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6Issues
1Score

    13 days ago

  • for_reasoncommented on [ARGF-28]
    13 days ago

    Still broken as of today's v1.8 release...

  • about 1 month ago

  • for_reasoncommented on [ARGF-28]
    about 1 month ago

    @l909 Still broken as of 1.7.0.54 and has been broken since v1.6 -- please release a hotfix for this!!!

  • about 1 month ago

  • for_reasoncommented on [ARGF-28](edited)
    about 1 month ago

    # Spawn points being spawnable after map save loading... has been broken for 8 months now.

    ## Please release a hotfix with this resolved!


    ### Additional details

    • After a save game loads and a GM has to manually activate spawn points (because their state doesn't save/is broken, and by moving them or using "snap to terrain" they activate), then the GM can right-click to "edit", & manually "disable" the spawn point.

    • However, once manually disabled, the spawn point still appears active/normal, and players even get a countdown to spawn... BUT once the countdown timer reaches zero... it only THEN says "disabled," which means every user has to wait tens of seconds. That's one hundred twenty-eight players waiting tens of seconds several times in a match and thousands of users throughout a day in a high-population server like ours.

    • Instead, the spawn point should be either greyed out (bad, would still confuse players) OR ideally it should be invisible & unlisted again (similar to how it is currently) after a saved map is loaded (in its presently broken state) although invisible/non-selectable should be an actual state linked to a "disabled" status.

    disabled-spawns-should-not-be-selectable-or-colored-normally-01-countdown.jpg


    disabled-spawns-should-not-be-selectable-or-colored-normally-02-unavailable.jpg

    • Spawns that have a "disabled" state should be non-selectable by players and invisible on the map.


    disabled-spawns-should-not-be-selectable-or-colored-normally-03-gm-screen.jpg

  • 3 months ago

  • for_reasoncommented on [ARGF-37]
    3 months ago

    @l909 Fixed as of v1.7.0.49 and thank you to all developers & QA at Bohemia Interactive for your effort!

  • for_reasoncommented on [ARGF-28]
    3 months ago

    @l909 v1.7.0.49 no longer creating duplicates but spawns are still not active upon map load... the game is not respecting the toggle status of enabled true or false when it should be

  • 3 months ago

  • 3 months ago

  • for_reason
    changed title tov1.7.0.41 [Broken] Spawn-points in Persistence map are inactive on reload AND manual activation creates duplicate!3 months ago
    ARGF-28·v1.7.0.41 [Broken] Spawn-points in Persistence map are inactive on reload AND manual activation creates duplicate!
  • for_reason
    changed title to[Broken] GM-placed spawn-points in Persistence map are inactive on reload AND manual activation creates duplicate!3 months ago
    ARGF-28·v1.7.0.41 [Broken] Spawn-points in Persistence map are inactive on reload AND manual activation creates duplicate!
  • for_reason
    changed title tov1.7.041 [Broken] Custom arsenal configurations unsaved/reset after loading persistence map save file3 months ago
    ARGF-37·v1.7.041 [Broken] Custom arsenal configurations unsaved/reset after loading persistence map save file
  • 3 months ago

  • for_reasoncommented on [ARGF-14]
    3 months ago

    Also reported by a player named @yomred here Binocular crash ps5 | Feedback Tracker and we've had dozens of Playstation5 (PS5) players report this on our Arland Conflict Legacy (unmodded) 128 slot server.

  • for_reasoncommented on [ARGF-13]
    3 months ago

    Thank you @bones for reporting this. The strafing inertia is an awful anti-player and anti-fun experience.


    @BohemiaInteractive ...

    - Our 128 slot vanilla ArmA is full daily and not a single person has anything positive to say about this change.

    - Please provide more server-side settings for changes you make... if you had a company policy for deeper parameterization then you wouldn't have nearly as many complaints because these changes could be left to server owners to selectively apply. Add strafing inertia if you want, for the milsim junkies who want to simulate cumbersome movement, and still provide a server-side config.json setting to maintain the smooth/fun/enabling movement that you had prior to v1.7 which worked well for years.

    - It should be self-evident that Reforger (and soon ArmA 4) have a massive casual audience that you're demonstrably ignoring for a vocal minority of who've historically taken you for granted anyway (surly milsim players vs friendly casuals who dreamed of experiencing ArmA without cost-prohibitive PCs).

    - I've played every BI game since ArmA 1, longer than most players, but I've always played and appreciated a wide range of games beyond sims with a wide range of players who enjoy different play styles. Having an inordinate amount of experience in across all your titles, it's bizarre that you would make such a backward & rigid change.