Totally agree with your comments re injuries and medical system. Injuries should be far more consequential. So many times I've heard players calling out on the radio that they are playing medic and to call them for assistance - it always makes me laugh, as I know they'll never be needed (unfortunately)
I agree fully that players should value their life more and that building natural value in team play is something worth pursuing. Things like longer medical debuffs that require a higher level of care. Or splitting ammo from the armory are things I have endorsed on the feedback tracker. Which I higher encourage players to join and report on issues. Backpacks and trucks however I feel are core features that add to teamplay rather than take away. They give you the "full battle" and "coordinated assault" experiences. Players are just starting to learn how to use backpacks now that the group system is fixed and command trucks are still underutilized to their full potential. I also enjoy the process of triangulation and trying to figure out where and how troops are assaulting a base. Some of the craziest things happen when a proper assault is in progress and the defenders are fighting man to man. It feels like a bigger game then 48 players. To me that's the incredible feat that Reforger is able to achieve. The contrast between calm and storm.
@@flowerpower003 Radio Backpacks are only as valuable as where they are placed and how many resources are allocated to them. Beyond that they help in other ways, they cut down on vehicle spam and help keep squad cohesion. They give more value to supplies and (caches) and can help give a larger sense of a "push pull" or "assault in waves" style game play which simulates a higher rate of attack that can match closer to the defenders ability to spawn quickly. They also pull defenders out from bases forcing fights in the surrounding area and not just the point itself. These points all benefit game play and add resource management not just bodies to the equation. Frankly i don't understand the hate on backpacks and feels it stems largely from how they used to function and not how they do currently.
I had DayZ in mind and then you mentioned it, great! It's like a song: you need different sounds and different stages. The longer the calm stages the more intense the battle and the firefights will be. Plus: the moment you expand the medic system, the more chance there could be to be rescued right on the battlefield. Which feeds back to the idea to get rid of easy spawns. I hope a Bohemia interactive developer listens to your ideas
Conflict but with one life per "Round" Team A select point which want to attack, Team B spawns there maybe team A have second respawn. (Also attacking side have more points to get more vehicles, defending side could build trenches) Who dies goes to spectator, next round team changing sides. We play something like this on Arma 3 for more than 10 years, but have 4 scenarios, 2 on Fridays, 2 on Saturdays, so value of in-game life is very high and precious
I wholeheartedly agree. I think the emotional connection part is paramount in more difficult AND rewarding games. And i think that together with said connection, two more things are needed for a good overall experience: -WEIGHT of interactions. Aka the connection you get with the action. (Example is the medical overhaul you mentioned. If i get hit, it should MATTER.) -NATURAL LAWS instead of rules. Not restrictions and rules like in squad (like you cant have a grenade cuz fuck you), but instead natural laws like "hey, if you have 60kg worth of equipment, you wont be doing vaulting/sprinting/climbing/firefighting in CQB in an efficient capacity". Laws that ALLOW you to make a choice, but you will realize if that choice is proper or not very quickly. For me, the biggest gameplay issues have to do with: -Too much freedom on where to spawn, which yes obv its convenient, but too much and it becomes a chaotic mess. I think its at that level currently. -Too much excess of equipment. If everyone can take a car everywhere, then the cars dont have value. If cars could only be brought up from base, and also in limited supply, you have that emotional connection. Same for weapons. -Equipment feels the same/works the same. You can utilize a PKM the same way as a rifle. It shouldnt be that simple. BUT that doesnt mean going the squad ICO update route. -Console players. No, no ofc the people playing arent the problem. The problem is that the game's direction is more focused towards a shallow battlefield esque mentality, than that of arma, and a pretty big culprit of that is the group system. Up to 6 or so people only?!?! (correct me if im wrong) Thats sad, and it hurts reforger a lot. Overall, i think reforger feels quite wooden, in animations, gameplay and experience. On the teamwork side....theres no teamwork. Its just people hopping in, grouping up in their battlefield "squads", and off they go, shoot some ai, die, repeat.
I think arma being wooden is just typical, it always was a bit "blunt" in animations and stuff. But the weight consequences would be great if added! Right now weight only affects the inventory space, but as far as I know, not the movement speed - which is unfortunate. ProjectZomboid has a really nice approach to this: hopping over a fence can get you to fall flat on your face. Sometimes I see heavily juiced up guys venturing out into the enemy zones with a large backpack and equipment to win an entire war. I'm not saying that shouldn't be possible: let these guys use a car and when they get off, and go with their heavy equip they should be slower - just like in real life It would be great to have a greater "natural" approach, just like you said. I think the developers did a great job when they added how you get thrown out of a car when topping it over in a crash or something. It's a little step away from the rigidity and bluntness in motions
@@dann10000 Not sure about the arma wooden feeling. Having played arma 2 and then arma 3 pretty much religiously when it came out, i think the animations felt clunky, but not wooden. Reforger just feels gamey, stiff, ugly at times. On weight, i didnt mean it a literal sense, although it applies exactly in what you described, as its all encompassing of any mechanic with enough impact to FEEL the weight/meaning behind it, if that makes sense. And i agree on the vehicle thing, its awesome (happened to me once and i was surprised). I wish they continue this trend towards the actual tone of the game, towards a more mature game.
