Arma 3
Fall of men
Keokyii 12 Aug, 2018 @ 4:58pm
I like it a lot, but it needs a bit of polish.
Like I said in the title, I actually really like the idea of this scenario. I like that it plays more like an RPG than your typical ARMA scenario. It adds a bit of spice.

However, there are a lot of issues. A considerable portion of the quests I've tried to do just don't work. When some dude in the starting town asks me to evict a guy from his house, the guy just isn't there and I can claim the house for myself. I get asked to retrieve data from a bandit computer, and no marker is spawned even though I'm supposedly told where it is. I get contracted to find and kill some specific bandits and the dude paying me joins my squad, yet I get no directions. A pass to make sure markers (or at least a small intel brief in the map screen) work would be a big step to making it more fun.

That aside, the skill screen is a somewhat obnoxious color. Sorry, but the just flat blue is a bit jarring and aggressive. I would reccomend making it closer to the text boxes in the picture. A see-through black background with white text.

I can't access the page right now without losing all of this, but I think I read this was supposed to be post-apocalyptic. It really doesn't feel like it. I would recommend implementing something like Ravage. Even if you don't use the zombies, and there are plenty of missions that don't, it hits the post-apocalypse feel very well. Doing things like turning off streetlights and adding survival elements.

I don't want to hijack your mission, because in the end I have the philosophy of make something that you find fun, but nobody else is making a post so I wanted to come and let you know that it's a little broken.

Cheers mate, have a wonderful day.
Last edited by Keokyii; 12 Aug, 2018 @ 5:04pm
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GenCoder8  [developer] 13 Aug, 2018 @ 3:59am 
Hey, thanks a lot for your feedback Keokyii! :)
You are right about some of the missions being broken. I just fixed them and the changes will be in next release... Now the quests show markers where the objective is. This was the intent original behavior but it got somehow broken. The only exception is the bandit hunt quest, there's no location marked because you are free to look for the bandits anywhere outside the town.
Anyway thanks a lot about your comments, I'll keep them in mind :)
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