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Battle Royale Forum - Parachute Fix Thread

Dec 1st, 2015
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  1. ----------------------------------------------------------------------------------------------------
  2. parachute release mod/fix
  3. ----------------------------------------------------------------------------------------------------
  4. soulkobksoulkobk
  5. January 16 in Suggestions
  6. --------------------
  7. @PLAYERUNKNOWN, can we PLEASE get this parachute modification added to Battle Royale.
  8.  
  9. It would help with frustrating landings that cause you to be dragged across the terrain and over/through rocks/shrubs/bushes/trees and suffer health damage, or worst case scenario DIE!
  10.  
  11. I know that I have died within the first minute of game play many many times due to the dreaded parachute bug, as I'm sure many other players have also.
  12.  
  13. Please fix!
  14.  
  15.  
  16. ----------------------------------------------------------------------------------------------------
  17. MajarkinMajarkin
  18. January 16
  19. --------------------
  20. There is no parachute bug. If you get dragged across the ground you landed improperly. However a parachute release could be interesting.
  21.  
  22. ----------------------------------------------------------------------------------------------------
  23. soulkobksoulkobk
  24. January 17
  25. --------------------
  26. @Majarkin, I never mentioned it as a 'bug'.
  27.  
  28. I land properly all the time and STILL get dragged across the ground. For example, I've landed upright, doing 2kmph.. as soon as I touched down, I went backwards instantly at -28kmph and was dragged across terrain and ended up prone.
  29.  
  30. Whatever the case, this parachute 'mod' would be very beneficial in BR game play as the risk of dying to the damn parachute dragging us 20+m over terrain would be almost zero!
  31.  
  32. Thanks for the reply @Majarkin.
  33.  
  34. Please incorporate the parachute mod... please.
  35.  
  36. ----------------------------------------------------------------------------------------------------
  37. MajarkinMajarkin
  38. January 17
  39. --------------------
  40. Landing at 2 kmph when there is a strong wind is landing improperly. You need to have some velocity in the direction of the wind to not get dragged.
  41.  
  42. I know that I have died within the first minute of game play many many times due to the dreaded parachute bug, as I'm sure many other players have also.
  43.  
  44. However, any mod added would required everyone to download it which can be problematic.
  45.  
  46. ----------------------------------------------------------------------------------------------------
  47. soulkobksoulkobk
  48. January 18
  49. --------------------
  50. Lulz... "dreaded parachute bug"... my bad, I didn't even realize I wrote that.
  51.  
  52. I realize it is not a "bug" per-se , as it is the "closing parachute animation" which causes all this unneeded drama of being forcefully dragged when it's not needed, dying in the first minute of an hour long round, then having to wait another 20 minutes in a BR lobby to get another game, provided there is an unlocked server to join. *frustrating*
  53.  
  54. Whether someone lands at 20kmph or 2kmph, there is no indication if you will be dragged across terrain due to "wind", as the trees, shrubs, clouds, etc give NO indication on wind direction or speed.
  55.  
  56. It's just a matter of being unlucky with this parachute landing annoyance, in which I seem to die from it more times than I actually die by being shot.
  57.  
  58. I'm sure the parachute mod, or a modified version, whatever, could be introduced into the BR structure as an update 0.5.1 or such, provided that the author of the parachute mod is ok with that of course.
  59.  
  60. However, any mod added would required everyone to download it which can be problematic.
  61.  
  62. I'm sure there are other mods that have been incorporated into the BR structure (weapons pack? clothing pack? map pack? visual effects pack? sound effects pack?). I know you can download the visual effects addon and use it with BR.
  63.  
  64. Many are asking/yelling/screaming for fixes for these "bugs"... (yeh I said bugs), as it takes away the BR game play experience from the end users... I'm one of them. I get the parachute death all the time, and when I get it multiple times, I give up and close Arma 3 and BR... I'm sure many do the same thing.
  65.  
  66. There is no enjoyment in waiting for a server to unlock (15mins), joining the server and waiting in the lobby for it to populate (anywhere from 5mins to 45mins), getting dropped out of the plane, parachuting down to land and then be dragged across terrain by the parachute and die. So say... 15mins waiting for a server to unlock + 15mins waiting in lobby + 1min plane ride + 1min of actual game play... you do the math... is BR actually worth playing when this happens a lot? Short answer is NO.
  67.  
  68. It's not just me complaining/suggesting-a-fix here, I'm speaking for myself as well as for a majority of BR players (twitch streamers included).
  69.  
  70. I'm sure all BR development staff want to build upon BR (in Arma 3 that is... H1Z1 + BR is crap), expand the game, make the game play more reliable, more friendly, more competitive, and more enjoyable... one of the major annoyances is the parachute... and a fix would be extremely grateful.
  71.  
  72.  
  73. ----------------------------------------------------------------------------------------------------
  74. MajarkinMajarkin
  75. January 18
  76. --------------------
  77. Look I don't control or even have a say as to what goes into the mod.
  78.  
  79. However, people who die because they get dragged are landing improperly. Period. Speed and direction are important when landing. Its just like the reason why box trucks were removed from stratis. People didn't learn they just complained.
  80.  
  81. I am not saying that a better parachuting setup can't be found / implemented. However, I think people should actually learn the mechanics and not claim it to be a bug.
  82.  
  83. ----------------------------------------------------------------------------------------------------
  84. soulkobksoulkobk
  85. January 18
  86. --------------------
  87.  
  88. However, people who die because they get dragged are landing improperly. Period.
  89.  
  90. So I must land improperly 90% of the time then, as it does happen very often. No matter if I land on a hillside or flat ground doing 2kmph or 20kmph, sometimes I get dragged 2m and die, other times 20m and die.
  91.  
  92. The emphasis here is "parachute" and "die".
  93.  
  94. I think you (and maybe others) don't entirely understand my suggestion of a "parachute fix". Hell, someone made the "parachute fix" for that exact reason and purpose... to get rid of being dragged across terrain for no apparent reason and inflict damage... or at the worst DIE!
  95.  
  96. Like I said before. BR needs to be a fun/enjoyable mod to play, and if players can't even get to the ground initially without dying, what's the point of playing? Each player has their own skill-set, not everyone is a master parachutist.
  97.  
  98. It is extremely frustrating after waiting 30 minutes or more for a game, only to die instantly you touch the ground... and all because of some stupid parachute animation (which I've called a bug in the past).
  99.  
  100. Make Arma 3 BR a fun/enjoyable mod to play, not a frustrating one, aka enhance it!
  101.  
  102. When game developers disregard the end-users (us players) opinions, concerns, suggestions, most just move on and play something else, as the frustration becomes too much (I've done this with other games).
  103.  
  104. My suggestions are...
  105.  
  106. * Correct the parachute with the 'parachute fix'.
  107. * Increase the time limit to get in the initial blue circle (Stratis)... 5 minutes isn't always enough time.
  108. * Correct the blue circle shrinks (1000m each time is a bit much).
  109. * Correct the graphic bugs on items (scopes showing gun items white, items showing through walls as black, black backpacks)
  110. * Reintroduce the vehicle "wrecks" with proper "loot" (that was a nice addition to the game style).
  111. * Spawn every user with at least one health kit, as due to the Arma 3 physics (bugs), the simplest of things can give you damage (for eg, just walking over rocks).
  112. * Fix the bugged health bar/boost bar (if they haven't been already).
  113. * Fix the bugged messages where they only "flash" on screen (it's hard to keep track of much).
  114.  
  115. Again, these are merely "suggestions" on how to "enhance" the experience in Battle Royale.
  116.  
  117. I've even offered help previously, whatever that may be, but I have offered. I have scripting background, analytical mind and able to debug things rather quickly, I look at the big picture, and suggest enhancements based on personal opinion and experience (whether others take it on board or not is another thing).
  118.  
