History YMMV / ARMA

7th Jul '17 8:49:45 AM janosrock
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** Averted mostly for the third installment. By 2015 it was selling well enough and getting mainstream recognition. By 2016, and with the advent of the Apex expansion, it remained among the top ten of every steam sale that year.

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** Averted mostly for the third installment. By 2015 it was selling well enough and getting mainstream recognition. By 2016, and with the advent of the Apex expansion, it remained among the top ten of every steam sale that year. 2017 saw a rise of many survival, deathmatch and battleroyale-style games based on Arma mods and gameplay, that raised the serie's public profile and gaining widespread recognition. Though it is still acknowledged that it is not an easily approachable gameplay for many gamers.
7th Jul '17 8:42:37 AM janosrock
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* CultClassic: The first game. And the second game before ''VideoGame/DayZ''.

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* CultClassic: The first game. game was quite short lived and not quite polished with a low player count coming mostly from Videogame/OperationFlashpoint that weren't fooled by Creator/Codemasters InNameOnly Sequel . And the second game before ''VideoGame/DayZ''.''VideoGame/DayZ'', while it had a not-so-low playercount flew mostly under the radar of most gamers and gaming journalism.
28th Jun '17 7:43:34 AM janosrock
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** In ''Arma 3'' {{DLC}}s are a great point of contention among players: in order not to fragment the multiplayer community, Bohemia takes a "features free, new content is paid for" approach, making players who own the DLC to have access to content other players in the same server don't have. To illustrate, the Helicopters DLC introduced game mechanics such as sling loading, advanced flight model ([[HarderThanHard as in ''completely'' realistic]]), firing from vehicles, and a few more. These are available to ALL players, regardless if they pay for the DLC or not, and they apply to all helicopters, including the non-DLC ones. But the new helicopters added in the DLC, can only be piloted and gunned by players who paid for it, while other players in the server can still ride as passengers, whether they own the DLC or not. Some players think this is fair, others think it is not, others just complain about the existence of DLC at all. [[RuleOfCautiousEditingJudgement And let's leave it at that.]]

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** In ''Arma 3'' {{DLC}}s [[=DLCs=] are a great point of contention among players: in order not to fragment the multiplayer community, Bohemia takes a "features free, new content is paid for" approach, making players who own the DLC to have access to content other players in the same server don't have. To illustrate, the Helicopters DLC introduced game mechanics such as sling loading, advanced flight model ([[HarderThanHard as in ''completely'' realistic]]), firing from vehicles, and a few more. These are available to ALL players, regardless if they pay for the DLC or not, and they apply to all helicopters, including the non-DLC ones. But the new helicopters added in the DLC, can only be piloted and gunned by players who paid for it, while other players in the server can still ride as passengers, whether they own the DLC or not. Some players think this is fair, others think it is not, others just complain about the existence of DLC at all. [[RuleOfCautiousEditingJudgement And let's leave it at that.]]



** The Jets DLC has been taking heat for this as well, as most of the complains goes with the fact the new jets are too fast and nimble to be countered effectively by AA infantry (whose MANPADs where significantly nerfed) and AA artillery use has increased complexity which makes casual use quite difficult. The only surefire way to counter them is another plane with an AA specialized payload. But again, it's game breaker status depends on the mission design.

to:

** The Jets DLC has been taking heat for this as well, as most of the complains goes with the fact the new jets are too fast and nimble to be countered effectively by AA infantry (whose MANPADs [=MANPADs=] where significantly nerfed) and AA artillery use has increased complexity which makes casual use quite difficult. The only surefire way to counter them is another plane with an AA specialized payload. But again, it's game breaker status depends on the mission design.



-->Enemy. MAN. At. TWOHUNDREDMETERS.

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-->Enemy. MAN. At. TWOHUNDREDMETERS.TWOHUNDREDMETERS.
* WinBackTheCrowd: Althought Bohemia never really lost it's fanbase or alienated them in any significant way, the Apex expansion made a lot of people feel left out due to the new map being [=DLC=] owners exclusive. This was quickly forgotten on May and June 2017 when the the Jets [=DLC=] included a free for everyone aircraft carrier and a new showcase ([=VTOLs=]) and in June 22nd (Arma 16th anniversary) all users recieved a free new map, Malden 2035 remade from the original VideoGame/OperationFlashpoint. And a new Free to Play game based on arma engine and assets called ARGO.
28th Jun '17 7:18:26 AM janosrock
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* GameBreaker: Not really present in game mechanics in the traditional way, since it's commitment to realism means that nothing grants an automatic advantage over everything, every weapon and vehicles has its advantages and disadvantages, making the game breaker status more dependent of the situation rather than the weapon or vehicle itself. It is up to the mission designers to make sure that no element becomes all-powerful (I.E: If one team has access to attack helicopters of some kind, the other team should have Anti Air capabilities in some form). On the other hand, this is played straight with the Jets DLC, as most of the complains goes with the fact the new jets are too overpowered and faster against anything else and the means to counter them, like [=MANPADs=] or AA artillery, were nerfed significantly. Some servers, in a desperate attempt to balance the game, tries to balance the game by reducing their loadout. Other servers, goes to a more extreme way and removed them ''entirely''.

