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    Ban EcoManager & Similar Mods

    Scheduled Pinned Locked Moved General Discussion
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    • Brutus5000B Offline
      Brutus5000 FAF Server Admin
      last edited by

      You can't ban it. 26 posts and nobody even thinks about adding a sim solution to it: put a cooldown on the toggle. Do the same for shields.
      Reduces the advantage massively.
      And/or add a warm up time to mexxes, so it takes e.g. 30 seconds until they reach regular efficiency.

      He said, "I've been to the year 3000
      Not much has changed, but they live underwater
      And your great-great-great-granddaughter
      Is playin' FAF, playin' FAF"

      SkratS JipJ J 3 Replies Last reply Reply Quote 5
      • Ctrl-KC Offline
        Ctrl-K @Eternal-
        last edited by

        @eternal i just woke up and see this kappa

        “Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
        — Steve Jobs.
        My UI Mods
        Support me

        1 Reply Last reply Reply Quote 0
        • Ctrl-KC Offline
          Ctrl-K
          last edited by Ctrl-K

          Some people say it is legal, some people say it is not, but lets take a look in FAF rules:
          We will list what sort of UI mods are not allowed here. This includes:

          • All reclaim macros
          • All autoclickers

          So? Where are the limits of it? I vote for mod being banned and such functionality considered as autoclicker

          “Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
          — Steve Jobs.
          My UI Mods
          Support me

          SkratS 1 Reply Last reply Reply Quote 2
          • SkratS Offline
            Skrat @Brutus5000
            last edited by

            @brutus5000 sounds like the perfect solution

            Sorry for my English. I use translator

            1 Reply Last reply Reply Quote 0
            • SkratS Offline
              Skrat @Ctrl-K
              last edited by

              @nullptr I agree, it would just be very difficult to control the ban on the use of this mod. above wrote that it would add even more work for moderators. so discuss other options (cooldown )

              Sorry for my English. I use translator

              1 Reply Last reply Reply Quote 0
              • JipJ Offline
                Jip @Brutus5000
                last edited by Jip

                @brutus5000 said in Ban EcoManager & Similar Mods:

                You can't ban it. 26 posts and nobody even thinks about adding a sim solution to it: put a cooldown on the toggle. Do the same for shields.
                Reduces the advantage massively.
                And/or add a warm up time to mexxes, so it takes e.g. 30 seconds until they reach regular efficiency.

                Sheikah and I discussed that in private - I'm not sure how that works in practice without having a reasonable impact on performance in return. I'd need to look into this 🙂 .

                To add to the discussion: from a gameplay perspective I don't think it matters when a casual player uses a eco management mod like this. As Speed2 mentions: this game is not about fabrication-micro.

                To me, there are a few options with a few consequences:

                • (1) We try and prohibit people from using the mod. This is A, not entirely possible, B it will anger a lot of people that were used to it and C it has a relative high load on moderation.
                • (2) We allow the mod in casual games, but not in tournaments. From a replay / observer perspective it is easy to see if someone is using the mod. This has all the benefits of (1) when it matters (during tournaments), without angering people.
                • (3) We integrate the mod into FAF, by providing an alternative like Brutus mentioned. One that discourages enabling / disabling them in quick succession.
                • (4) We integrate the mod into FAF, instead of through a UI mod. That way everyone has it.

                When thinking about it, being able to use fabricators to get rid of excess power seems like a reasonable purpose for the units in question. To 'soften up' the times when there is no reclaim.

                A work of art is never finished, merely abandoned

                Anachronism_A 1 Reply Last reply Reply Quote 4
                • MarcSpectorM Offline
                  MarcSpector
                  last edited by MarcSpector

                  All mods that affect the economy and do not require any actions from the player should be marked as sim mods.

                  maudlin27M 1 Reply Last reply Reply Quote 0
                  • JipJ Offline
                    Jip
                    last edited by

                    Note that (4) means it becomes part of the FA repository.

                    A work of art is never finished, merely abandoned

                    SkratS 1 Reply Last reply Reply Quote 0
                    • MarcSpectorM Offline
                      MarcSpector
                      last edited by

                      I misunderstood 4 option. I edited the post. 😃

                      1 Reply Last reply Reply Quote 0
                      • SkratS Offline
                        Skrat @Jip
                        last edited by

                        @jip This would mean that the FA is adding an autoclicker

                        Sorry for my English. I use translator

                        Eternal-E 1 Reply Last reply Reply Quote 0
                        • JipJ Offline
                          Jip
                          last edited by

                          Wouldn't be the first time: the ringing feature for extractors is not far off.

