Arma 3 - Community Guide: Zeus DLC



greetings this is dyslexia from the arma community group shack tactical in cooperation with Bohemia Interactive from creating a series of videos that explain some of the basics of ARMA 3 today we'll be talking with a Zeus TLC a free addition to ARMA 3 released on April 10th of 2014 the Zeus is based around the concept of a game master curating experiences for other players on the fly via a real-time 3d editor a number of official scenarios are included with Zeus focused on the Zeus game master mode one of Zeus's core strengths is how modular and extendable it is Zeus can be integrated in admissions in whatever form a mission maker desires that said it doesn't require any mission making experience to use merely picking one of the sandbox sample scenarios allows anyone to hop in as a game master or assist as a game moderator in order to create a dynamic environment that can be tailored in real time to provide interesting and challenging experiences to the players and for those players involved the soldiers there's nothing to it just hop in consume the game masters have in store feed let's start with some basic tips on how to get to grips with the role of Game Master first off a showcase mission exists to teach you the basic controls of Zeus it's recommended you try this out early to get the gist of it after that though single player is a great place to try out all the different aspects of functionality on the right you have the main interface panel for creating objects units objectives and so forth while on the left is a pane showing what you've placed in the scenario which allows you to easily find and edit different groups units items etc once you place a unit or group left clicking selects them right-clicking gives them a waypoint and holding down control will allow you to add multiple waypoints if you want to create a patrol loop simply hold down the Alt key to make the next Waypoint a loop point delete will remove a unit while in will kill them destroy a vehicle or detonate a mine you can modify a waypoints behavior by double-clicking on it you can change group attributes by double clicking on the group marker and can manage individual attributes by double clicking on a single unit orienting a unit is done by selecting them holding shift and left-click dragging in the direction you want them to face holding alt allows you to adjust their elevation which can we use to put units on top of buildings and similar if you drag an aircraft in the air it'll turn the engines on and start flying if you drag a ground vehicle object or unit in the air it'll float down under an automatically deploying parachute it's possible for a game master or moderator to take the direct control over enemy AI during a mission this is best used to give an extra challenge and extra human element to the combat when you take control the AI you're not trying to beat the players you just want to make things interesting for them shooting close to them but intentionally missing can be extremely dramatic maneuvering and peeking around corners get some harder targets while placing yourself in close quarters and make a challenging room clearing experience with them you don't have to say is AI for long hopping into one firing a few shots going back in the cover and then switching back to Zeus mode will help keep them on their toes without forcing you to commit to lengthy periods as an AI you can also place objects either single ones or precomposed sets some of these like the Intel objects allow you to place discoverable documents in the environment that can be used as flus to progress a story that you've constructed for the players every object in the game is accessible through this being put down bunkers vehicle wrecks weapons ammo uniform items all types of supply crates decorative items and whatever else you think will help enhance the scenario for the participants the precomposed object sets take the form of camps roadblocks and outposts allowing you to easily create bases for players to the fin or attack now that we've covered the basics of how to control Zeus let's not forget about the players on the ground this is how most of us will experience Zeus and where improvisation is essential many of the topics we've discussed in previous community guides are relevant here from the basics of infinite combat the multiplayer teamwork air assaults and even guerrilla warfare use this knowledge to your advantage and if things really take a turn for the worst always remember you contain Zeus oppressing why a merciful Game Master it might give you just what you need to tip the scales in your favor win ping a Game Master simply presses space bar to automatically move his focused the player who initiated the pink moving on let's look at this in further detail from the perspective of the Zeus game master or moderator basically the people who are creating the experiences for the scenarios participants Zeus can be used in any fashion desired but we'll focus on the cooperative gameplay potential forward as Zeus it's important to remember while you're there the idea is to craft something memorable for the player something with a human touch to it narrative experience both challenges and entertains them and something they'll be talking about long after the battle is over when you're designing the scenario think about the higher level concept what do you wanting the players to do and what kind of encounters are you hoping to put them into you have the ability to place objectives to guide them places as well as give them assets to utilize their calm pleasures objectives you don't have to be completely straight forward with these objectives either sometimes you may want to give them the impression that the action will happen in one area then construct an ambush on route that becomes the actual mission once engaged be creative with how in a where you place AI sure the enemy knows that the players are gonna attack if so put them in defensive postures if the players are supposed to be catching the enemy by surprise reflect this by having the AI and are non alerted state think of yourself as a higher mind of the AI helping them to behave even more like human opposition you don't want to abuse your knowledge of the player's actions but you can use it to cause the AI to react and fashions that are reasonable if the players are spotted and the AI begins engaging you can maneuver squads in reaction to that try to place your a AI in advance if you're gonna add units through vehicles after the combat is started do so by actually moving them in from outside of the comment area even the players an opportunity to interdict them or otherwise see them coming as reinforcements think about how the enemy would react to an attack what their capabilities are and work within the constraints of that for a more believable experience overall you want to ensure that you're creating a challenge to the players and solve and overcome not just a meat grinder that punishes and regardless of what course of action they take it's worth reiterating that you're not trying to beat the players the measure of your success is a game master is how much fun everyone has during the be sparing with your use of supporting assets like artillery or close air support overused tends to dull the effect whereas a few careful employments of mortgage tracts or folks but not fatal strafing run can add great tension to the environment the use of friendly and supporting AI troops or vehicles can give a scenario and even greater sense of scale while also allowing those AI to warn players of enemy capabilities for instance if an AI helo is shot down over the objective area players will naturally understand there's an anti-air threat though they have to consider Zeus also works extremely well as a generalized training environment he used it to set up specific training situations run players through them debrief free stage and run them again the drive home lessons learned and give opportunities for improvement this can be used to train all aspects of armor from m3 combat to vehicles aircraft and Seabourn aspects whatever you're looking for in ARMA Zeus is likely able to help enhance it and revive your more engaging dynamic experience we look forward to seeing what people come up with not to mention the countless stories that will emerge from these curated experiences if you haven't already tried it out give it a spin see we can come up with for more community guide videos be sure to subscribe to the official ARMA 3 YouTube channel for other ARMA 3 updates keep track of the official website Facebook and Twitter pages if you like more in-depth tutorial and multiplayer gameplay of ARMA 3 and the previous ARMA games I'd recommend you check out my channel here this is dyslexia and may the lightning never fall upon you




Comments
  1. My experience with the Zeus gamemode was of course different as I was playing public (as always).

