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      Forum Rules   07/06/2016

      Introduction   The Squad Team reserves the right to edit, update, add and remove rules at any time. Applicable rules extend to the PM system. Your PMs are private, but the Squad Team may be informed about unacceptable PM content by the receiving party.   Section I: Posting Rules   §1 Show Respect This community can only work if we all respect each other. To that end, it is imperative that any time you engage with another user, either directly or indirectly, you show them respect with the content of your post. In particular refrain from flaming, insulting, abusing, taunting, racism, and other similar types of actions towards other forum users.   §2 Attitude & Behavior Poor attitude and behavior are the most common ways a negative / unsafe environment is created and perpetuated. As such that kind of behavior will not be allowed on these forums. Please be mindful of this rule when posting personal positions and opinions regarding topics which could be considered contentious in nature. As a rule of thumb, keep your posts civil in nature, and refrain from making posts that are likely to incite arguments and create a negative environment. As a privately hosted web forum we reserve the right to maintain an environment that we are happy the majority of our players are comfortable with.   §3 Swearing While we will not strictly moderate every little swear that occurs, please try to avoid excessive bad language. The moderation reserves the right to remove rants and unsuitable content at any time.   §4 Illegal Topics
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Found 11 results

  1. Sun & Compass

    Hello everyone! I 've noticed that in most maps the sun is not facing the EAST or WEST. Here is an example from OP First Light AAS v1. Always with good will, Battlecator |
  2. Hi all! Been playing this game for a couple of months now, and really enjoying it, so decided it was time to join the community, sign up on the forums and stick my two pence in The game is fantastic so far, so good that I often forget it's still in the alpha stage. And seeing the trajectory the game is taking, it's kind of hard to think of any meaningful suggestions. However, I wanted to share a couple of small things in the hope that they might get picked up. These are by no means big changes, but little things that I think might make general communication and usability easier from my personal experience. Compass Heading The compass is essential for communication in this game as we all know, for spotting enemies. My only suggestion is - can we make it so that your current heading is offset slightly above the rest of the compass bar? At the moment, the current heading is slightly larger than the rest of the bar, however in the heat of a firefight when trying to call out an enemy vector, I sometimes find it a little difficult to recall the current heading with only a quick glance. If the heading was raised up slightly, I think it would help draw the eye that little bit quicker. VOIP Indicator When someone says something over radio, or voice, then their name appears in the bottom left hand corner, so you know who's talking. The problem is, as soon as they stop transmitting, the indicator disappears. This isn't always a major concern, but a few times I have been in the situation where someone says something and by the time I've looked to see who was speaking, the indicator has disappeared from the screen. Obviously in real life, this isn't a problem, as you're likely to be able to identify your squad mates by their voice alone; but in a game where you are often playing with people you don't know, I think it would be handy to know who said something without having to ask them to repeat themselves. My suggestion is, rather than the indicator disappearing immediately, have it fade out slowly. It doesn't have to stay long - just a second or two after they've taken their finger off the transmit key, which gives you a fraction of time to flick your eyes down and check who spoke. In addition - I'd also suggest adding an indicator to the names above each player. Last night I was in a game where I was following 3 or 4 other players as we entered a compound. They were all in front of me, so when one spoke, I couldn't tell who it was without looking down. If there was also an indicator on their name, I'd be able to tell who was talking without taking my eyes off the centre of the screen. I know these might sound like trivial changes, but I often think it's the little details like this which really help with the immersion and make your interaction with the game feel a little more natural. First post, so be gentle. I go by this name in the game, so I guess I might see (or already have seen) some of you on UK servers
  3. Hey ho people, I simple tip that many might have thought about to! The North/NW/NE/South/SW etc, how about getting the option to color them yourself? for example, I would like to set "N" to the color blue, "S" to red, and so on. Well that's all, just a tip bb!
  4. Here's feedback and a suggestion consisting in "I don't like" and "Make it as before". The new compass disturbs me quite a bit when calling out bearings. It was smoother with just an arrow pointing down; now I need to kind of stop for a moment and focus on the bearing number. It might be a nice idea having the exact bearing number showing up, but I'm never gonna need such exact information; I rather say "2, 40" instead of "244". It's not a major problem of course, and I'll adapt in time but I don't like it, let's make the compass great again (too early? :P). EDIT: I've change my mind on this sorta, I've actually had use of giving "such exact information" now as it's possible. Maybe as suggested below, make the current bearing stand out by yellow font color, bigger size or something.
  5. Please Devs introduce a Compass/Wind Rose on the map, because i don't know very well the direction of the map when i die, and probably i'm not the only one... i think its a very simple suggestion to get introduced in the game. Just like in Arma 3 there's a compass in the map. Thanks!
  6. I've seen the changelog on joinsquad.com and i had an idea for the compass. Played a little bit with illustrator and photoshop trying to give a "surrounding" effect to the compass. I think that it would help the immersion and situation awareness and also helping those who would like to have a sort of minimap of your mates without using an actual minimap.
  7. Hey, I now have 12 hours on the game, over a span of 2 days. I have noticed 1 minor issue in the compass at the bottom of your HUD. Bearings with 2 digits for example, North 30, North East 75 etc, should be stated as 030, 075. This is just some minor tweak for army personel who get annoyed with this. Great game. Best simulator ever played. Better than Arma in my opinion. Keep it up with accepting feedback :D
  8. Hey guys! First let me start off to say you're doing a great job so far! I mean, still alpha but I'm having so much fun playing this game. Had some great matches tonight. The sounds are really great. I immediately get sucked into it. When the shooting starts there's chaos, and i like that. The Voip radio effect is really immersive . I would like to sum up a few bugs that I come across now and then. Just want to put it out there. -No foodstep sounds while sprinting and holding medpack/bandages as a medic -Spawning on FOB immediately after death while FOB or RP was spawnable -I've been in "Death screen" while unable to spawn while spawnpoint was selected and spawnable, but there was no countdown -Guns sometimes go invisible -Killed enemy's keep lying in prone position And playing as a medic it's hard to see who's wounded. Right know, someone calls a medic. Medic presses enter, look for the name and location of the wounded and goes and safe them. I would like to see some form of indication on the map, or maby a (blinking) + sign on the compass. And also the "sweet spot" to heal someone is way to small. Often I'm trying my mouse on the right spot, and being killed in that process a number of times, so pleeease fix that:) I'm sure you guys will. Keep up the good work!
  9. Navigational Tools