  119. BTW, whether Battle Royale was a 2gig mod or a 10gig mod, for those that enjoy the game style (including myself) would still download it, no questions asked. I understand that if there are enhancements added (other mods incorporated) that it all adds up, as does any other mod you want to play within Arma 3.
  120.  
  121. Arma 3...
  122. + Battle Royale mod.
  123. + Parachute Fix mod.
  124. + Blastcore graphical effects mod.
  125. + AIA/A3MP Map Pack mod.
  126. + JSRS3 DragonFyre sound effects mod.
  127. + ACRE 2 radio/communication mod (for squads).
  128. + FEMAL3 Alpha 2 mod (because females also enjoy BR)
  129. + Plus others...
  130.  
  131. ^ Hell... that would make BR one hell of a gaming experience, just saying.
  132.  
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  134. TzerTzer
  135. January 18
  136. --------------------
  137. @soulkobk I think you are sending a bit conflicted message. First you complain that there are not enough Stratis Regular servers, but then are demanding more maps. Don't you think that would mean that other servers would have to be reduced, maybe even your beloved 3rd person Stratis servers?
  138.  
  139. * Correct the parachute with the 'parachute fix'.
  140. I must also say I don't know why you are making this parachute thing such a big deal. At worst sometimes I get dragged maybe couple of meters, but usually land right on the spot. I mean real skydivers usually land on grassy field with lots of open room, why are you landing on rocks and bushes? Have you considered that maybe you are just incompetent with the parachute and need more practice?
  141.  
  142. Battleroyale change log says, under v0.4.0: "Re-added LHM Parachute Fix by LordHeart". At least v0.5.0 still comes with the file, LHM_Para.pbo, of course I don't know if that fix is actually still active in BR or not or has it ever been. But if it is active I reckon you should feel a bit embarrassed now.
  143.  
  144. * Increase the time limit to get in the initial blue circle (Stratis)... 5 minutes isn't always enough time.
  145. * Correct the blue circle shrinks (1000m each time is a bit much).
  146. You propably know better the situation regarding Stratis cause I don't play that usually. Altis also has the 5km->4km->3km->2km->1km shrinks which sometimes bites me in the ass if I'm not careful. But if the shrinks were smaller it would just drag the round time longer in Altis so it is understandable.
  147.  
  148. * Correct the graphic bugs on items (scopes showing gun items white, items showing through walls as black, black backpacks)
  149. I don't recall seeing white gun items personally, somebody confirmed this so maybe it is related to graphics settings or somethings.
  150. Loot showing as black through walls, it was already established that Bohemia hasn't done anything about it yet.
  151. I believe the Black SMA Backpacks are already removed from the loot tables. Assuming the black one was the only one rendering incorrectly, other SMAs are still in.
  152.  
  153. * Reintroduce the vehicle "wrecks" with proper "loot" (that was a nice addition to the game style).
  154. I don't know how much FPS they actually reduced or if it can be fixed.
  155.  
  156. * Spawn every user with at least one health kit, as due to the Arma 3 physics (bugs), the simplest of things can give you damage (for eg, just walking over rocks).
  157. Well I guess this would be the same for everyone. Though first of the deploy-late players who gets a gun might have a mighty big pile of medkits after killing the gunless bambies.
  158.  
  159. * Fix the bugged health bar/boost bar (if they haven't been already).
  160. I think this is fixed already or at least I haven't seen it bug recently.
  161.  
  162. * Fix the bugged messages where they only "flash" on screen (it's hard to keep track of much).
  163. This one I've had recently though it is less common compared to situation when the bug was introduced.
  164.  
  165. ----------------------------------------------------------------------------------------------------
  166. soulkobksoulkobk
  167. January 18
  168. --------------------
  169.  
  170. @soulkobk I think you are sending a bit conflicted message. First you complain that there are not enough Stratis Regular servers, but then are demanding more maps.
  171.  
  172. Demanding more maps? SMH.
  173.  
  174. I really don't understand why you're having a dig at me, I merely had suggested it in another thread that it would be a nice addition to BR, as currently the only decent small map is Stratis. Playing the same map over and over and over does get repetitive. Altis I don't like (many don't like playing it), and Wake Island is a bit the same... again PERSONAL opinion, each to their own.
  175.  
  176. Don't you think that would mean that other servers would have to be reduced, maybe even your beloved 3rd person Stratis servers?
  177.  
  178. I doubt it, as most of the constantly empty servers are Altis 64 player USA servers, as USA are the only ones I can play on due to latency. A lot of the player base prefer Stratis and prefer Regular (3rd/1st person view)... take those servers away and a fair chunk of the player base will vanish also, myself included.
  179.  
  180. I must also say I don't know why you are making this parachute thing such a big deal. At worst sometimes I get dragged maybe couple of meters, but usually land right on the spot.
  181.  
  182. Great for you only being dragged a few meters. Again I merely suggested the parachute fix due to myself and many other players, including twitch streamers that have encountered the exact same things I have. I don't think I should have to re-re-re-re-explain myself regarding the parachute and the current annoyance whilst landing.
  183.  
  184. I mean real skydivers usually land on grassy field with lots of open room, why are you landing on rocks and bushes?
  185.  
  186. I don't land on rocks and bushes, did you not read the first post? I mentioned that I land in the open, yet upon landing I get dragged across nearby rocks or shrubs or trees... and die. The terrain is rather diverse in Stratis, there is no possible way to land away from rocks/shrubs/trees unless you land in the water. Bit of a stupid comment you made there.
  187.  
  188. Have you considered that maybe you are just incompetent with the parachute and need more practice?
  189.  
  190. Yeh, that must be it, incompetence... my bad. SMH. I parachute down quite fine when I don't encounter the parachute glitch/bug/whateverthehellyouwanttocallit. It's the times that the parachute just decides to drag you over terrain for no apparent reason... see now I'm repeating myself, meh. Again.. "NO APPARENT REASON". You can tell me I'm incompetent, no problem, you can tell me it's due to wind speed, no worries, you can try to explain to me any valid reason you want, fine, but the fact is that the current way the parachute landing sequence is... it's very annoying and very frustrating at the best of times. If you get rid of the annoyance and the frustration, from the beginning, then it makes for a much better, nicer, enjoyable game of Battle Royale... right? I'll answer that for you (and others)... its a big fat "YES".
  191.  
  192. Battleroyale change log says, under v0.4.0: "Re-added LHM Parachute Fix by LordHeart". At least v0.5.0 still comes with the file, LHM_Para.pbo, of course I don't know if that fix is actually still active in BR or not or has it ever been. But if it is active I reckon you should feel a bit embarrassed now.
  193.  
  194. Awesome... but no, it is not active, hence why I posted this thread... If it was active, the parachute would disappear as soon as the players altitude is zero (no closing/dropping parachute animation, it merely disappears) for a nice landing... not be dragged 20 meters over terrain. Embarrassed... SMH *chuckles*
  195.  
  196. Anyway, I can't be bothered going over your "opinions" to my opinions, as that's all they are... opinions, everyone has them, we don't need to agree with others either... just be nice about it.
  197.  
  198. All in all... parachute fix please and thanks!
  199.  
  200. ----------------------------------------------------------------------------------------------------
  201. OllieOllie
  202. January 18
  203. --------------------
  204. image
  205.  
  206. ----------------------------------------------------------------------------------------------------
  207. TzerTzer
  208. January 19
  209. --------------------
  210. @soulkobk , I just don't know what to say about the matter. Just to prove a point, I played 6 Regular Stratis games this morning. I'm sorry the sample size isn't bigger.
  211.  
  212. 3 times I landed on a straight surface and was dropped on my feet, no drag or damage whatsoever. 1 time I landed on a hillside and ended up prone, no damage, unfortunately I had forgotten to switch to 3rd person so I can't say for sure but I don't think I was dragged one bit.
  213.  
