The Arma 3 website announces that Arma III has deployed, and Bohemia
Interactive's military shooter sequel is now available worldwide as either a
standard edition or as a Digital Deluxe edition. The game is available at retail
and via digital distribution through
Steam directly, or
through the BIS Store,
which fulfils through Steam anyway. The
launch trailer shows
off gameplay, and here's word:
OUT NOW - Available in digital and physical
retail stores worldwide, Bohemia Interactive is proud to announce today’s
much-anticipated release of Arma 3. The brand new launch trailer introduces
players to the authentic, diverse and open combat in Arma 3’s massive military
Set on the Mediterranean islands of Altis (270 km˛) and Stratis (20 km˛), Arma 3
features 12 singleplayer showcases, 3 factions showcases, 9 multiplayer
scenarios, 10 firing drill challenges, more than 20 vehicles and 40 weapons, 5
factions, the scenario editor and modding support. The post-launch campaign will
be made available via free DLC episodes after release. The complete overview of
content can be found here.
“We’re incredibly proud of the release of Arma 3, as well as of the
unique collaboration with the people who joined for the early-access
development. We experienced some significant setbacks in the past years, but
the fantastic public response to the Alpha and Beta kept us going,” said
Joris-Jan van ‘t Land, Project Lead on Arma 3. “Together we’ve made a game
that truly meets its potential - while establishing a platform to build upon
and grow even further. Our long-term commitment to Arma 3, in combination
with the creative modding community and Steam Workshop, means this is just
the kick off. We thank everyone for their splendid support and welcome you
all to join our journey ahead.”
People can purchase the regular Arma 3 (44.99 EUR/39.99 GBP/59.99 USD) or the
Arma 3 Digital Deluxe Edition (49.99 EUR/42.99 GBP/64.99 USD) from
boxed version of Arma 3 is also available at many of the major retailers.
Last but not least, Arma 3 Alpha and Arma 3 Beta participants will be able to
play the final game after downloading the automatic update on Steam. Visit
this page for answers to some of the more
frequently asked questions.
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D4rkKnight wrote on Sep 12, 2013, 20:49: To vote someone off you have to type their name in chat with a pound some or something stupid shit. Nobody knows how to do it or cares and there is no integrated gui elements that assist. It's very sloppy and I've been in the same situation - the guy was never kicked but luckily the map was so large I never ran into him.
This was a co-op mission with everyone spawning at the central airport. He camped outside, shooting down any helicopters that attempted to actually play the mission. No one could avoid him, no one could play the mission. Even if he was found and killed, he respawned and started over with zero penalty.
I agree that there should be more options for managing these things. On the other hand - this is an easy addition for the mission maker. For example I was in Stratis life yesterday for 3+ hours having tons of fun and I saw Battle-eye kicking folks off (also tons of "no steam ticket" or something like that messages and kicks) And then the mission itself seemed to have an anti-cheat detection system which seemed to work rather well. Plus then we had the admins of course who kicked people who didn't follow the rules.
Not that it should need that much effort - but at least the platform for everything is present and you're not restricted for options.
Longjocks, to me it feels that the AI in ARMA 3 has been improved quite a lot. In Alpha I ran quite a few scenarios of squad vs squad in the town to see how the AI would move & advance. I was pleasantly surprised to see them actually use buildings. I intentionally set the main path for the enemy to advance down a wide street (least safest route) - and after the first conflict and several casualities suffered the AI actually backed off and started looking for other safer routes to advance. (buildings, alleys etc)
To me that felt very realistic for an urban combat AI (actually, I don't know any non-scripted AI which I've ever seen done better) Only issues I saw was that sometimes the AI took a bit too long to make the shot (nice change from hyper reaction times though, but a bit too long)