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purechaos
REGULAR
18Issues
69Score

    25 days ago

  • purechaosreplied to a comment on [AREXP-329]
    25 days ago

    try to put grass on medium-high and 300m, can you spot them like this?

    because if you can't then this is doing the job and you should be happy

  • 27 days ago

  • purechaoscommented on [AREXP-329]
    27 days ago

    I understand your point, what people probably use is 50m low graphics grass, the "real" grass is infinite draw distance and on high graphics.

    This update is meant to stop that "exploit" that everybody uses.

    Yes, it needs improvement, the body should not be a static colour, it should blend in more and maybe slightly show colour from their clothes instead of a black line around them.


    But a new problem will arise, from the guy laying down perspective, he will use low grass graphics, so you must join servers with minimum forced server-side settings grass on medium-high.

    Enemy POV from image above (high grass settings):

    Bodies on roads, low grass and high grass:


    Current defect:

    Looks ugly, but you are not meant to skyline even if there's grass.

    But you show examples where he does not skyline and yes it looks ugly:

    Your last image pov shows a grass that is not too tall, check out the enemy pov:

    Yea, needs tweaking.

    Checkout 50m vs 300m grass distance,:


    Overall, it is an improvement over the previous update, again it just needs tweaking.

    Would this be better?

    If you are not meant to see, why render at all? free fps boost ๐Ÿฅด๐Ÿคช


    my prediction is that it will be too hard to balance or program, and it will be discarded ๐Ÿ‘

  • 3 months ago

  • purechaoscommented on [AREXP-114]
    3 months ago

    @l909

    This has been implemented or "fixed" now, I know this is a "feedback" issue but I believe it was a possible bug, this issue could be marked as Done.


    Testing video on the latest update 1.7.0.41:

    Thanks

  • 3 months ago

  • purechaoscommented on [AREXP-246]
    3 months ago

    I went back and played some stable 1.6 and man, the vehicles feel so much better

  • 4 months ago

  • purechaoscommented on [AREXP-237]
    4 months ago

    Sometimes it lets you disassemble, sometimes it does not, but most of the times it does not

    I've heard it is a bug (the ability to disassemble enemy structures)

  • 4 months ago

  • purechaos
    created issue4 months ago
    FT-102ยทReply button bug
  • This comment has been removed.
    4 months ago
  • This comment has been removed.
    4 months ago
  • purechaoscommented on [FT-101](edited)
    4 months ago

    test

    edit: #FT-102

  • purechaoscommented on [AREXP-248](edited)
    4 months ago

    You do get experience, it's just such a tiny amount ๐Ÿ˜‚

    If you now complain about the amount of xp you get I totally understand ahaha


    edit: but those were not valuable intel, if you have highly valuable intel or even the enemy commander papers, you get way more experience

  • purechaosreplied to a comment on [AREXP-185]
    4 months ago

    You did not understand my line of thinking at all

    This is bad for the one defending the base AND/OR for the attacker.

    I am at an advantage for I know that there are enemies nearby WITHOUT SEEING them, why would I forsake my advantage by exposing myself trying to find the guy carefully walking/hiding among bushes towards the center of my base?


    The basic option is to 50/50 solo him:

    Win: You clear the base;

    Lose: He starts to capture the base and you have to spawn on another base;

    My decision: Just wait for him, you know about him and he doesn't know about you, better chances to get him by just waiting.


    I am effectively playing his own tactic by waiting and reconing, he will start to wonder why he is not capping and look for possible bots then boom, he's gone..

    The game gave me his location information without me laying my eyes on him


    Problem here is that some people do this just to stall the base, giggling from far away seeing us wander around, how corny is this?

    I mean, doesn't take much to realise that this is really bad lmao

    I'd rather them just point blank shoot me by surprising me than wander around for 20 minutes just to get killed by the waiting enemy.


    Yes, I am considering the actual enemy POV, not the corny enemy POV.


    Possible solution to your problem: maybe the problem is that you are palying the game "wrong"

    Is playing the game right leaving your fort and look for the enemy outside?


    If you are a group of 4 people building the base, you will find that guy way quicker

    Don't you have feelings? What about the enemy that carefully and silently approached your base and got found โœจmagicallyโœจ


    It is not to fix MY problem like you implied, it is to make enemies have an actual element of surprise and the subproduct of this is to remove this intended exploit from the game which in turn will make these corny exploiters obsolete -> making both the actual defenders and attackers happy!

  • 4 months ago

  • purechaosreplied to a comment on [FT-97]
    4 months ago

    The issue was that the text box stays under the keyboard (watch first seconds of replied video above). But it looks like it is apart of this issue as the emojis are causing this

  • purechaoscommented on [FT-97](edited)
    4 months ago

    Some emojis are in the correct size, but if you try to delete them, the keyboard twitches

    Video evidence:


    I found yet another bug while typing this comment ๐Ÿฅฒ

  • purechaoscommented on [FT-98]
    4 months ago

    Found how to unglitch

    Click inside a text box, scroll up and down


  • purechaos
    created issue4 months ago
    FT-98ยทPublish button disappears (MOBILE)
  • purechaos
    created issue4 months ago
    FT-97ยทHuge emojis when typing (MOBILE)
  • purechaoscommented on [FT-86](edited)
    4 months ago

    testing

    ๐ŸคŸ๐Ÿ™ƒ๐Ÿ‘Œ test 1

    ๐Ÿ†š๐Ÿ†š๐Ÿ”

    edit: #FT-97

  • purechaosreplied to a comment on [FT-86](edited)
    4 months ago

    Testing

    Works perfectly fine ๐Ÿ‘Œ

    Holy Jesus, the emojis are so huge

    Here I go create another issue ๐Ÿ˜‚

    (big emojis when typing)

  • purechaosreplied to a comment on [FT-57]
    4 months ago

    Testing

    Replying from mobile and attaching a file

  • 4 months ago

  • purechaoscommented on [AREXP-246]
    4 months ago

    You are right and I want to say they will do something about it, but they won't and this was probably intentional to accomodate the casual players.