                          I mean like: we're here to wage strategic battles. Not to worry about fabricators. In a lot of my games I typically don't use them because they are so volatile to your economy. But if we'd automate them by default in some sense, in a way that doesn't harm performance, then it is a nice new feature to the game. The capability of being able to do something with all that excess energy, instead of spilling it to your allies 🙂 .

                          A work of art is never finished, merely abandoned

                          1 Reply Last reply Reply Quote 2
                          • SkratS Offline
                            Skrat
                            last edited by

                            Even without this mod, the idea of brutus sounds pretty good

                            (3) We provide an alternative, like Brutus mentioned. One that discourages enabling / disabling them in quick succession

                            Sorry for my English. I use translator

                            1 Reply Last reply Reply Quote 0
                            • maudlin27M Offline
                              maudlin27 @MarcSpector
                              last edited by maudlin27

                              @marcspector thats not option 4. Option 4 I think is saying it is automatically part of FAF (presumably with an option in settings to turn it off) the way building storage around a mex is integrated.
                              (Edit: posted pre your edit!)

                              If it’s made a SIM mod (which I presume is what is meant by banning it-ie ban mods featuring this unless they are SIM mods) and Jips ideas for making it hard for most people to use are implemented I dont see an issue with this not being fullproof. Not being able to stop 1% of cases shouldnt mean giving up entirely.

                              M27AI and M28AI developer; Devlogs and more general AI development guide:
                              https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
                              https://forum.faforever.com/topic/5331/m28ai-devlog-v150

                              1 Reply Last reply Reply Quote 3
                              • JipJ Offline
                                Jip
                                last edited by

                                Yep, either (3) or (4) with the ability to toggle it off seems the most sane option to me.

                                A work of art is never finished, merely abandoned

                                1 Reply Last reply Reply Quote 0
                                • Eternal-E Offline
                                  Eternal- @Skrat
                                  last edited by

                                  @skrat You already using an embedded auto-clicker called "Spread attack". Including UI Party and other related UI mods

                                  Profile | Eternal MOD pack | Check new client

                                  1 Reply Last reply Reply Quote 2
                                  • Anachronism_A Offline
                                    Anachronism_ @Jip
                                    last edited by

                                    @jip said in [Ban EcoManager & Similar Mods]

                                    • (4) We integrate the mod into FAF, instead of through a UI mod. That way everyone has it.

                                    When thinking about it, being able to use fabricators to get rid of excess power seems like a reasonable purpose for the units in question. To 'soften up' the times when there is no reclaim.

                                    The mod has several different features, some of which are arguably undesirable for integration IMO. I'd rather FAF specifically add/integrate the ability to auto toggle the player's choice of mass fabs/radars/shields. That seems like a useful functionality that should be in the game, it would be fair, it would decrease tediousness, and it wouldn't increase the moderation burden.

                                    pfp credit to gieb

                                    1 Reply Last reply Reply Quote 2
                                    • H Offline
                                      HollowSubmarine
                                      last edited by

                                      The issue is mod not only toggle fabs but also prevents from E stalling by any means. If i am not mistaken you even can choose in what priority to cut off E spending. In my opinion eco managing is the core part of the game and it should not be simplified too much.

                                      It would be good to have more or less strict rules what mod types are considered as illegal. And any exceptional case should be also stated within the corresponding thread. In general EcoManager works as auto clicker but for some reason considered as legal mod and used by many players.

                                      Eternal-E 1 Reply Last reply Reply Quote 0
                                      • Eternal-E Offline
                                        Eternal- @HollowSubmarine
                                        last edited by

                                        You guys must try this mod before complaining about it. It is not that good, as others describes it.

                                        Profile | Eternal MOD pack | Check new client

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                                        • MarcSpectorM Offline
                                          MarcSpector
                                          last edited by

                                          What about the FAF rules?

                                          We will list what sort of UI mods are not allowed here. This includes:
                                          
                                          All reclaim macros
                                          All autoclickers
                                          
                                          1 Reply Last reply Reply Quote 0
                                          • FemboyF Offline
                                            Femboy Promotions team
                                            last edited by

                                            Ban thy ecomanager

                                            FAF Website Developer

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