Arma 3
Antistasi Ultimate - Mod
These are the basics
My last post was deleted, because I was offending the devs. I apologies for it. I broke my own guidelines: never write anything in anger or frustration. It will fall back yourself, everytime.

But I need to put out my points, this time in a more respectful way.
Because the reason why I'm getting so fast frustrated with this is, that I love to play this mod, because all other campaings and stuff are kind of boring in Arma. Not all, you know, but.

The first rule of making gamable-content is to me: never set players out to unintended frustration levels. This is so important, because it respects your lifetime you spend in a game, and enjoying most of the time. I remember the game "New World" where there was a bear you need to defeat before coming further in the main story-line. It was so frustrating, you smash with 10 others your best weapons at it, but the bears lifebar was not really dropping. It took so much lifetime to kill this beast. But, this frustration level was intended and the outcome was huuge, and you could freely doing other stuff to not thinking about it anymore if you have enough.

Or transferred to Antistasi/Arma: its intended, when a military base is really hard to seize and all enemies have a boost in abilites. Thats fine to die 20 times while trying, its fine to die of own stupidness. But if something happen, that is not intended, theres no one to make responsible for. :) If arsenals disappearing, or if you spawn in between rocks and cannot move, or your AI partners start to ignore you orders or move in the opposit direction - all this cannot be intended by developers, or I do think wrong, do I?

I know, that all devs of this mod are spending their lifetime voluntarily in making this mod happen at all, as we spend lifetime in their product, to have fun. And I like the Arma Attitude, that this game still recieves updates and fixes. And I know that these devs can only develop upon a fixed system/engine, because I'm sure they cannot change the Arma game routines. But theres is no one to blame, not in anger or frustration, never. Because, if you dont like it, dont play it.

One thing, that fits perfectly in this topic is the menue structure. There are ~6 menues in different designs. You can literally see, that these are parts from different mods. From the view of lifetime usage this is not intended, is it? Because you need to click arround ~ 200 times for fasttravelling all your 10 HQ Teams. And it seems nobody is caring about the fact, that the teams are only able to fasttravel one by one. It would save so much lifetime for the users, if you could send all teams at once. And as a byproduct you decrease the amount of unintended frustration.

I would guess there are some people who take care of things like: how much time do the user spend on acting in menues? How much do they have to click for making things happen. And how much of these clicks we can avoid, if we're doing it this x y way better. Yknow?

I dunno, I think its part of a regular quality management in a company. That someone feels responsible for deepchecking the game for game breakers - say "lets find all situations where the user could feel frustration unintended by us, and lets avoid them". And even then, you can say it is fully tested, not only technically tested.

If you can enlighten me about my irritations, I would highly appreciate this! And your opinion about the rule "avoid unintended frustration levels in game developiing (AUFLG)" would be really interesting to me.

Thanks for reading!
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Another example: Radiovoice is introducing "Be advised, Reinforcements have arrived" for every single unit I create. So for 100 Units its saying 100 times this sentence. :)
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