  214. 2 times I was dragged a bit, on 2nd occasion even took maybe 2-3hp damage which the Boost soon fixed. But on both occasions it was on a steep 45 degree angle like because I wanted to test landing on a slope too. I guess it can be determined that landing on a slope is a bad idea like it would be in real world too.
  215.  
  216. Furthermore, I looked through my own landings from a video I recorded, observed the parachute landing animation, and in my opinion it is identical to the sample video in the Armaholic page.
  217.  
  218. To compare it to the Arma 3 "vanilla" landing animation, I downloaded this scenario because I don't think any of the showcase missions feature a para drop. In "vanilla" it will take the parachute a couple of seconds to to fold. To save you for the trouble, it looks like something like this. While in BR it looks like this. With this evidence I tend to believe that the fix you asked to be included is already ACTIVE in Battle Royal.
  219.  
  220. Anyhow, if you still are having problems with the landing, perhaps you could post videos of your unsuccessful landings or maybe point a URL and a timestamp to some of the Twitch VOD:s of these streamers you were referring to, and maybe others could see the problem with their own eyes and could analyze what the problem might be.
  221.  
  222. ----------------------------------------------------------------------------------------------------
  223. spooksmcgeespooksmcgee
  224. January 19
  225. --------------------
  226. "So I must land improperly 90% of the time then, as it does happen very often"
  227.  
  228. Yes. It took me awhile to learn how to use the chute, but I land prone now maybe 20% of the time, and get dragged maybe 5% of the time. That is because I have learned how to determine wind direction and use forward momentum and speed to properly land. I'm not saying parachutes work completely, but if you are dying from them 90% of the time you are definitely inexperienced with it.
  229.  
  230. ----------------------------------------------------------------------------------------------------
  231. soulkobksoulkobk
  232. January 20
  233. --------------------
  234. Here's a video of one of my recent parachute landing events whilst landing on a hillside on the east of Stratis. Sometimes you have absolutely no option but to land where you can.
  235.  
  236. I landed on the hillside slow, with a "foot on the ground" speed of 4 kmph, then got instantly dragged backwards to -27 kmph... this is what I'm referring to each and every time. I land very cautiously on the hillside, yet get dragged no matter what, all due to the closing animation of the parachute because of the so-called wind speed.
  237.  
  238. If I had of hit that rock on my left whilst being dragged down the hillside... again, I'd be dead.
  239.  
  240. Whether the "parachute fix" is already incorporated (and active) into BR or not is really beside the point here, as if it is active, then it's not functioning correctly. I (and many others) just want a proper parachute fix!
  241.  
  242. What needs to happen is that when a player reaches zero altitude (regardless of speed), the parachute releases/disappears fully... and instantly. As currently the parachute drags you across terrain, whether on flat ground or a hillside... it doesn't matter what location... it still does the exact same thing... parachute drag, then damage or die.
  243.  
  244. Skordy (a streamer) had the exact same thing happen to him on the same day I recorded the above video. I said to him that there is apparently no parachute glitch/bug whilst landing, to his reply was "bullsh't".
  245.  
  246. Many other players and streamers have also succumb to the same fateful outcome of parachute landings... DEAD.
  247.  
  248. Therefore, if the parachute fix is already active within BR (like the above replied post(s) have suggested), it doesn't really help the current parachute "glitch" situation.
  249.  
  250. Parachuting should be a simple exercise of getting from A to B in relatively easy form, that being the transition from being in the air to being on the ground without obtaining health damage, or at the worst death.
  251.  
  252. I can parachute down fine, land fine... yet instantly being put to -27kmph and being dragged across terrain is extremely frustrating, which very much deducts from the overall pleasurable gaming experience that BR gives.
  253.  
  254. I really don't understand why no one seems to understand what I'm trying to explain here. I've explained it over and over and over.
  255.  
  256. I don't care how much skill anyone has with parachuting, whether you are "hell, I'm awesome at it" or "crap, I hate the parachute" experienced, I don't really care, as it's not a factor with the concern at hand.
  257.  
  258. The fact is that it happens to ALL players, no matter of their parachuting skill, whether multiple times a week, or only once a week... it still happens!
  259.  
  260. Again, why queue up for a BR round... wait for a server to unlock (15 mins), then join the lobby and wait for it to populate (another 5-15 mins), then have a 1 min plane ride, get thrown out of the plane, free-fall and then parachute down (another 2 mins)... then WHAMMO, dead due to the parachute instantly dragging you "for no apparent reason" over terrain, rocks, shrubs, trees, whatthehellever... resulting in DEATH and being kicked from the round. Again.. not a very enjoyable experience now is it?... NO.
  261.  
  262. So 30 mins waiting to play a round of BR, plane ride for 1 min, then actually playing (well kind of, as it's just parachuting down at this point) for 2 minutes... the odds just don't add up. 31 min waiting, 2 minutes of game play.... repeat. NOPE!
  263.  
  264. As much as BR is enjoyable to play when we players do not encounter glitches/bugs like that, it's just not worth the frustration and wait each and every time.
  265.  
  266. Hell, speak to Sk0rdy about it, or KairosPvP, SpasmaTV, NoVaFPS, Dreaded54... and many many other streamers and players... they will have the same opinion about the damn parachute (and other glitches) as I have.
  267.  
  268. The thing is, if we cant successfully get to the ground in a round of BR in the first place.. why bother playing at all?
  269.  
  270. Have I made myself clear yet?
  271.  
  272. Anyhow, if you still are having problems with the landing, perhaps you could post videos of your unsuccessful landings
  273.  
  274. I'll be sure to start recording all my parachute landings from now on. Again, it doesn't matter what terrain I land on... being dragged just happens, not all the time, but it does happen.
  275.  
  276. ----------------------------------------------------------------------------------------------------
  277. MajarkinMajarkin
  278. January 20
  279. --------------------
  280. You landed improperly in that video. You had no speed when the wind was blowing down the hill. This will result in you being blown back every time. The goal of landing is not to reduce your speed as close to zero as possible. Landing with some momentum towards the wind is important.
  281.  
  282. You do have choices where you land. If you are having trouble getting to safer places to land, consider opening your shoot sooner and flying in a direction that is not into the wind. You can go 45-90 degrees off the direction of the wind and go further than you would into the wind. Also tapping w as you fly can allow you to go further than holding w.
  283.  
  284. People tend to claim bug far to often. Could the parachuting be improved? Probably, however, you can land safely a large majority of the time without requiring some crazy parachuting mastery. If you are consistently sliding down a hill then you are most likely doing something wrong. There are strategies that can allow you to land in safer locations. If you were to land on a hill in real life it would be a very hard landing.
  285.  
  286. You commented on people attacking / being aggressive when they disagree in other threads. However, I see you using similar tactics in here and other threads. Take your own advice and chill.
  287.  
  288. ----------------------------------------------------------------------------------------------------
  289. soulkobksoulkobk
  290. January 20
  291. --------------------
  292. I landed improperly in that video? Ok then. *relaxed*
  293.  
  294. How do I tell which way the wind is blowing? (there are no indicators) *relaxed*
  295. How do I tell the wind speed? (there are no indicators) *relaxed*
  296.  
  297. The only way to tell which way the wind is blowing and how fast is by opening parachute and rotate 45 degrees each time, to check the speed at which you are traveling at each angle. By then you have wasted a minute or more... you do realize that this mod is a death match, first to get a weapon wins. *relaxed*
  298.  
  299. Hell, if we were all given (at least) a pistol to begin with, we wouldn't be in so much of a hurry to get to the ground... and try to be the first to a loot point to get the upper hand... that being a weapon. *relaxed*
  300.  
  301. I am chill. The thing is with text only, is that you can't put any emphasis on the way you intend it to be read, unless you specifically write *sarcasm*, *relaxed*, etc at the beginning or end of sentence. *relaxed*
  302.  
  303. I'm not attacking anyone, just merely having my own opinion towards the matter. It gets frustrating when people either don't read things properly, or read too much into it, then comment. *relaxed*
  304.  