to:

* GameBreaker: Not really present in game mechanics in the traditional way, since it's commitment to realism means that nothing grants an automatic advantage over everything, every weapon and vehicles has its advantages and disadvantages, making the game breaker status more dependent of the situation rather than the weapon or vehicle itself. It is up to the mission designers to make sure that no element becomes all-powerful (I.E: If one team has access to attack helicopters of some kind, the other team should have Anti Air capabilities in some form). On the other hand,
** The Jets DLC has been taking heat for
this is played straight with the Jets DLC, as well, as most of the complains goes with the fact the new jets are too overpowered fast and faster against anything else nimble to be countered effectively by AA infantry (whose MANPADs where significantly nerfed) and the means AA artillery use has increased complexity which makes casual use quite difficult. The only surefire way to counter them, like [=MANPADs=] or them is another plane with an AA artillery, were nerfed significantly. Some servers, in a desperate attempt to balance the game, tries to balance the specialized payload. But again, it's game by reducing their loadout. Other servers, goes to a more extreme way and removed them ''entirely''.breaker status depends on the mission design.
23rd Jun '17 10:41:10 AM luisedgarf
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* GameBreaker: Not really present in game mechanics in the traditional way, since it's commitment to realism means that nothing grants an automatic advantage over everything, every weapon and vehicles has its advantages and disadvantages, making the game breaker status more dependent of the situation rather than the weapon or vehicle itself. It is up to the mission designers to make sure that no element becomes all-powerful (I.E: If one team has access to attack helicopters of some kind, the other team should have Anti Air capabilities in some form). On the other hand, this is played straight with the Jets DLC, as most of the complains goes with the fact the new jets are too overpowered and faster against anything else and the means to counter them, like MANPADs or AA artillery, were nerfed significantly. Some servers, in a desperate attempt to balance the game, tries to balance the game by reducing their loadout. Other servers, goes to a more extreme way and removed them ''entirely''.

to:

* GameBreaker: Not really present in game mechanics in the traditional way, since it's commitment to realism means that nothing grants an automatic advantage over everything, every weapon and vehicles has its advantages and disadvantages, making the game breaker status more dependent of the situation rather than the weapon or vehicle itself. It is up to the mission designers to make sure that no element becomes all-powerful (I.E: If one team has access to attack helicopters of some kind, the other team should have Anti Air capabilities in some form). On the other hand, this is played straight with the Jets DLC, as most of the complains goes with the fact the new jets are too overpowered and faster against anything else and the means to counter them, like MANPADs [=MANPADs=] or AA artillery, were nerfed significantly. Some servers, in a desperate attempt to balance the game, tries to balance the game by reducing their loadout. Other servers, goes to a more extreme way and removed them ''entirely''.
23rd Jun '17 10:40:30 AM luisedgarf
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* GameBreaker: Not really present in game mechanics in the traditional way, since it's commitment to realism means that nothing grants an automatic advantage over everything, every weapon and vehicles has its advantages and disadvantages, making the game breaker status more dependent of the situation rather than the weapon or vehicle itself. It is up to the mission designers to make sure that no element becomes all-powerful (I.E: If one team has access to attack helicopters of some kind, the other team should have Anti Air capabilities in some form).

to:

* GameBreaker: Not really present in game mechanics in the traditional way, since it's commitment to realism means that nothing grants an automatic advantage over everything, every weapon and vehicles has its advantages and disadvantages, making the game breaker status more dependent of the situation rather than the weapon or vehicle itself. It is up to the mission designers to make sure that no element becomes all-powerful (I.E: If one team has access to attack helicopters of some kind, the other team should have Anti Air capabilities in some form). On the other hand, this is played straight with the Jets DLC, as most of the complains goes with the fact the new jets are too overpowered and faster against anything else and the means to counter them, like MANPADs or AA artillery, were nerfed significantly. Some servers, in a desperate attempt to balance the game, tries to balance the game by reducing their loadout. Other servers, goes to a more extreme way and removed them ''entirely''.
10th May '17 7:29:18 AM janosrock
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** When the third planned livestream (pre-Gamescom 2013) was cancelled due to bandwidth problems in favor of recording the video offline and then uploading that, thereby implicitly canceling live Q&A, participants in their Twitch chat started mocking the official explanation of weather impeding BI's Internet connection with increasingly more ludicrous versions:
-->'''One example livestream chat room participant''': Due to the Takistani militia bombing the net cables, the video is being recorded offline and will be uploaded in aprox. 2 hours - Check the BI social media channels for updates"
-->'''Broadcaster [=Arma3official=] throwing in:''': Due to the logistics failure, we moved our Arma 3 livestream recording to Website/YouTube. Sit back, relax and enjoy! http://youtu.be/PqQewm7T3EM



