years has gotten some serious stability problems). I'm using exactly the same settings in BL. Would it be better to decrease the reviving time a little bit?

My problem was that the process would stop randomly (the circle would disappear) even though I was still looking at the wounded guy, meaning I would have to start the process again. So a process that should only really take a few seconds would either not complete at all or take up to 20 seconds to complete. During this time I'm a sitting duck waiting to be shot and this happened a lot.

I'm not sure what to suggest but I guess reducing the amount of time needed to revive would be a good start. I probably wouldn't have implemented such a system because the protagonist realistically shouldn't be able to do it; he's not military trained as far as I know  :D . This means that if a guy dies, then he dies, and I would take the time engineer the campaign so that if someone does die, it impacts the story. It's a LOT more work, which I do appreciate and is why a campaign like this is something I wouldn't undertake because of the time needed.

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That's an interesting point - you mean the subtitles in general? Could it be related to your interface size?

It was the subtitles used in cinematics for expository text and dialogue. I'm just using the default interface size at 1920x1080 resolution. The text doesn't need a massive increase in size. Also sometimes the white text was a little hard to read on bright backgrounds as well. My point about the text is a nitpick but it was more noticeable because there wasn't voice acting to go alongside. My focus was therefore almost entirely on the text and it being on the small side was more glaring to me.

Quote
Your feedback on the cinematics (really thanks, much appreciated!) got me seriously motivated to implement voice acting for the next projects again (in fact Underdogs is my first project without voice acting apart from BL for Arma 2, but this I still consider WIP), but given the size e.g. for Black Lands, I really don't know where to find enough actors who are up to that amount of text.

Yeah I appreciate that it's not exactly easy to find voice actors. If I had been in your position, I probably would have done it myself because the end would justify the means, even if meant doing all of the dialogue in German. Players would be able to pick up on the emotion in the spoken language even if it's not in a language they understand.

I'll use a real world example. I can watch 'Der Untergang' without the English subtitles and I would be able to get an idea of how the characters are feeling at a given moment. Like I'd be able to tell whether a character is panicked, angry, sad, etc, even if I don't speak the language to the level they do. You get the point.

I absolutely would have appreciated the effort even though it wouldn't make sense for a bunch of Greek guys to be speaking German  :D .

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Do you have any other thoughts you would like to elaborate on when thinking about upcoming projects of mine?

Possibly  :D . Was there anything you wanted to get my opinion on?

Quote
"Click to see 1 other mission by this author." Actually there are two. For The Life Of A Friend was reviewed here, too.

Yeah I saw that and I wasn't sure why that was. I'll have a quick look at why that is. Should be fixed now; the review for the FTLOAF mission just need a little tweak.

Thanks,
Gruntage
60
Arma3 - Reviewed Missions / Re: (Review Completed) [SP/CAMP] Underdogs
« Last post by Undeceived on 07 Jan 2024, 21:58:12 »
Small feedback on your thoughts on the overview: Indeed the good/evil or light/shadow was the intention here. The main protagonist looking "Into The Darkness". :) Also a bit of a modern look, perhaps something maybe remembering some video games such as Counter Strike that these young modern Altian guys could have been playing as well (e.g. like this).
But it was rather an experiment and I was curious how what its effect would be from a player's point of view. I agree though on the downsides if such an approch though. Probably wouldn't repeat it.

Quote
The process for reviewing this particular section of a mission/campaign has been made more challenging now as the Steam Workshop allows for additional images to be incorporated in the 'overview', so to speak.
That said, maybe OPFEC could expand their review contents a bit. But on the other hand I fully agree: The review is very important, and this is especially true for the Steam Workshop, where thousands of projects are listed on every page and you have to stand out with your overview to raise interest. I like how OFPEC emphasizes this part of a project.


On the other points:
What were your problems with the revive scripts? The only thing I remember was that sometimes the progress circle would disappear if you didn't look at the wounded which could be confusing (like as it would have aborted the process). Other than that it was quite solid, better than the former one (Psychobastard's AIS, which over the years has gotten some serious stability problems). I'm using exactly the same settings in BL. Would it be better to decrease the reviving time a little bit?


Quote
The text however is also a little small to read in places
That's an interesting point - you mean the subtitles in general? Could it be related to your interface size?
Anyway, I was already thinking about changing the subtitle style to something bigger but was unsure if it's good or not. Or if it would fit the scene, if you know what I mean.


Your feedback on the cinematics (really thanks, much appreciated!) got me seriously motivated to implement voice acting for the next projects again (in fact Underdogs is my first project without voice acting apart from BL for Arma 2, but this I still consider WIP), but given the size e.g. for Black Lands, I really don't know where to find enough actors who are up to that amount of text. :D


Do you have any other thoughts you would like to elaborate on when thinking about upcoming projects of mine?


Again, thanks for this review, it helped me a lot!


EDIT: "Click to see 1 other mission by this author." Actually there are two. For The Life Of A Friend was reviewed here, too.
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