  305. Having to make the same statement or explain myself over and over gets a bit frustrating also. *semi relaxed*
  306.  
  307. As for "could the parachuting be improved", there is nothing wrong with the parachuting per-se, it is solely the transition of landing on the ground, and the parachute just doesn't let go, hence drags you across terrain resulting in damage or death. *relaxed*
  308.  
  309. Sometimes I have no issue with it, other times I do... this topic is for the times I do encounter the issue, which is more than it should be, hence resulting in a crap gaming experience within BR. *relaxed*
  310.  
  311. Whatever the case, I'm done with this subject and posting on these forums for the time being. *relaxed but annoyed*
  312.  
  313. This topic is constructive criticism, meant in the nicest possible way... although the topic at hand is rather annoying/frustrating. *relaxed*
  314.  
  315. See... *relaxed*
  316.  
  317. ----------------------------------------------------------------------------------------------------
  318. TzerTzer
  319. January 20
  320. --------------------
  321. If you observe the video, an indicator is e.g. the bush under you, it is clear that you are moving sidaways and the wind is blowing from your right to your left. You should have turned 90 degrees to your right and like Majarkin said with more speed.
  322.  
  323. It really isn't that hard to see the direction of the wind. Either from map or GPS it is easy to notice if the wind is blowing from either side because you are moving sideways. If you are not moving sideways, then it's either blowing against your face or back, and you notice it from forward speed.
  324.  
  325. However, if you still think that there is something fundamentally wrong with the parachute, perhaps you could pressure LordHeart to make a updated version of the fix. I'm sure PU could add the updated version to the next version of the mod without too much of a trouble. I'd like PU to spend his time better than coding his own version of parachute fix, there a more important issues on the table. Also the LHM Parachute fix v0.0.2 could be used by many other mods so everyone would benefit, not just BR.
  326.  
  327. ----------------------------------------------------------------------------------------------------
  328. MajarkinMajarkin
  329. January 20
  330. --------------------
  331. You can tell the wind speed and direction by how fast you are going in the specific direction. By rotating a little bit you can get a feel for which way and how strong the wind is. No wind when holding down w is a max speed around 58 km/h. You can kinda get a feeling how fast and what direction from there.
  332.  
  333. Every last bit of this below is not constructive criticism and shows you are not "relaxed". Sure if you die when you land its frustrating. Practice and learn how to prevent it instead of complaining that it's a bug. I will have to go over parachuting in wind / landing on hills on my stream sometime.
  334.  
  335. Hell, if we were all given (at least) a pistol to begin with, we wouldn't be in so much of a hurry to get to the ground... and try to be the first to a loot point to get the upper hand... that being a weapon. *relaxed*
  336.  
  337. I am chill. The thing is with text only, is that you can't put any emphasis on the way you intend it to be read, unless you specifically write *sarcasm*, *relaxed*, etc at the beginning or end of sentence. *relaxed*
  338.  
  339. I'm not attacking anyone, just merely having my own opinion towards the matter. It gets frustrating when people either don't read things properly, or read too much into it, then comment. *relaxed*
  340.  
  341. Having to make the same statement or explain myself over and over gets a bit frustrating also. *semi relaxed*
  342.  
  343. As for "could the parachuting be improved", there is nothing wrong with the parachuting per-se, it is solely the transition of landing on the ground, and the parachute just doesn't let go, hence drags you across terrain resulting in damage or death. *relaxed*
  344.  
  345. Sometimes I have no issue with it, other times I do... this topic is for the times I do encounter the issue, which is more than it should be, hence resulting in a crap gaming experience within BR. *relaxed*
  346.  
  347. Whatever the case, I'm done with this subject and posting on these forums for the time being. *relaxed but annoyed*
  348.  
  349. This topic is constructive criticism, meant in the nicest possible way... although the topic at hand is rather annoying/frustrating. *relaxed*
  350.  
  351.  
  352. ----------------------------------------------------------------------------------------------------
  353. OllieOllie
  354. January 20
  355. --------------------
  356. Landing with the parachute is not hard, but can be a bit tricky sometimes. The more you play the more experienced you become and you learn to analyze your surrounds and where you can land and where you can't.
  357. Also, you can get dragged in real life if you land incorrectly. BR is all about analyzing all the different variables in-game such as the weather, loot availability, circle position and size etc. and using them to your advantage.
  358. Finally, there are far more important things to fix right now than the parachute landing *krmh* leaderboards *krhm* and I personally think that the parachute is perfectly functional right now, just learn to land properly.
  359.  
  360. ----------------------------------------------------------------------------------------------------
  361. RedfishRedfish
  362. January 22
  363. --------------------
  364. Please don't water down BR and make it a "casual" game so everyone is equal. We need these people that lick windows and fail at parachuting to keep the sensitive balance; just like we need people like me that have terrible aim. It may be my older generation and being old fashioned, but nobody held my hand in getting through life and I don't expect anyone to start now. I have failed at parachuting, been blown down hills, into trees and so forth just like everyone else. The difference is that I didn't blame the game for the failure, I blame myself. I got back up, figured out what I did wrong and didn't do it again. Life is tough man, not everyone gets a trophy, so butch up Tabitha!
  365.  
  366. ----------------------------------------------------------------------------------------------------
  367. soulkobksoulkobk
  368. February 14
  369. --------------------
  370. Again, I bump the parachute dilemma.
  371.  
  372. Just tried to have 3 games (in a row), and ALL 3 games, I died instantly via the parachute glitch... I mean, c'mon... it really can't be that damn sensitive.. it just can't.
  373.  
  374. * Game 1. Waited in lobby for 20+ minutes, then got dragged over a rock whilst landing at < 5kmph due to "wind"... and the result was DEAD.
  375. * Game 2. Waited in lobby for 20+ minutes, whilst parachuting down, my right leg (foot even) skimmed a tall tree and I was insta DEAD.
  376. * Game 3. Waited in lobby for 20+ minutes, parachuted to the ground cleanly, safely, slowly (< 5kmph), instantly went to -25kmph and got dragged over terrain and rocks... and the result was DEAD.
  377.  
  378. Salty? Yup, see the re-occurrence here? I'll give you a hint... "wait 20+ minutes" + "parachute" + "dead". And it's not just me... it's many many other players.
  379.  
  380. Yeh yeh yeh, everyone can tell me how sh't I am at parachuting, I really couldn't care less of your meaningless opinions... what I do care about is BR putting in a proper parachute fix (and ease up on the wind).
  381.  
  382. The so-called "LHM Parachute Fix by LordHeart", is rather useless... yes I have tested it (over and over again), viewed the code and tested the code... it's rather useless.
  383.  
  384. What I did do? I wrote my own parachute fix script... and tested it over and over and over... and it WORKS rather well.
  385.  
  386. My parachute script...
  387.  
  388. + You are automatically equipped with the parachute backpack (when pushed from the plane).
  389. + Your parachute automatically deploys if you reach <= 100 meters above sea/terrain level (admin switchable on/off).
  390. + You no longer receive health damage by brushing a limb past a tree and instantly dying (yes, it happens to a lot of BR players).
  391. + Your parachute releases <b>immediately upon touchdown either on terrain or over sea, and if you are on terrain, you are left STANDING 100% of the time (no more laying prone).
  392. + You are able to land ON buildings and rock formations without receiving any health damage... yes ON.
  393. + In flight health damage does NOT exist (you can't die colliding with other players/trees whilst > 1 meter above the ground), yet you will still receive health damage (or die) if you land > 20 kmph or on very steep inclines.
  394.  
  395. One of my huge gripes with Arma 3 is the damn parachute... and when BR enforces bad weather with winds of up to 80 kmph, it doesn't make for a good start to the round/game.
  396.  
  397. Many complain about it in game and streamers on twitch complain about it also... yet I seem to be the only one to actually voice the issue.
  398.  
