Community Announcements - Nelios
As one of the most exciting years for our studio comes to a close, we’ve deployed a special dev blog in which various members of the Arma 3, Take On Mars, and DayZ development teams recap the past year, take a brief look at the near future, and thank everyone for their incredible support!
http://youtu.be/err9KLEFeTE
Dec 16
Community Announcements - YorisYan
FROM: Project Lead
TO: Arma 3 Users
INFO: 2014 recap, Winter break, Happy holidays!
PRECEDENCE: Flash

SITUATION
Welcome to the last Arma 3 SITuation REPort of 2014! After a turbulent release year in 2013, our team was excited to continue supporting the platform and game this year. Let's quickly run through the major developments: we started by completing the campaign with episodes "Adapt" and "Win". That also meant adding 2 fixed-wing CAS aircraft, the Tempest series of trucks and 2 Altis Points of Interest: the ghost hotel and the stadium. We then unleashed the divine powers of Zeus multiplayer, which we've since seen used in many communities and in ways beyond what we had envisioned ourselves.

More in the full SITREP
PC Gamer

TRIGGERNOMETRY

We write about FPSes each week in Triggernometry, a mixture of tips, design criticism, and a celebration of virtual marksmanship.

There isn t enough poetry being written about guns. Not literal limericks or sonnets (that would be creepy), but words that dig into and capture what makes one game s AK-47 more fun than another s.

Weapon feel continues to be the nebulous catch-all for the nuances that make guns fun. Most of the reviews of shooters I read offer the same praise: guns feel great or feel really powerful. If the writer s being generous, they ll use a word like punchy to describe an SMG. I ve been guilty of this too during my six-year term at PC Gamer.

Months of work goes into designing, animating, and balancing the things that put the S in FPS, so maybe we should take a moment to talk about what makes a good gun good.

I think the visual design of weapons matters far less than we think it does. There s a tendency, probably because they re planted right in front of our perspective at all times, to think of guns as a collection of aesthetics: firing and reload animations, SFX, screen shake, particle effects, and the death animations they produce. Those things make a gun, right? So if those things are good, surely we have an interesting and fun video game weapon, right?

No. Consider the AWP: it s olive green, it s bland, and its simple animations are more run-of-the-mill than Rambo. The only aesthetically remarkable thing about the most revered, iconic, and infamous sniper rifle in a video game is that it s a bit loud. And yet thousand-comment debates erupt when Valve tweaks the way the AWP s scope works. Why?

A gun s look and sound are part of its personality, sure. But if you ask me, great video game weapons have meaningful, interconnected relationships with other game elements. Those elements differ from game to game, of course. In CS case, the appeal of the AWP is born from the fact that CS is an FPS with body-part-specific damage modeling and no respawns. In that context, it s the only gun that grants an instant kill if you tag someone above the waist.

That feeling of possibility is fun within the strict rules of CS movement: if you can hit it, you can kill it… but you also can t be moving too much when you fire. With that power comes responsibility, too. Killed players surrender their equipped weapon in CS, and stolen AWPs not only save your team $4750 but act as a kind of trophy. This is doubly the case in CS:GO, where a player s custom AWP skin reminds all spectators which irresponsible player allowed their AWP to fall into enemy hands. Buying an AWP, then, to some extent, announces to the rest of the server: I think I m a good enough shot to protect this valuable asset from the other team.

All of this makes the AWP a weapon with abundant meaning. Even its shortcomings (slow rate of fire, difficult to use in close quarters) are a source of fun: the noscope is a revered skillshot.

In Tribes case, its weapons shake hands with its player movement really well, arguably the quality that defines it as an FPS. Again, like the AWP, the Spinfusor isn't visually extraordinary: it fires discs at a medium speed, and its animations and SFX are pretty modest. But the Spinfusor is the perfect fit, the perfect baseline weapon in a game where your targets are typically skiing along the ground at high speed. Its splash damage leaves room for error and its relatively slow travel time creates an exciting feeling of uncertainty as you admire your shot. Like throwing up a three-pointer in basketball, you get to experience that arc of Will it go in? It might not go in. It went in! as the disc travels toward its target.

The Fusion Mortar creates the same sort of feeling while operating as a parabolic siege weapon. The design of the weapons actually encourages you to spend as much time as possible in the air: the threat they pose encourages you to master movement to have the best chance of staying alive. In each of these examples, the weapons strengthen the meaning and significance of core systems like movement, damage modeling, or weapon purchasing.

