@khabume said in Why would you have left FAF?:
<disclaimer> I am not fully aware of the history of FAF and the iterations it's taken to get to this point. I'm a Total Annihilation player that never liked SupCom when I first tried it, but rediscovered it this past year thanks to the FAF community, and enjoy it now. </disclaimer>
I am a technically newbie with less than 100 games. I am most likely one of the people you're going to lose in 2 years. If I try to look forward, here's what I see and feel. I mostly play custom games, because that's the first thing that presents itself when you start Downlord's FAF Client, so I've stuck with it. I'm not a huge fan of 1v1. I like Team Games.
So, in that regards:
First - I think Heaven on YouTube said this in a similar way at one point... This game is not an RTS. This is an efficiency manager. This is a supply chain manager. For Low and Mid Tier players, there's no way to overcome a player who has better eco than you. This essentially means that people who are looking to take units to battle(what you normally do in an RTS), will lose. Because unless I get in a match that restricts T4, Exps, Nukes, T3 arty... it's just a tech race to end game. Sure you build some units to stop some attacks, but most games start out with action to probe for weakness/easy ACU kills, and then there's a noticeable lull... then there's the finale of whoever built T3 arty and EXPs first.
The problem is that even if you take that aspect out of it (no T3 ARty, Nuke, Exps, T4 Units), then the better eco-ing player wins by higher tech spam. I don't know how to solve this problem. But I've witnessed other new players talking/complaining about the boredom of the tech race.
Second, what's great about this game is never used. All the units!!! When the game is "advertised" you see all these units working together LAND/SEA/AIR... when in reality it's 3-4 units from each Faction that get play... when are we going to use all these other units and what strategies do they get used in? (Hint, you don't, they don't) Because by the time you get to the point where you could use them, it's 19 minutes into the game and there's a nuke inbound... soooooo you better tech up to match the tech race(see above)... i.e. this is now about who's the most efficient with getting to the highest tech level ASAP. Heck, I feel like I'm seeing ASFs showing their face 10 minutes into a game on Setons. So its like 1-3 minutes T1 Air, 3-9 minutes, AA built up, skip T2 entirely, T3!. Why even bother having T2? Especially when 1 ASF can seemingly take down a very large amount of T1 units by itself.
Third, the lack of a large English speaking community makes me feel like it's dying off and I'm sure that turns some people off. But honestly, I don't feel like the RTS community has every been that large in the US, when compared to other Genres (FPS, Sports).
What does this community do right? It changes. That's the biggest thing. If you're willing to change to ensure a higher rate of player retention, then maybe things can work out. But at some point you may have to come to the reckoning of "Do I want this to be more popular or do I like this game the way it is? And if it's not for everyone, so be it."
I'm here cause you guys cared enough to keep it going. You may only have me for a little while, but I appreciate all the effort you guys have put in to making this what it is and keeping it going.
Hi,
Efficiency manager: this was always a really fun part of the game for me, but I can see why players who like other parts of the game more would be frustrated. It's a difficult problem to solve without ruining the game for players like me who like the optimization. However pretty much any buff to aggressive strategies will in turn reduce the importance of efficient eco management and increase the importance of micro/unit management. I would like this direction to be taken... (and as I have previously mentioned in another thread I have a bunch of ideas on how to buff aggression eg. rebalancing reclaim, unit hp/dps ratios, unit movement speeds)
Units not being used: this is not exactly true, there's only a handful of units that don't see regular use, however for lower rated players it is much easier to stick to a few basic unit types. The noob teamgame setting also self selects for simplicity, so you could easily come to the false conclusion that only a few unit types are actually useful.
That being said, many unit types are very specialized and while they are strong in their own right, it takes some experience to figure out how to use them and even then they come useful only once per game if that. There's an argument to be made for transforming certain units into slightly more generic roles so that they see more play. Eg. giving mmls aoe damage so that they act more like t2 lobo, buffing torp launchers so they act more like t1 pd (where destros are the arty), giving yenzynes even more speed (on land) so they can be used to raid and catch raids more easily (as opposed to the slow t2 tanks) etc.