  399. If you want to reply and have a rant directed at me and tell me how sh't I am or tell me what mood I'm in (good for you), rather than the topic, do it in private message... or just don't do it at all. Going by some of the past comments, people need to educate themselves before actually typing a response.
  400.  
  401. Again, hence the topic... if Battle Royale is really a long and drawn out process (waiting in lobbies for 20+ minutes for a round to start), then dying within the first minute (many many do)... is it really worth having the frustration or actually playing the mod? The short answer is NO.
  402.  
  403. I've offered to help with scripting, I do have knowledge, I do have understanding of the Arma 3 backend... hell I even scripted my own loot spawn system which has NO floating loot, no useless items, more dynamic loot points, and you are able to pick up a weapon and ALL it's magazines in ONE action... with the weapon automatically equipped, loaded and ready to go in combat (I was told previously, or I read that it was not possible in Arma 3... I proved it CAN be done, see the link below).
  404.  
  405. Parachute V1 showing the parachute releasing instantly, laying prone (current version is not yet recorded).
  406.  
  407. Parachute V1 showing being able to land ON a roof top, laying prone (current version is not yet recorded).
  408.  
  409. And for those that are interested... my alpha lootSpawn script with debug markers/hints on (also usable server side). And... being able to pick up a weapon and all surrounding magazines in one motion, automatically loaded and equipped.
  410.  
  411. Anyways... @PLAYERUNKNOWN... any chance of a response please? either here or private message is fine.
  412.  
  413. TBH, I'm not really interested in a response from anyone else apart from PU to this topic... unless it's constructive of course... again stick to the topic instead of telling me how sh't I am at parachuting.
  414.  
  415. ----------------------------------------------------------------------------------------------------
  416. gstephenopolousgstephenopolous
  417. February 14
  418. --------------------
  419. Sounds like you've got a chip on your shoulder. If you wanted a response from PU, you should've PMed him instead of calling him out in some kind of angry rant here. Scripts look good, though, even if the landing seems too forgiving.
  420.  
  421. ----------------------------------------------------------------------------------------------------
  422. TzerTzer
  423. February 14
  424. --------------------
  425. I guess it's safe to assume that you are not exactly looking for my feedback, but I'm going to give it anyway, as constructively as possible. I'll leave the dying while landing bit out if this, maybe it's some kind of lag, desync, high ping or whatever technical reason that keeps on killing you, cause I still haven't died even once since we last talked about this.
  426.  
  427. Automatic deploy could be good for the situations when you have been waiting in a server for a while to fill up, go to bathroom/kitchen while waiting and the server unexpectedly fills up and the game starts. Then you get back and find yourself dead on the ground. Maybe the automatic deploy would prevent this, though I don't really know at this time if the landing speed goes from freefall to below 20 km/h in the last 100 meters. But I then again I'm a deploy-early type of player, maybe some deploy-late player can confirm what is the last possible altitude to deploy if you don't want to get killed. Or even better would be if you could choose from the mousewheel in the lobby "Deploy immediately" or "Deploy at 500m" etc. as a precautionary measure for the AFK situations.
  428.  
  429. About landing, so you may have proved that it is possible to do the parachute release the way you want, I guess now it's up to decide whether it is wanted from the gameplay perspective. I mean do you personally believe that you should be able to smack your face into a pine tree at 50 km/h in this game and survive it?
  430.  
  431. About landing on buildings, consider that two players are racing towards the green military tower (Land_Cargo_Tower). Other one plays it safe and lands on the ground. The other one risks it and attempts to land on top of the tower. If he makes it he has the upper hand. If he fails and doesn't make the landing on the top, the one who landed on the ground is ahead of him. If you make landing on top of the tower a sure thing, you remove the whole risk-reward aspect of it. IMHO it just shouldn't be easy to land on such a limited space.
  432.  
  433. About the loot spawn script, would have wanted to actually see it in-game too instead of just watching the map. And in Altis where most of the problem buildings are, and many of them.
  434.  
  435. About picking up weapons, I didn't know there was any problem about it before. The way I see it this change would only benefit the first player who gets to a weapon in a race situation, and leave less chance for the second player to make an escape while the first player is picking up the weapon. Not sure this would be good from a gameplay perspective.
  436.  
  437. Don't get me wrong, my congratulations to you, you were ridiculed and decided to do something about it yourself to prove a point. Still, I'm not sure that all of these improvements for the parachute and weapon picking are necessarily good from a gameplay point of view, even if they are technically possible. But if you actually got the loot spawn script working more power to you.
  438.  
  439. ----------------------------------------------------------------------------------------------------
  440. soulkobksoulkobk
  441. February 15
  442. --------------------
  443. @gstephenopolous,
  444.  
  445. Chip on my shoulder, nope, just want to see enhancements to Battle Royale for the 'better' of the game play.
  446.  
  447. Angry rant.. kind of.. more frustrated rant than anything. I have already previously private messaged @PLAYERUNKNOWN and still haven't received a response.
  448.  
  449. Script looks good? Thanks, and yes the current parachute set up is much more forgiving than the current (which IMO is needed).
  450.  
  451. @Tzer,
  452.  
  453. I'll leave the dying while landing bit out if this, maybe it's some kind of lag, desync, high ping or whatever technical reason that keeps on killing you, cause I still haven't died even once since we last talked about this.
  454.  
  455. It's not lag, not desync, not high ping, etc... it's purely based on the parachute in respect to the wind velocity. I'm not sure why Stratis (and/or other maps) have the wind cranked to maximum, as the wind does not affect bullet trajectory at all from what I have read, so there is no real point to having the wind set to anything but zero in 'Battle Royale'. When there is little to no wind, I can land quite fine 90% of the time.
  456.  
  457. You may have noticed that in one of the previous videos above of my parachute releasing near 'LZ Connor' on Stratis that I had the wind cranked to maximum... ~24kmph heading into the wind, ~80kmph heading with the wind... again, just to prove a point regarding the parachute.
  458.  
  459. Or even better would be if you could choose from the mousewheel in the lobby "Deploy immediately" or "Deploy at 500m" etc. as a precautionary measure for the AFK situations.
  460.  
  461. ^ Nice idea, and yes that could be implemented.
  462.  
  463. I mean do you personally believe that you should be able to smack your face into a pine tree at 50 km/h in this game and survive it?
  464.  
  465. Short answer is no.
  466.  
  467. Whilst Arma 3 is a 'military simulator', 'Battle Royale' is suppose to be a 'fun' tactical PvP, last man standing mod.
  468.  
  469. With the current parachuting situation (based off the map Stratis), the hardest part of the game play is exactly that... parachuting to the ground. When you have unneeded wind (and wind gusts) around 80kmph whilst trying to plant your feet on the terrain below... being pushed/pulled/dragged/poked/prodded by shrubs/trees/rocks/vehicles and such (whilst the parachute closing animation executes)... receiving health damage... or DEATH, it does NOT make for an enjoyable round/game/mod whatsoever.
  470.  
  471. If you make landing on top of the tower a sure thing, you remove the whole risk-reward aspect of it. IMHO it just shouldn't be easy to land on such a limited space.
  472.  
  473. You do realize that no matter the functioning of the parachute that the 'first in - best dressed' wins, right? It doesn't matter if you land on the ground or on top of a building... the first one with a weapon, the first one to accurately fire that weapon, and kill an opponent... wins.
  474.  
  475. From what I gather of your question is that weapons 'spawn' on top of the towers top level, and weapons do not spawn on the ground (outside of buildings), therefore the player who lands ON the tower has the upper hand, as he is the closest to the 'loot'. Sure... the way BR loot spawn system is set up currently, it sure is an advantage (my own loot spawn script also spawns loot outside of buildings within proximity, not just inside buildings).
  476.  
  477. About picking up weapons, I didn't know there was any problem about it before.
  478.  
