• In-game scoreboard should list map author

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    HUSSARH

    @archsimkat said in In-game scoreboard should list map author:

    As title says: the in-game scoreboard should just list the map author.

    I will try to add this info in the next version of Supreme Score Board mod. By the way there is a new version (6.0) of this mod which add a new features and fixes. Please rate this mod because previous rating were removed when I uploaded new version.

  • "short pause" in addition to regular pause order

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    B

    Seems to be easy doable by UI mod.

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  • Advanced replay parser

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    MazorNoobM

    IMO running an analysis for past replays is not worth it, partly because of reasons above, partly because a quarter of them desync anyway. Doing it for new replays wouldn't be very hard, but it would require game, client, API and lobby server changes. You're welcome to contribute!

  • Show CPU model ID in lobbies

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    Mvk_-M

    I believe the general point involved is to reduce or eliminate possible means to reasonable identify someone based on hardware or software config is where say a bottleneck might possibly be.

    Is a big reason say modded games have such lack of mainstream interests if not mistaken.

    One of the best alternative ive ever come across, in idea of course, is to just automate a foe like system to a point and just realize you dont have to manual just add people you have no interest in matching with/playing due to high constant sync/lag issues.

    Otherwise to just be able to foe people within match would say be second best alternative to that one, another idea to say help not having to wait.

    When a match lobbies and someone is foed they can be highlighted. Helpfully can remember why they are foed of course but again, improvement is the idea, yes?

    Thanks

  • Large Unit Clumping and Unresponsiveness

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    archsimkatA

    All this talk of overhauling the pathfinding system and I find myself wondering - just because we can do it, does it mean we should? Supcom 2/StarCraft II are held up as paragons of efficient pathfinding, but is their pathfinding necessarily better, beyond a technical level, than what we currently have? Having played both a lot of Supcom FA and Supcom 2, I personally think the way the tanks move in Supcom FA have a higher degree of realism to them. The inefficiencies of the pathfinding system actually lend a weightiness to the units, and make them react in a way that feels more realistic. In Supcom 2, tanks keep their distance between one another as if controlled by a hive mind and move with instantaneous fluidity. Again, it's more of a design decision, but I don't think it makes a lot of sense for my platoon of tanks to move like a shoal of sardines that are schooling. Just my 2 cents.

  • Rating adjustments for returning players

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    FtXCommandoF

    There’s a lot of work currently going on making trueskill into more of an “under the hood” mechanic. We likely won’t be adjusting anything with it until we stabilize our upcoming division system and are satisfied with how it relates to player trueskill.

  • 0 Votes
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    Mvk_-M

    @SpicerXD I see, im not sure on that one, other than perhaps some highlighted edge means seems a loss is placed elsewhere.

    Given of course a move to the side would be valid as a highlighted edge move at a time, but seems still to opaque to still a possible opaque solution.

  • Rename default shortcut for client.

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    L

    Well no sure how to rename

  • Reviews of items in the vault could really use a submission date.

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    Mvk_-M

    Perhaps a " Recent " listing to an item or not.

  • Would be cool to have a default background for the client.

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    Brutus5000B

    We had the one you linked as default and receive a lot of negative feedback, so we move to a neutral color instead 🤷

  • Client checkbox for hiding locally blacklisted maps

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    L

    Well @Sheikah already started XD but yes since normally all games fit on one site filtering is not really too much of a benifit

  • New Forum Section: Map Proposals

    Moved
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    Brutus5000B

    I'm also not a big fan of adding more and more subforums. Tagging might be an alternative but I didn't find a way to nicely filter forums by tags.
    The search can do this but it doesn't look that good 🤔 (example: search for tag mapping in subforum tutorials)

  • Marking single topics as read.

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    GiebmasseG

    Tried looking through settings, didn't see anything for that.

  • Simspeed: What performance improvements could be ported from LOUD MOD?

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    AzraaaA

    I would happily agree with FTX, and i dont believe we should be balancing the game for PvE though maybe a differently balanced gamemode 🤔 because of a AI Developer, its honestly really hard to do real ai improvements and work and etc with the way balance is right now.

    To simply describe balance issues, bascially the balance is forcing us as AI Developers to develop our AI in a very specific way that i keep in mind most of dont like in reality and simply put the AI cant keep up in the way the balance is right now. The game is just too fast especially mid game and late game and even early game. Eco in FAF scales too quickly, The Meta is too strong and the balance is restrictive on what you can actually do in the game. I mean like seriously you do it the meta way or the highway. Thats how FAF balance has always been.

    I have played LOUD, and ill say it here and right now, that the balance on LOUD is a lot more fun because i have choice and that choice lets me play the game more happily and more creatively. Thats what should be important and fun. I feel like we stress that we are a pvp community so much that we forgot
    Quoted From FTX "That half the faf games are launched with a single team" which means in reality we look over 50% of faf in favor of the pvp community when we should be balancing ourselves truly.

  • Old forum names?

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    S

    A link to old forums would be good. There is some information there which would be useful for a while still. IE LOUD project links.

  • Fairness % of rating

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    Brutus5000B

    @Scoot said in Fairness % of rating:

    pretty easy to filter those as duplicates with names like that.

    For a human, yes it's obvious. For a programmable algorithm - which would be required here - it's not. And yes, I am talking from real world software development experience.

    You need an algorithm with a high rate of matching names that belong together, but at the same time you need a super low rate of false positives and these are conflictive goals.

    In the end you have like 80% auto-matching and still need to process the rest manually. This is not easy task in a map vault of a few thousand maps. And that just covers the status quo. New maps are uploaded every day and they need to be covered as well.

  • Mozy does not want to be touched

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    Brutus5000B

    This forum potentially sends out summaries and stuff like that, thats why it is asking for consent.
    Eventually, you can configure the level of email notification to your liking (and if I saw it correctly by default it should not send anything).

    I cannot deactivate, neither do I even care about it. This is default software, we're not gonna reprogramm it because someone is afraid to consent to something that is a legally delicate topic. If you don't trust the FAForever administration to not spam you via a fucking forum, stay out of the forum or stay out of FAF, I don't care.

  • Spoiler function

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    Brutus5000B

    Upvote this Github issue and annoy the author 😛