Community Announcements - YorisYan
FROM: Project Lead
TO: Arma 3 Users
INFO: Internal Marksmen prototype, Update 1.36 released, REPception
PRECEDENCE: Flash

SITUATION
As we enter the last month of the year, the team is focused on one more 2014 development milestone: the Marksmen DLC sandbox prototype. This means having a final plan for the exact assets and features that we'll finish during the first quarter of 2015. Said plan is backed up by internally playable prototypes. This could mean the first version of a new weapon's model, a scripted prototype of a gameplay feature, a proof-of-concept for a scenario, etc. The feasibility studies should wrap up soon and we'll have go / no-go moments for some of the tech. Having a solid sandbox foundation will later help the designers to use it effectively while developing playable content. We are trying hard to get some very cool stuff in the DLC and accompanying platform update, and it's looking splendid so far!

More in the full SITREP
Community Announcements - RoyaltyInExile
FROM: QA Dept.
TO: Arma 3 Users
OPSUM: We wish you a pleasant flight: Arma 3's new advanced helicopter flight dynamics.

EVALUATION
With the release of some significant new helicopter features with update 1.36, we'd like to share what's great about the Advanced Flight Model, explain a little about the journey to full release, and outline just a few of the improvements made over the last few months - thanks in no small part to the splendid feedback of our community.

More in the Full Report
Community Announcements - YorisYan
FROM: Project Lead
TO: Arma 3 Users
UNIT: Main Branch
ACTIVITY: Game Update: 1.36 (Vortex Ring State, Launcher local mods, Headless Client revamp, CMAA)
SIZE: ~1010 MB / ~611 MB

More in the full changelog and SPOTREP
Community Announcements - YorisYan
FROM: Project Lead
TO: Arma 3 Users
INFO: Final 1.36 tests, Headless Clients, Workshop Mods
PRECEDENCE: Flash

SITUATION
We are three Release Candidates into update 1.36 testing and things are looking good. Our programmers are analyzing a few more crash reports, but we hope to be ready for main branch tomorrow (CET). You can join the final stages of testing by opting into the RC branch using access code Arma3Update136RC in the Steam client BETAS tab for Arma 3. This will effectively preload the update ahead of release, even though there may still be more iterations. Be aware that the majority of public servers will not be join-able until they update as well. If you spot a new issue in the RC, please submit it to the Feedback Tracker and clearly mark the version you encountered it in. Thanks!

More in the full SITREP
Announcement - Valve
For the next six days, take advantage of huge savings throughout the Steam store on thousands of titles. Plus, discover new and recommended games on your personalized Exploration Sale page here. Check back each day for new Daily Deals.

Today’s Featured Deals Include:


The Steam Exploration Sale runs from now until 10AM Pacific Time, December 2nd. Complete information on Daily Deals and other special offers can be found on Steam.

Nov 25
Community Announcements - YorisYan
FROM: Project Lead
TO: Arma 3 Users
INFO: Unofficial translations, "Support" documentation, Launcher local mods
PRECEDENCE: Flash

SITUATION
There are not a lot of development updates to report on this week. Marksmen DLC production proceeds at a good pace. We've also taken the first data snapshot for the 1.36 update, and the programmers are preparing their special EXE branch. Once both are combined, the team's embedded QA devs will begin full build tests. They will be assisted by our shared multi-project QA team in Prague, especially for multiplayer. This includes several large-scale sessions involving 30 or more testers, and simulated 64+ client sessions using Headless Client technology. Besides that, we'll likely be requesting your assistance for even larger stress tests (on the CHIMERA test servers). To this effect, you can expect the usual Steam Release Candidate branch to open soon.

More in the full SITREP
Nov 19
Community Announcements - YorisYan
FROM: Project Lead
TO: Arma 3 Users
INFO: Update 1.36 plans, Dev Hub feeds
PRECEDENCE: Flash

SITUATION
Our sights are still trained on Marksmen DLC production. More weapons are progressing from wishlist entry to design analysis to concept art to 3D mesh. The first of them have entered the final artwork stages of texturing. After that they are handed off to animators to deal with holding and reloading them. But the DLC and its platform update are still a few months away, so let's take a look at something coming up sooner. Update 1.36 is slated for the beginning of December. While it's a maintenance update, there are some cool things we're hoping to include (depending on testing!).

More in the full SITREP
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