  479. There is no 'problem' per-se, but the query has been put forth quite a few times about being able to pick up a weapon already with a magazine in the weapon, ready to shoot. I was either told or read that "it can't be done"... so I set out to attempt it, and succeeded.
  480.  
  481. With my script, you are now able to pick up a weapon, and ALL it's immediate surrounding magazines in one action, not 2 or more actions.
  482.  
  483. Current situation of obtaining weapons...
  484.  
  485. 1. Pick up weapon... "wait for pick up animation... put it on your back, grab it from your back".
  486. 2. Pick up a magazine... "wait for pick up animation, weapon is now loaded ready to go".
  487.  
  488. (optional)...
  489.  
  490. 3. Pick up other surrounding magazine... "wait for pick up animation".
  491. 4. Pick up other surrounding magazine... "wait for pick up animation".
  492. 5. Pick up other surrounding magazine... "wait for pick up animation".
  493.  
  494. By then you have just wasted 10+ seconds in pure animations whilst trying to obtain a weapon and loading it ready to shoot.
  495.  
  496. My way of obtaining weapons...
  497.  
  498. 1. Pick up weapon and all immediate surrounding magazines... "wait for pick up animation... put it on your back, grab it from your back... it's loaded ready to go".
  499.  
  500. All-in-all, yes I did want to prove a point. Yes I did research, testing, and then scripted/coded my own 'fixes'.
  501.  
  502. As for my loot spawn script, I just recorded a 'debug' of my V3 loot spawn on Stratis (Altis lags for me currently), you can view the video here which shows debug markers on the map and some in-game play/action.
  503.  
  504. My current loot spawn set up damages a % of buildings on the map before spawning anything (makes for more random game play) as damaged buildings are random, yet loot still spawns in and around them, as well as doors being open on a % of buildings (makes for more random game play, as then you can no longer tell if someone has already entered a building or not, or is in the area).
  505.  
  506. I'm glad the responses were constructive criticism for the most part.
  507.  
  508. ----------------------------------------------------------------------------------------------------
  509. TzerTzer
  510. February 15
  511. --------------------
  512. I still feel that that if all of these changes would be implemented it would effect the gameplay a lot. I'd like to have at least some discussion about this, though eventually it is of course PU's decision.
  513.  
  514. Spawning loot outside the buildings: This would leave a lot of people exposed when looting, when they would have to pick up items without any cover. This might have unknown consequences, maybe the amount of players would drop too low for the mid game when everyone gets killed in towns where there are some many windows and places hide and stalk. I don't like looting towns as it is, having to constantly pick up loot in the streets would make it even more dangerous. Or maybe people would start to keep staying away towns and military areas would start to get more traffic, anyway it would propably change the gameplay somehow. Also, with buildings having bushes, car wrecks etc. stuff around them, some of the loot would propably be hidden underneath them.
  515.  
  516. Damaging buildings: I don't know if this is a big deal one way or another to me personally. I guess it depends if the damaged building would still spawn loot. But if not, some of the Altis NW circles would be even more sparse of loot, and some of them are pretty poor to begin with.
  517.  
  518. Open doors: DayZ did this, but I know a lot of players would hate this. I always make the effort of closing the doors behind me as do many others (e.g. Furians). There have been so many occasions where I have entered a building closing doors behind me, and then heard steps and nailed the unsuspecting victim. And as well I have walked into other people who closed the doors behind them. Close the doors and make it so much harder for others to track your progress.
  519.  
  520. Gun picking: Like I said, I feel this would only benefit when you are picking up your first gun, and probably these happen in race situations. Later on you don't want to just outright swap the gun, you want to take the ammo/attachments off and need to go through the inventory window anyway. This would only screw people in the the very early game when the first person picks up the gun without any delay and there is no chance for the other player to make an escape run.
  521.  
  522. The good news is I assume that all of these features are modular, so one or all of them can be disabled individually if they are not wanted from gameplay perspective.
  523.  
  524. I still don't agree with your views on the parachute behavior. I think it would be ridiculous that you could just keep smashing yourself against trees and buildings and take no damage whatsoever if above the 1 meter limit. I like the mod as it is, somewhat realistic and difficult. It's no fun if people just start exploiting the no-damage parachute mode in who knows how many ways possible. High Reward should come with High Risk, and if not willing to take the risk you play it safe.
  525.  
  526. ----------------------------------------------------------------------------------------------------
  527. PLAYERUNKNOWNPLAYERUNKNOWN
  528. February 15
  529. --------------------
  530. Have a copy of your loot spawn script so I can test it?
  531.  
  532. ----------------------------------------------------------------------------------------------------
  533. soulkobksoulkobk
  534. February 15
  535. --------------------
  536.  
  537. It's no fun if people just start exploiting the no-damage parachute mode in who knows how many ways possible.
  538.  
  539. Exploit it? There is no way to exploit it. The way I have it at the moment, there is NO damage when you are > 1 meter from the ground, that is admin switchable on/off.
  540.  
  541. I have damage off due to the fact of 'death by brushing against a tree' is not fun at all.
  542.  
  543. At the end of the day, Battle Royale is an enjoyable but extremely frustrating mod for Arma 3... ask around, ask in lobbies, ask users on these forums, ask twitch streamers... I'm fairly sure some (most even) also agree with my recommendation for a parachute fix.
  544.  
  545. Again... when you wait for 20+ minutes for a round of BR to start, only to be subject to the damn parachute vs 80kmph winds... get dragged across terrain, rocks, whatever as the parachute does not release immediately... there is no fun in the Battle Royale mod.
  546.  
  547. The more frustration BR gives it's players, the less they actually want to play it (or support it). Simple known fact. I hear/see players raging all the time, especially streamers... webdork, sk0rdy, spasma, valid point, soltek to name a few.. don't believe me? go ask them.
  548.  
  549. Make BR less time waiting in the lobbies, easier to set foot on the ground (we don't need 80kmph winds), less buggy (unobtainable floating loot, unobtainable loot beneath terrain), and a more enjoyable experience as a whole... and the player base will build back up, as will the support.
  550.  
  551. Instant parachute release at 'touchdown' + no 80kmph winds = a much nicer gaming experience already.
  552.  
  553. somewhat realistic and difficult
  554.  
  555. No... simply no. Arma 3 as it stands is not realistic... you don't die if you jump off a rock at 1 meter height in real life... in Arma 3 you do. If you skim your leg against a tree whilst parachuting down at ~40kmph, you die... in real life you'd still be alive with scratches and bruises. somewhat realistic? nope.
  556.  
  557. Either make BR a better nicer experience for everyone involved as a whole, or players will go elsewhere.
  558.  
  559. Again.. I hear/see complaints every day from many players... yet they are not being voiced to @PLAYERUNKNOWN indirectly (BR forums), or directly (Twitter/In Person). So at the moment I'm a one-man-army expressing concerns and opinions... that does have knowledge about it, does have understanding about it... but does not have the tolerance for a frustrating game mod.
  560.  
  561. ----------------------------------------------------------------------------------------------------
  562. PLAYERUNKNOWNPLAYERUNKNOWN
  563. February 15
  564. --------------------
  565. Soul, please stop trying to drum up drama. Making statements like this are not really helping.
  566.  
  567. "The more frustration BR gives it's players, the less they actually want to play it (or support it). Simple known fact. I hear/see players raging all the time, especially streamers... webdork, sk0rdy, spasma, valid point, soltek to name a few.. don't believe me? go ask them." & "Either make BR a better nicer experience for everyone involved as a whole, or players will go elsewhere."
  568.  
  569. If things were really as bad as you say, we would have no-one on our servers, but yet I see them busy most days. I understand there are problems with the mod in its current state, but we are working on fixing the stand-out bugs most players are experiencing.
  570.  
  571.  
  572.  
  573. ----------------------------------------------------------------------------------------------------
  574. PLAYERUNKNOWNPLAYERUNKNOWN
  575. February 15
  576. --------------------
  577. Also, I would like to point out that the parachute fix you suggested at the start of this thread is already in the mod.