Im with you on this one. Its a milsim after all. And for those that argue arma isnt milsim, look up bohemia interactive simulations. Im tryna play VBS4 karmakut style lol
Honestly, I am of the opinion that making a gamemode, that Squad-ifies Reforger, would give the same kind of teamwork as seen in Squad, in Reforger. But then again, that would just be playing Squad with worse reload animations.
@@UEemperor Hmm, I think I have to agree. Maybe I really am mistaking "teamwork" for lemmings gameplay. I guess I love lemmings. I love seeing the blueberries spawn from the Habs or my own greenberries spawn in from the sneaky rally I placed down
@@Fizbun Every single "milsim" or "tactical" game is like that nowdays. Mostly about restricting people to "realistic kits" to force teamwork, without designing objectives and mechanics that encourage it. This creates the "follow the leader" -whoever that leader is (usually an asshole that has no clue of tactics or teamwork)- mindset, and doesnt require more brainpower from any of the teammates. Therefore, lemmings. Im constantly trying to lead people, i taught quite a few so far (newbies/experienced alike), in events / thru my youtube / thru clans, and still it doesnt really work because THE GAMES DONT REQUIRE IT, they just encourage it verbally. Which is a shame. Cool that you like it ofc (and to anyone else who enjoys it), but it would be nice if we had games that actually require teamwork and coordination NATURALLY, due to deep systems.
Totally agree with your comments re injuries and medical system. Injuries should be far more consequential. So many times I've heard players calling out on the radio that they are playing medic and to call them for assistance - it always makes me laugh, as I know they'll never be needed (unfortunately)
I agree fully that players should value their life more and that building natural value in team play is something worth pursuing.
Things like longer medical debuffs that require a higher level of care. Or splitting ammo from the armory are things I have endorsed on the feedback tracker. Which I higher encourage players to join and report on issues.
Backpacks and trucks however I feel are core features that add to teamplay rather than take away. They give you the "full battle" and "coordinated assault" experiences. Players are just starting to learn how to use backpacks now that the group system is fixed and command trucks are still underutilized to their full potential. I also enjoy the process of triangulation and trying to figure out where and how troops are assaulting a base. Some of the craziest things happen when a proper assault is in progress and the defenders are fighting man to man. It feels like a bigger game then 48 players.
To me that's the incredible feat that Reforger is able to achieve. The contrast between calm and storm.
disagree with your backpack opinion but I can respect it.
Well said 🙂
@@flowerpower003 Radio Backpacks are only as valuable as where they are placed and how many resources are allocated to them. Beyond that they help in other ways, they cut down on vehicle spam and help keep squad cohesion. They give more value to supplies and (caches) and can help give a larger sense of a "push pull" or "assault in waves" style game play which simulates a higher rate of attack that can match closer to the defenders ability to spawn quickly. They also pull defenders out from bases forcing fights in the surrounding area and not just the point itself. These points all benefit game play and add resource management not just bodies to the equation.
Frankly i don't understand the hate on backpacks and feels it stems largely from how they used to function and not how they do currently.
I personally hope they bump the player count up just to give the world more life and that feeling of being in a real war. keep up the great work!
I had DayZ in mind and then you mentioned it, great!
It's like a song: you need different sounds and different stages.
The longer the calm stages the more intense the battle and the firefights will be.
Plus: the moment you expand the medic system, the more chance there could be to be rescued right on the battlefield. Which feeds back to the idea to get rid of easy spawns.
I hope a Bohemia interactive developer listens to your ideas
I feel that too, there has to be some quiet in between so the action feels more intense.
Caracal, btw, do you use the feedback feature in the menu? Would be interesting to see if they actually use it or reply to it
Conflict but with one life per "Round"
Team A select point which want to attack,
Team B spawns there
maybe team A have second respawn.
(Also attacking side have more points to get more vehicles, defending side could build trenches)
Who dies goes to spectator,
next round team changing sides.
We play something like this on Arma 3 for more than 10 years,
but have 4 scenarios, 2 on Fridays, 2 on Saturdays,
so value of in-game life is very high and precious
I get a rush hearing your ideas for reforger, but I can’t get too excited because I’m not sure how far the devs are willing to expand the game.
Me too!! Gosh I wish this guy worked from bohemia 😂. These ideas are so good, it make the coolest game ever.
I wholeheartedly agree. I think the emotional connection part is paramount in more difficult AND rewarding games.
And i think that together with said connection, two more things are needed for a good overall experience:
-WEIGHT of interactions. Aka the connection you get with the action. (Example is the medical overhaul you mentioned. If i get hit, it should MATTER.)