    I'm new to Project Reality -- and I took the time to sit down with it recently and play some matches. They were a great time, and i'm looking forward to more. However, there have already been some points i'd like to bring up after playing for a few hours. The first main bit of feedback I have has to do with navigation -- and how it relates to working as a team and locating one another. I became quite frustrated at having to open up the map constantly. It took up way too much space, and it was very distracting. During firefights, especially urban ones, it becomes chaotic hell trying to keep track of where your squad mates are and where your squad leader wants you to be. Something that I think might be of great value to remedy this issue would be something along the lines of what the ACE 3 team has brought to their mod for ArmA 3 -- the MicroDAGR GPS. Too many times during my playtime, I'd hear my squad leaders say -- "move to the mark," or "we need a medic at the mark," or some form of that. Referring to a marker that 80% of the time I couldn't even see unless I opened my map -- a risky endeavor during a firefight. If the devs were to implement something similar to ACE 3's MicroDAGR, I feel that it would alleviate so much of that constant map opening and closing during firefights (or between them). Another option would be to be able to choose to toggle it on or off, or possibly even have it only appear while you hold down whatever keystroke it's mapped to -- for a quick and easy navigational aid. Now, please understand, I'm not by any stretch saying it'd have to be implemented in this exact same way as ACE 3 does it. However, I am saying that it'd be a great system to draw inspiration from; I know that as even as a new PR player, i'm very frustrated with how restrictive and bulky it feels to constantly have to bring the map up and put it away to navigate in an efficient way. During one of my sessions earlier on PR, I had multiple people tell me they simply had gotten used to "opening and closing the map constantly." I feel like a better system could be implemented. One possibility would be to restrict this equipment to squad leaders -- and simply implement a better squad label/tag system. Perhaps the way that ShackTac does it with their ShackTac HUD and Group Indicator. I also put together a short video detailing how it works: Counter-Points: But M81, having your squadmate's icons show through walls and stuff isn't realistic! Neither is holding a bag up to someone and holding LMB to heal them -- but this is a video game! And that's okay! M81, additional layers of menus of any kind detract from gameplay and the rhythm of action.This function i've laid out for you as an example is just as easy to bring up and access as the in-game map in PR. And -- it actually has a deeper level of functionality. The map function of the GPS could easily act as a Blue Force Tracker (BFT) and show the location of other squads, players and objectives on the map. Just like the PR map does. M81, this came from ArmA 3 so it's bad.I've put in time to learn more about PR and how it works. Perhaps you should do the same for ArmA. Our communities have much more to gain from one another than you may think. But M81, that's how maps work in real life. You have to literally pull it out and look at it.Yes, well, real life maps aren't transparent and show the location of every single friendly unit, vehicle and objective, either. If we want to talk maps, that's more than a map. That's GPS and BFT working in unison. which is exactly what the MicroDAGR can do. But better. Thanks for reading -- and I hope you find some time to give me any constructive feedback you may have.
  10. I got my screen set at 1920x1080, and i find that the compass below the screen is very small, mostly compared to the one from PR, i find sometimes looking at the numbers i have to look really hard to identify the numbers. I think it should be at least twice it size!
  11. Compass In The Game

    Instead of having a compass of direction, make a system of compass like this: http://youtu.be/gmvLUIB2dMQ?t=19m46s It is more simulation, more technical and better.
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