  578.  
  579. http://i.imgur.com/FNOSfVh.png
  580.  
  581. ----------------------------------------------------------------------------------------------------
  582. soulkobksoulkobk
  583. February 16
  584. --------------------
  585. @PLAYERUNKNOWN
  586.  
  587. Soul, please stop trying to drum up drama. Making statements like this are not really helping.
  588.  
  589. Drama? no drama here, not trying to cause drama, just making suggestions and statements. #freespeech
  590.  
  591. I make statements on my own behalf as well as based on what I hear and see from other BR players, I don't just say/type it for the hell of it.
  592.  
  593. Like I said, maybe you should have a one-on-one talk with the above mentioned twitch streamers (and others) for an insight on how they see BR as a mod, what changes/enhancements they would like to see, and what really grinds their gears... after all, twitch streamers do promote your mod for the good and the bad (that's how I found out about BR at least).
  594.  
  595. In my statements, I'm not being nasty... I'm being realistic. Sure, we all have frustration when we play BR, some vent on stream, some vent in-game (and/or in lobbies), some vent on the forums (myself), etc, but even after our rants/frustrations we continue to play round after round of BR... due to the fact of (when the simple things don't frustrate us)... BR is a fun, enjoyable mod.
  596.  
  597. It seems that I'm only one of a few to actually put forth my suggestions, grievances and opinions on the BR mod. I am a one-man-army still, you can take my statements/suggestions on board, or not.
  598.  
  599. If things were really as bad as you say, we would have no-one on our servers, but yet I see them busy most days.
  600.  
  601. Yes servers still get populated, I see that also, which is a good thing... it doesn't mean that the frustration/rage is not there... because it is. I get frustrated at BR, yet I still play it, as many others do.
  602.  
  603. In my statement "Either make BR a better nicer experience for everyone involved as a whole, or players will go elsewhere.", I mean exactly that.
  604.  
  605. If an Arma 3 mod is not an enjoyable experience, over time you get tired of it, disregard it and look for another Arma 3 mod that will be enjoyable, hence why I have suggested a parachute fix for BR (one of many possible enhancements).
  606.  
  607. I understand there are problems with the mod in its current state, but we are working on fixing the stand-out bugs most players are experiencing.
  608.  
  609. Excellent, best news that I have read in months. We all appreciate the effort you put into the BR mod, but there are improvements that could/can be made... I think everyone would agree there.
  610.  
  611. Also, I would like to point out that the parachute fix you suggested at the start of this thread is already in the mod.
  612.  
  613. Yes, I see that now, @Tzer also mentioned it above in a reply, so I did some digging, testing... and more testing, and came to the conclusion that the LHM parachute mod is pretty useless.
  614.  
  615. I wrote my own parachute mod (hence the short video demonstrations above), which fixes the parachute grievances for the most part (yet it's not perfect).
  616.  
  617. Having the parachute immediately release upon touchdown is a HUGE plus, instead of still being attached to it and being dragged for 30+ meters at a speed of ~30kmph... again, I don't understand why the wind level is cranked to near or at maximum for every game on Stratis... as from what I have read in my research, bullet trajectory is NOT affected by wind whatsoever in Arma 3 (unless you run mods to change it)... and 95% of the BR game mod is all about the pewpewpew and survival of the pewpewpew, not a mastery of parachuting to the ground.
  618.  
  619. Again, great work on Battle Royale... but please fix the annoyances we as a community all continuously complain/vent/suggest about, and yes one of them is the parachute, hence the topic.
  620.  
  621. ----------------------------------------------------------------------------------------------------
  622. gstephenopolousgstephenopolous
  623. February 16
  624. --------------------
  625. I think the parachute mechanics as they are are in line with ArmA III BR's greater emphasis on "realism" if not difficulty. You can definitely argue as to how "realistic" that is and how "realistic" the rest of the mod is in that regard e.g. fatigue, etc, but I don't think the parachute model out of H1Z1 (which behaves as you propose) is appropriate.
  626.  
  627. Even then it's really not that difficult. Add a little forward velocity perpendicular to the surface on landing instead of plopping down (as is realistic) and you can land quite easily in any conditions. It's actually very forgiving.
  628.  
  629. ----------------------------------------------------------------------------------------------------
  630. soulkobksoulkobk
  631. February 17
  632. --------------------
  633. @gstephenopolous,
  634.  
  635. You (and others that read this thread) are still not getting the point/reason behind a parachute fix, yet I think I have said it multiple times.
  636.  
  637. 'Battle Royale' is a "PvP, last person standing" Arma 3 modification... the emphasis there is the'mod' mechanics I just mentioned. Since when did 'Battle Royale' become a "mastery at parachuting"?
  638.  
  639. Again... why spend 20+ minutes waiting in a BR game lobby (I've personally waited 45+ minutes on many occasions)... have a 1 minute plane ride, be ejected out of the plane, hit 'open parachute'... and then slowly and safely parachute to the ground.. then WHAMMO... DEAD... all because of the Arma 3 glitchy game mechanics of the parachute (versus wind) that CAN be corrected (I proved that).
  640.  
  641. IMHO, the glitches/annoyances of the parachute deduct from the actual game play of the mod, BR is NOT about parachute mastery. Yes I realize that Arma 3 is a military simulator... but one can argue all day and all night on what parts are realistic and what the difficulty levels entail.
  642.  
  643. I don't have parachute issues on the map Altis, nor Wake Island (from what I can remember), yet Stratis... I have parachute issues 90% of the time, due to the wind being cranked to near or at maximum when there is no need for it.
  644.  
  645. I'm not sure why you even mentioned or compared A3BR to H1Z1BR... as they are a chalk and cheese comparison. My personal opinion... I wouldn't even bother with H1Z1, let alone H1Z1BR.
  646.  
  647. Even then it's really not that difficult. Add a little forward velocity perpendicular to the surface on landing instead of plopping down (as is realistic) and you can land quite easily in any conditions. It's actually very forgiving.
  648.  
  649. It's not that difficult to parachute to the ground, I 100% agree there. I really don't understand why people are not getting my point.
  650.  
  651. * Parachute to the ground, doing < 20kmph and on a reasonably flat surface... done and dusted.
  652.  
  653. But then the way BR is scripted for the environment settings... with 100% wind, rain/overcast, etc.. that's when the clean and successful parachuting attempt to reach the ground goes extremely bad.
  654.  
  655. With the closing animation of the parachute... it is still attached to the player until the animation has finished and you are fully on the ground, until then the wind can and will drag you over terrain causing health damage or death.
  656.  
  657. If the parachute released immediately upon your initial 'touch' to the surface you're attempting to land on, it would make for a much much nicer round of BR.
  658.  
  659. The way things are set up with BR at the moment (at least on Stratis servers), there are always multiple deaths whilst parachuting... so if 32 players make it to actually parachuting down... say minus 5 players (that's generous) that die due to the parachute glitch, so start off with 27 players, then minus say 10 players that die within the first few minutes of a round due to being in a CQB without a weapon... that's 17 players left for the time being.
  660.  
  661. The ones that made it to the ground successfully find places to loot, encounter more CQB... and most times the round is left with ~10 players... BEFORE the blue circle has even shown itself.
  662.  
  663. So say 10 players left in a round of Stratis with an initial blue circle of 2500m, then shrinkage's of 500m each time... it makes for a rather boring round of game play. Hell, I've ran around out in open fields without being spotted on many occasions due to the low amount of players left in the round. Driven around even and not been shot at... I've even had the whole entire Stratis Air Base to myself at times.. loot heaven right there!
  664.  
  665. Even after all of the opinions, frustrations, suggestions, agreements, disagreements put forth on this topic... BR does need it's fixes, balances and enhancements made. Whether anyone agrees or disagrees with the parachute topic at hand is dismissible, but one of many enhancements/changes that CAN be made to BR for the better of the PvP mod IS a proper parachute fix.