-NATURAL LAWS instead of rules. Not restrictions and rules like in squad (like you cant have a grenade cuz fuck you), but instead natural laws like "hey, if you have 60kg worth of equipment, you wont be doing vaulting/sprinting/climbing/firefighting in CQB in an efficient capacity". Laws that ALLOW you to make a choice, but you will realize if that choice is proper or not very quickly.
For me, the biggest gameplay issues have to do with:
-Too much freedom on where to spawn, which yes obv its convenient, but too much and it becomes a chaotic mess. I think its at that level currently.
-Too much excess of equipment. If everyone can take a car everywhere, then the cars dont have value. If cars could only be brought up from base, and also in limited supply, you have that emotional connection. Same for weapons.
-Equipment feels the same/works the same. You can utilize a PKM the same way as a rifle. It shouldnt be that simple. BUT that doesnt mean going the squad ICO update route.
-Console players. No, no ofc the people playing arent the problem. The problem is that the game's direction is more focused towards a shallow battlefield esque mentality, than that of arma, and a pretty big culprit of that is the group system. Up to 6 or so people only?!?! (correct me if im wrong) Thats sad, and it hurts reforger a lot.
Overall, i think reforger feels quite wooden, in animations, gameplay and experience. On the teamwork side....theres no teamwork. Its just people hopping in, grouping up in their battlefield "squads", and off they go, shoot some ai, die, repeat.
I think arma being wooden is just typical, it always was a bit "blunt" in animations and stuff.
But the weight consequences would be great if added!
Right now weight only affects the inventory space, but as far as I know, not the movement speed - which is unfortunate.
ProjectZomboid has a really nice approach to this: hopping over a fence can get you to fall flat on your face.
Sometimes I see heavily juiced up guys venturing out into the enemy zones with a large backpack and equipment to win an entire war.
I'm not saying that shouldn't be possible: let these guys use a car and when they get off, and go with their heavy equip they should be slower - just like in real life
It would be great to have a greater "natural" approach, just like you said. I think the developers did a great job when they added how you get thrown out of a car when topping it over in a crash or something.
It's a little step away from the rigidity and bluntness in motions
@@dann10000
Not sure about the arma wooden feeling. Having played arma 2 and then arma 3 pretty much religiously when it came out, i think the animations felt clunky, but not wooden.
Reforger just feels gamey, stiff, ugly at times.
On weight, i didnt mean it a literal sense, although it applies exactly in what you described, as its all encompassing of any mechanic with enough impact to FEEL the weight/meaning behind it, if that makes sense.
And i agree on the vehicle thing, its awesome (happened to me once and i was surprised).
I wish they continue this trend towards the actual tone of the game, towards a more mature game.
when mortars (and somewhat with heli rockets) are added, I hope the use of teamplay to use and counter these assets will come up
I hope this echos loudly.
Getting pulled into the Reforger rabbit hole by Max Verstappen wasn't on my bingo card this year.
YOO I CANT UNHEAR IT NOW 😂😂😂😂
I love your arma vids bro it’s helps me so much!!
Im with you on this one. Its a milsim after all. And for those that argue arma isnt milsim, look up bohemia interactive simulations. Im tryna play VBS4 karmakut style lol
This are 2 different companies, one do civilian stuff the other army stuff.
@@Swisshost same idea though
Huh, maybe I should play online, that might help also 🙂
Honestly, I am of the opinion that making a gamemode, that Squad-ifies Reforger, would give the same kind of teamwork as seen in Squad, in Reforger.
But then again, that would just be playing Squad with worse reload animations.
How are the reload animations worse?
@@majorborngusfluunduch8694 idk I quoted the video
What squad teamwork? Where? All i see is lemmings...
@@UEemperor Hmm, I think I have to agree. Maybe I really am mistaking "teamwork" for lemmings gameplay. I guess I love lemmings. I love seeing the blueberries spawn from the Habs or my own greenberries spawn in from the sneaky rally I placed down
@@Fizbun
Every single "milsim" or "tactical" game is like that nowdays. Mostly about restricting people to "realistic kits" to force teamwork, without designing objectives and mechanics that encourage it.
This creates the "follow the leader" -whoever that leader is (usually an asshole that has no clue of tactics or teamwork)- mindset, and doesnt require more brainpower from any of the teammates. Therefore, lemmings.
Im constantly trying to lead people, i taught quite a few so far (newbies/experienced alike), in events / thru my youtube / thru clans, and still it doesnt really work because THE GAMES DONT REQUIRE IT, they just encourage it verbally.
Which is a shame. Cool that you like it ofc (and to anyone else who enjoys it), but it would be nice if we had games that actually require teamwork and coordination NATURALLY, due to deep systems.
if there are only 2 armories for each team atleast one of them should be in the MOB
Need more tarkov level stress in the game
Xboxers gonna hate you 😂
@@jaype331 you’ve been proven wrong
-an Xbox player
@@StevenSeagul783 GOOD
@@StevenSeagul783 TELL YOUR FRIENDS 😂
Interesting suggestions. We also really need better tutorials, with actual onboarding, etc.
Keep up the good videos! @caracal3892