    As a player, I'm usually stoked to follow my leader, engage troops on command, etc. But gamemasters usually break the immersion by telling me to respawn, using lightning and artillery in abundance and giving me pointless objectives (defend this random point in the middle of a large sea of enemies) while punishing me for thinking for myself (run in there or I will kill you). It rarely feels like I'm actually playing something worthwhile and that means a lot since I have low expectations to begin with. Give me a pistol and a neutralize target in 2 km and I will find a way and have fun doing so.

    As a gamemaster, I'm usually overtasked. Players are extremely demanding and want a more CoD-esque experience rather than an Arma one. If I don't place the spawn point right next to the enemy (god forbid they have to actually walk for 400m after mindlessly killing themselves) or fail to provide a direct task within a minute (because squad leaders telling their group to assemble, observe, resupply etc. and use the time given to them is something unheard of in Arma), people start going insane: Friendly fire, ragequitting, flaming. So I normally spam units and give them a long-term goal such as taking a point that is just crowded with dozens of troops. Because they don't play as a team, lack actual skill or tactics, they usually fail and are frustrated. So being a gamemaster for me means more babysitting than focusing on providing people with a meaningful game.

    I think this is mostly because of how people regularly play Arma. I enjoyed Arma 2 and its addons because for the first time, I wasn't confined to CoD space and was able to maneuver around threats, prepare and plan. This has gone astray, I feel, putting me in a grumpy old man's position looking at the youth trying to get as many kills AND deaths in a short amount of time. Cover is for pussies. Observation is irrelevant. Enemies killing me at 300 meters are cheating. Spending more than 30 seconds running means the game is shit. More action density. More shitstorm. Why do we not get nukes for killstreaks?

    Rounded off with a recent micspam experience. A probably 15-year old boy screaming into his cheap microphone: "I'M NOT YELLING! I'M NOT MICSPAMMING!"

    Does everybody have to join ShackTac or similar groups in order to enjoy a somewhat decent community? Is the entirety of the pubbie community a cluster of DayZ PvP zombies? I feel melancholic, having good memories of a few A2:OA games I've played. Please disagree with me and when you do, use punctuation.

  2. I hope there will be a save mode. I always have these amazing ideas but why even bother creating them if I cant save them?

  3. Thanks for your take on the amazing Zeus addon. What you describe is pretty much what I have to go through every six months as a commercial pilot, when I'm sent to the sim. Analogous that what you said in the latter part of the video, we fly a scenario, but the instructor/examiner will usually modify that on the fly (pun!) creating environmental situations or failures depending on our actions and decision making to reinforce learning opportunities.

    You really have a handle on this, great video as always.

  4. I have to say thanks for posting this, I found it on PCGamer.com and have been a fan for a long time. 
    If it wasn't for this video explaining it, I can honestly say I might not have ever tried it. I sincerely hope that people take these pointers to heart and create a dynamic to the AI as the developers intended. 
    Thanks for all you do for the community and I hope to see you on the battlefield. 

  5. I don't understand what the players can do, if the "Zeus"-Player is an asshole (with purpose)? Or is just a douchebag (without purpose) 😉

  6. Will it be possible to have cooperative Zeuses at some point? That seems almost necessary if you want to have more than about 8 humans in a game and you want to be able to hop into AI pov relatively often.

  7. This is the sort of thing that my buddies and I thought would eventually come to pass while playing Tabletop RPGs in the 1980s.  It took a while, but it's here.

  8. What is the point playing this funny mod? Better make dlc with new vehicles or less shiny uniform for blufor…

  9. @5:54 is so incredibly important. Even in SP, so many mission makers simply spawn in troops and armor with scripts, sometimes right on top of the player. That one act of sloppiness can take an otherwise awesome mission and make it no fun at all. It's a way to instantly break immersion.

  10. Anyone new looking to play Arma III online, with mods, or vanilla, feel free to add me on Steam: http://steamcommunity.com/id/omnistatic

    with over 1000+ hours in Arma III + Arma II (doesn't count my time in OFP), I can ease your way into the Armaverse, suggest mods and help get you up a good standard for playing online.

    Cheers, and thanks for the video D!

    HOOAH!

  11. The remote control is awesome for MilSim groups. The AI feels dumb sometimes and when they are our admins just take over the control over them and suddenly we have a new real challenge. Makes Co-op MilSim missions even more realistic and challenging.

  12. How you can add mods to zeus ? and please make it save able it's sooooooo much easier do missions with zeus than normal editor.

  13. First of all let me say that what you guys made is wonderful. The game looks great in every way. And i like the Zeus DLC. But what i think people need is more cars, more guns, more jets, more boats. Just like arma 2 where we had to play ages even to even have used everything. I mean, come on, in Arma 3 there is like 1 jet? 1 MBT? And per faction the vehicles are pretty much the same but with a different texture. I think having more of that content is what gets the community going.

    PS dont let my name mislead you. I may be a kitty but i am a frequent Arma player.

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