Arma 3
Endless Darkness: Virolahti Ravage Escape [SP]
Mauseri 31 mar, 2020 @ 11:18
Some feedback
Great mission!

I really liked the whole darkness-thing, and the zombie spawn-distance/amount of them worked perfectly! It is sometimes hard to find a proper balance...

The church and the electrical-mission sites were good, specially the music... I felt like I was in an 80's action-horror movie!

And the weapons pool worked for me great as well... no overlaps like in your MALDEN mission... like AKM's from two different mods with different characteristics and mags and whatnot...

And following some lights and accidentally finding boats was nice... riding in a boat in the dark, surrounded by forests really made me think I was home... here in Finland, I mean.

But here are some things you might wanna consider or check or what ever:

- the medical system is a mess... doesn't really work properly. Sometimes your health regenerates for no apparent reason, sometimes not... sometimes you GAIN health when you crash into something with a car... sometimes for example when your health is like 95 and you eat something, which should raise your health into 100, you end up with 83 or something... this is PROBABLY because the ravage medical system and another one you maybe used (vandeansons, I think? though not sure...) might be incompatible?

- some inconsistencies with trading items... for example some chemlights give you good money when you sell them while others are worthless... and there were MANY weapons and mags you couldn't sell at all... stuff like that. Maybe create your own trader item lists, so you have control on what they trade with and with what prices....

- those high water towers with a round tank on top have a red light you can see miles away... and as this mission revolved about darkness and lights in it, player ends up spending much time checking those towers, as every light you see kinda draws you in...

- why no lights in the trader camp before the power-back mission? Poor guys just stand there in the dark... they deserve a fireplace!

- another trader camp would be nice... maybe make it so that certain items can ONLY be bought... to make the trading more significant? Like, if you only got the anti-virus shots from them, it would force the player to trade more... maybe...

- please remove vanilla ARMA toolkit from loot list... after you get that, the ravage toolkit is just worthless... well maybe still a valuable trading item, if there was a reason to trade?

- that one task is all about getting explosives from a certain place, but you can find them in many places elsewhere, or even buy them? Maybe at least remove explosives from trader lists and those intel-site weapon crates? Maybe dump the whole explosives-trader...?

- the intel sites had WAY too much everything... kinda brings the difficulty down too much?

- I many times run into bandits that had like 5 or 6 of those 100 round mags for their assault rifles... again, too much effect on the difficulty?

- maybe put a zombie blacklist zone at the power-back mission site? When I got there, the zombs had killed almost all the bandits...

- when I turned the power back on, I received a message I should have new INTEL, but I never figured out what it was... maybe I missed it somehow, but in that case maybe make it more clearer?

- at the kill-the-general site there was one bunker floating in the air

- south-east of RAVIJOKI, in the middle of the fields, there was this house with a weird light gloving in it... orange, I think? Could see it far away... but the house was empty, nothing there? Kinda left me wondering if there was supposed to be something that wasn't working... or again, maybe I just missed something? Dunno...

Anyways, the most most important thing, THE OVERALL ATMOSPHERE, was great... and I totally get it if you don't care about some whiney b*tch giving you advise... its your mission, you call the shots...

Thanks for the mission, it was fun to play. Keep'em coming!
Senast ändrad av Mauseri; 31 mar, 2020 @ 11:33
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Down8  [utvecklare] 2 apr, 2020 @ 3:46 
Thanks for the feedback, exactly what I needed, some very good adjustments proposed. I can make a good update thanks to them.

- The medical system is Vandeansons one. Basically you regain health depending on your blood level and nutrition. Under some thresholds in those stats there is no regen. Maybe there is some bug but I think it works well overall.

- I don't know how to change the trading economy, maybe there is some setting in Vandeanson's settings but I don't think so. Honestly I only added them for ambience and some randomnes. Maybe I should remove them.

- Yes, I should ban the toolkits form the loot list, they are not frequent so I didn't got anyone in my testing and forgot about them.

- I don't mind about the high water tower lights, they are rare and not very intense and some lights from time to time is fine.

- The Factory explosives where placed just in case you started in another spawn area closer to the Cult quest so you can complete that quest before the other ones if you wanted, without having to go to the other side of the map and backtrack. Keep in mind there are 9 starting spawn areas. So if you want to replay the mission you are going to get a very different start.

- You are right about intel sites being OP, but I wanted that if you made to that point the survival aspect of the mission was over, get your favourite Arma toys, have fun, and start thinking about assaulting the General Base and escaping. I didn't want the mission to be 10 hours walking trying to get basic supplies, just the first hour or so. I have to think about it.

- The 100 round mags are because the GF loadout script getting a random mag inside the mag pool for the weapon, I would have to adjust the script. I think I can do it.

- Yeah, I should definitely put a zombie blacklist there. Will be my Number 1 priority.

- That's because you had the Intel from a previous site. I will add a condition on the trigger.

- Willl check the base again to fix the bunker issue.

- I just added ambient lights in some places to give ambience and the hint that some thing was near. In that case I added a water well pump because Virolahti has almost no water sources to fill your canteen. There are more water pumps close to street lamps or custom house lights.

Thank you very much. I think with your feedback the mission is going to improve a lot.

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