    That and auto handbrake

  • 4 months ago

  • purechaoscommented on [AREXP-245]
    4 months ago

    Making this game casual friendly will make veterans quit the game

    they've already started applying automatic handbrake when you leave the vehicle in 1.7, which I disapprove of #AREXP-114

  • 4 months ago

  • purechaoscommented on [FT-86]
    4 months ago

    I noticed the Copy link comment is also hidden (the button next to reply) aswell

  • purechaos
    created issue4 months ago
    FT-86ยทReply button hidden (MOBILE)
  • purechaosreplied to a comment on [AREXP-185](edited)
    4 months ago

    You should not be able to build up bases where enemys are close by.

    We can build up bases when the enemy is nearby, what we can not do is place blueprints via the command post building mode, which is the only way to place building blueprints in a base, we can place sandbags when enemies are nearby, for example.

    If an enemy is close, a Base is under attack, even when he is hiding.

    And isn't that bad design? The base under attack nerfs should only be presented once the enemy presence is larger in the area (after we hear the siren).

    I know you are aware of that problem but you want to counter that problem with a new feature

    It isn't that dificult to implement at all, it is just a weakened game master that hides entities, just like when they are hidden when the soldiers and vehicles are further away than the render distance and like the render distance is instantly decreased when you are in the inventory. Just make the render distance 0 while in building mode. I will do it for free, give me the code ๐Ÿคฃ .

    There are different render distances for infantry, vehicles and buildings, therefore there can easily be a different render distance for enemy entities.

    Heck it will even improve performance and fix some bugs where the commander can spot enemies in the area without the blurred filter and the ability to spot enemies while blurred because we can still see a bit and perfectly hear their movements.

    you are asking for the implemtation of a new system to remove a small problem.

    Trust me, it is NOT a small problem, I've had my share of games where I am building and then someone enter the circle, I immediately know what will happen, I hop on to my 2nd monitor and watch a 20 minute video while hiding in a bush, for moving to find him is just a way to say "shoot me". I've had FIA drop AI in the circle just to stop me from building.


    I'd much rather be point blank shot than looking for a guy in a bush for 15 minutes.


    Open for simpler suggestions to fix it.


    edit: and for the attackers is bad aswell, I knew someone was attacking without even seeing them, ZERO element of surprise!

  • 4 months ago

  • purechaos
    changed4 months ago
    AREXP-186ยทExtra sandbag walls
  • purechaos
    changed4 months ago
    AREXP-185ยทRemoval of "Enemy in the area"
  • purechaosreplied to a comment on [AREXP-184](edited)
    4 months ago

    I was in that same position in the video ๐Ÿ˜ญ

    Took me 30 minutes to move my truck to the next base building location

  • purechaos
    created issue4 months ago
    AREXP-186ยทExtra sandbag walls
  • This comment has been removed.
    4 months ago
  • purechaos
    changed4 months ago
    AREXP-185ยทRemoval of "Enemy in the area"
  • purechaos
    changed4 months ago
    AREXP-185ยทRemoval of "Enemy in the area"
  • purechaos
    changed4 months ago
    AREXP-185ยทRemoval of "Enemy in the area"
  • purechaos
    changed4 months ago
    AREXP-185ยทRemoval of "Enemy in the area"
  • purechaos
    changed4 months ago
    AREXP-185ยทRemoval of "Enemy in the area"
  • purechaos
    created issue4 months ago
    AREXP-185ยทRemoval of "Enemy in the area"
  • purechaoscommented on [AREXP-183]
    4 months ago

    sup @noxious_panic looks like we made the same ticket ahhaha

    on mine there's the video with us mocking the trash blufor truck

    #AREXP-184

  • purechaos
    created issue4 months ago
    AREXP-184ยทBLUFOR truck became 3x as BAD!
  • 4 months ago

  • purechaoscommented on [AREXP-157]
    4 months ago

    The siren should be player-toggled and be heard by all players around the area, including enemies. (enemies can not hear it, only the people defending)

  • 4 months ago

  • purechaoscommented on [AREXP-112](edited)
    4 months ago

    Hi there @l909 This is not a "feedback" issue, it's an overlooked side effect of the decommission mechanic that is unhealthy and makes no sense, therefore it could be considered a bug.

    https://feedback.bistudio.com/T197590 I created this issue, which is similar to this one, months earlier on the older website, it was confirmed internally recently and the devs are working on a fix now. Thank you.

  • 4 months ago

  • purechaoscommented on [AREXP-95]
    4 months ago

    Good idea

    Only on the Logistics map mode

    image example

  • purechaos
    added tag

    webdev

    4 months ago
    FT-58ยทComment Links feedback
  • purechaos
    changed4 months ago
    FT-58ยทComment Links feedback
  • purechaos
    changed4 months ago
    FT-58ยทComment Links feedback
  • purechaos
    created issue4 months ago
    FT-58ยทComment Links feedback
  • purechaoscommented on [FT-37]
    4 months ago

    Good idea

  • purechaoscommented on [AREXP-92]
    4 months ago

    This will be unhealthy to the game

    This game thrives because there is freedom