* MemeticMutation: When the third planned livestream (pre-Gamescom 2013) was cancelled due to bandwidth problems in favor of recording the video offline and then uploading that, thereby implicitly canceling live Q&A, participants in their Twitch chat started mocking the official explanation of weather impeding BI's Internet connection with increasingly more ludicrous versions:
-->'''One example livestream chat room participant''': Due to the Takistani militia bombing the net cables, the video is being recorded offline and will be uploaded in aprox. 2 hours - Check the BI social media channels for updates"
-->'''Broadcaster [=Arma3official=] throwing in:''': Due to the logistics failure, we moved our Arma 3 livestream recording to Website/YouTube. Sit back, relax and enjoy! http://youtu.be/PqQewm7T3EM
10th May '17 7:28:05 AM janosrock
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Added DiffLines:

* MemeticMutation: For some reason, Bohemia Interactive really seem to love the word "splendid", which has been lampshaded by both devs and players alike.
** The modding community has a slogan ''"...and then ARMA updated"''. This is because every update usually forces modders to rework their scenarios/models/scripts in some capacity forcing them to redo something, or scrap assets or ideas due to the game updating. An egregious example is the DayZ modders abandoning their new project in Arma III due to three years of work being rendered completely useless after a graphical update.
21st Mar '17 9:10:59 AM janosrock
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** Most of the voice acting in the third game is REALLY bad, despite generally averting DullSurprise (even on the proceduraly generated voice commands) wich makes most of the scenes extremely uninmersive. Kerry's actor is just lousy at emoting, so it usually conveys the wrong feeling or overacts. Miller's briefing are distracting due to his [[WhatTheHellIsThatAccent horrendously unidentifiable accent]] and weird speech patterns. The worst BY FAR is Stavrous. It almost seems that the actor is not a english speaker and it's just reading the script without actually understanding what he's saying. The only scenes that are somewhat believable (within the context game, not to say that they're great) are Lt. James and Col. Armstrong. A shame, really, since generally, the writing it's quite good and would make a very exciting narrative had the voice acting not be so laughable.

to:

** Most of the voice acting in the third game is REALLY bad, despite generally averting DullSurprise (even on the proceduraly generated voice commands) wich which makes most of the scenes extremely uninmersive. Kerry's actor is just lousy at emoting, so it usually conveys the wrong feeling or overacts. Miller's briefing are distracting due to his [[WhatTheHellIsThatAccent horrendously unidentifiable accent]] and weird speech patterns. The But the worst BY FAR is Stavrous. It almost seems that the actor is not a english speaker and it's just reading the script without actually understanding what he's saying. His briefing speech are so robotic and monotonous that even the [[MadLibsDialogue voice commands]] sound natural in comparison. The only scenes that are somewhat believable (within the context game, not to say that they're great) are Lt. James and Col. Armstrong. A shame, really, since generally, the writing it's quite good and would make a very exciting narrative had the voice acting not be so laughable.
21st Mar '17 9:07:37 AM janosrock
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* {{Narm}}: Like ''OFP'', the MadLibsDialogue. Also any time Kozlowski ([[NamesTheSame not the same one]] from ''[[VideoGame/OperationFlashpoint OFP]]'') opens his mouth. [[RuleOfThree Also again]], Armstrong tends to indulge in DullSurprise.

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* {{Narm}}: Like ''OFP'', The MadLibsDialogue is particularly hard to take seriously in the MadLibsDialogue. first two games, it got better in the third game, altough at times it can still be a jarring. Also any time Kozlowski ([[NamesTheSame not the same one]] from ''[[VideoGame/OperationFlashpoint OFP]]'') opens his mouth. [[RuleOfThree Also again]], Armstrong tends to indulge in DullSurprise.


Added DiffLines:

** Most of the voice acting in the third game is REALLY bad, despite generally averting DullSurprise (even on the proceduraly generated voice commands) wich makes most of the scenes extremely uninmersive. Kerry's actor is just lousy at emoting, so it usually conveys the wrong feeling or overacts. Miller's briefing are distracting due to his [[WhatTheHellIsThatAccent horrendously unidentifiable accent]] and weird speech patterns. The worst BY FAR is Stavrous. It almost seems that the actor is not a english speaker and it's just reading the script without actually understanding what he's saying. The only scenes that are somewhat believable (within the context game, not to say that they're great) are Lt. James and Col. Armstrong. A shame, really, since generally, the writing it's quite good and would make a very exciting narrative had the voice acting not be so laughable.
** Averted in the apex campaign, wich is actually not only well written and scripted, but the actors do a very good job and (due to being co-op) the MadLibsDialogue is nowhere to be seen.
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