  666.  
  667.  
  668.  
  669. ----------------------------------------------------------------------------------------------------
  670. MajarkinMajarkin
  671. February 17
  672. --------------------
  673. You do not need a mastery of parachuting. Never have never will. Stop trying to cause drama over nothing. Learn to land your parachute.
  674.  
  675. ----------------------------------------------------------------------------------------------------
  676. soulkobksoulkobk
  677. February 17
  678. --------------------
  679. I'm so glad that @PLAYERUNKNOWN, @Majarkin... and who ever else is a part of the 'dev/creative' team are actually listening to players of the 'Battle Royale Mod', may as well delete the "Suggestions" section in these forums.
  680.  
  681. I are will learned to chute my para. Fanx.
  682.  
  683. ----------------------------------------------------------------------------------------------------
  684. MajarkinMajarkin
  685. February 17
  686. --------------------
  687. If parachuting was a problem then why is it only a very small minority are having an issue with it?
  688.  
  689. ----------------------------------------------------------------------------------------------------
  690. nutyyyynutyyyy
  691. February 17
  692. --------------------
  693. EleGiggle
  694.  
  695. ----------------------------------------------------------------------------------------------------
  696. coapphelixcoapphelix
  697. February 17
  698. --------------------
  699. This thread was pretty golden! FWIW you need to learn to parachute properly All your arguments here are rejokelous. "To low, to high, can't get safe, can't get this and that".
  700.  
  701. Insta-open. Find out which way wind blows. Find safe spot to land. Land safely. Don't die. Don't land on a fucking moving high-speed 18wheeler on a highway like in the matrix. (???)
  702.  
  703. Problem solved.
  704.  
  705. ----------------------------------------------------------------------------------------------------
  706. gstephenopolousgstephenopolous
  707. February 17
  708. --------------------
  709. @soulkobk I mentioned H1Z1 because that's how parachuting is currently implemented there. Land anywhere at anytime under any conditions.
  710.  
  711. Maybe PU can tweak the wind, but the landing mechanics are fine and demand some finesse rather than pointing yourself at the ground and pressing W. With the removal of wrecks the para-race is more important than ever now, and I don't think it would be good for the PVP "meta" to dumb it down any further. Unlike a twitch shooter or even other Arma III mods, A3BR is more about making the right choices in aggregate than simply being a target acquisition and removal machine, though it helps if you can be when necessary.
  712.  
  713. ----------------------------------------------------------------------------------------------------
  714. soulkobksoulkobk
  715. February 18
  716. --------------------
  717. @Majarkin,
  718.  
  719. If parachuting was a problem then why is it only a very small minority are having an issue with it?
  720.  
  721. How do you know it's a very small minority that have an issue with it when no one else comments that they also have an issue with it? Have you even asked regular players of BR?
  722.  
  723. With these forums (twitter/whatever), it's easier to just 'put up with it' than to actually speak up about it (because others get their panties in a bunch when you suggest fixes). I have a thick skin, so throw whatever you like at me, I'm not fussed about keyboard warriors at all.
  724.  
  725. Anyway, I really don't care any more about the subject, I really don't.. I thought I'd attempt to get my point across regarding BR as a mod, the frustrations of the mod, and possible fixes... the parachute being one of those suggestions.
  726.  
  727. What I have learned/learnt is no one really listens to suggestions on the 'dev' team (from what I've seen anyway), sure the parachute may be fine for yourself @Majarkin, as you have no issue with it... great for you... but not great for others who get frustrated with it.
  728.  
  729. @coapphelix,
  730.  
  731. Your response to the parachute fix suggestion is very intelligent, and I thank you for your thorough reading of this thread topic, your keen observation and well constructed opinions/comments. I also appreciate the profanity thrown in there too, it adds some 'dynamics' to the conversation... not to mention the awesome gaming scenario example you gave (everyone loves the matrix ey).
  732.  
  733. @gstephenopolous,
  734.  
  735. H1Z1 parachuting, 'land anywhere at anytime under any conditions'... fair enough... that game still is in alpha though. I personally haven't seen how the parachuting is in that game, as I have no interest in it.
  736.  
  737. As for A3BR, I agree that there still should be consequences with parachuting, but not as harsh as they are currently regarding the 'parachute versus wind'.
  738.  
  739. On another note... when it comes to myself parachuting to the ground, I always land below 20kmph on a flat/clear enough surface 90% of the time on Stratis, so actually parachuting to the ground is not solely the issue here.
  740.  
  741. After having my initial posts and ranting about it, I went back to A3BR and started to poke around in the game, the code, etc (as I mentioned above). I did many many tests on the 'LHM Parachute Fix' within Stratis with various environment conditions... and came to the conclusion that the 'LHM Parachute Fix' is fairly 'useless' in most aspects that I tested.
  742.  
  743. That then lead me to check the code of the 'LHM Parachute Fix', and do my own scripting/coding for a proper parachute fix that I thought would enhance the game play of the BR mod (or any A3 mod for that matter).
  744.  
  745. In Arma 3 I scripted, changed code, tested, changed more code, tested... etc etc etc, until I came up with a fairly decent parachute solution... and yes it works extremely well. Whether the environment settings are set on 'zero wind' or 'full wind', the outcome is 99% the same, aka a safe landing (wind is a HUGE factor regarding the uncontrollability of the vanilla parachute as you land).
  746.  
  747. I'll give you a quick run down on a parachute situation I recently had on a Stratis Regular server...
  748.  
  749. * Wait 20+ minutes in the lobby for it to populate and start the round.
  750. * One minute noisy plane ride (thank f**k for my mute script ey... amiright?).
  751. * Get dumped out of the plane.
  752. * Check map to see where I am, quickly place a marker and then free-fall towards it.
  753. * Open parachute (to see that I'm traveling at a speed of ~50kmph whilst W is held down).
  754. * Close to 20 meters above terrain level, let go of W and tap it to stay 'fairly still'.
  755. * Float to the ground doing ~5kmph successfully and gracefully (over the middle of a road mind you).
  756. * 'Touchdown'... then instantly get dragged backwards at -25kmph across terrain.
  757. * Aaaaaaand..... DEAD (all because of the wind versus my parachute which is still attached to me).
  758.  
  759. Now answer me this... would you be happy with the outcome with the above scenario if this happened to you a lot? I'd be extremely surprised and disappointed if you answered "yes".
  760.  
  761. Anyway, I've wasted enough time and effort on this subject just to get disregarded or abusive replies or the "nah, nuffings rong bro', ure just sh't at chuting" replies. SMH.
  762.  
  763. For those that gave constructive replies, I thank you.
  764. For those that just disregard suggestions... SMH.
  765. For those of you that typed abuse towards me... *chuckes*... nice one keyboard warriors. SMH.
  766.  
  767. ----------------------------------------------------------------------------------------------------
  768. MajarkinMajarkin
  769. February 18 edited February 18
  770. --------------------
  771.  
  772. Anyway, I really don't care any more about the subject, I really don't..
  773.  
  774. This whole long post you just made shows that you care too much about this topic. Sure you might be giving up on it now and just decide to throw some punches on the way out but no one takes this much effort if they don't care.
  775.  
  776. Now answer me this... would you be happy with the outcome with the above scenario if this happened to you a lot? I'd be extremely surprised and disappointed if you answered "yes".
  777.  
  778. Just because you are having troubles does not mean a majority of others are. If this were true many more people would be dieing at the start of the game due to parachuting. Your comments have not been constructive and only accused and restated your experiences. Your experiences do not necessarily apply to the rest of the players. The only keyboard warrior here is you.
  779.  
  780. You disregard any advice on how to land properly and constantly blame your failures on the game and not yourself. How you say and go about explaining and defending your suggestion goes along way to how people will react to it.
  781. I would suggest you take a break from the forums and the game and come back when you have calmed down.
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