@zappazapper said in Why would you have left FAF?:
no I'm more than a sub-600 player. I'm a sub-zero player. I played vanilla against the computer for years, developed many bad habits that are hard to break, like pausing the game to give me time to react, and now that I'm older and more responsible in my real life, I just don't have the time to spend to really do what I have to do to improve. I'm generally not that good at video games to begin with and I'm even worse at this one, but I really enjoy it, at least I enjoy the idea of it
I totally get where you're coming from, especially when you mentioned the 'training' on discord being geared towards making more grandmasters, rather than getting players to an 'average' rating.
FWIW I'm also middle-aged (over 40 now, yikes!), and feel my reactions faltering (more in games like streetfighter than supreme commander, but it's always there!)
I play maybe 8 matches a week. I know this is quite a lot for players at this level of commitment, but bear in mind I've only been playing FaF for a few months (I played the original game in 2007 a little - but not as much as I've played FaF, now!)
I am generally much better at videogames than my other hobbies like dancing and papercrafts though, though - I'm aware that there's a 'natural' element to it all.
With all that said, we should totally chat in the game ('Sylph_') or discord ('Sylph'). I didn't do any ingame tutorials, I tried the advised build-orders in the discord training sticky-threads, but gave up on them, preferring simpler stuff!
I'd be elated to play matches, go over old games or share all the things that helped me the most though. I honestly think that there are things anyone can visit:
- with the UI (keybinding with commands like : "copy orders" or "select nearest onscreen idle MEX' -> 'upgrade structure" - are really good for building bases or scaling economy without spending much attention at crucial moments, not to mention the (far) more well-documented 'spread move' and 'set target priority' commands),
- outside of a match (factory queue templates - so that pressing tab-leftclick makes a new factory spam a big, versatile combat army),
- that don't require a large mental stack during a match (easy-to-remember build orders like: factory, 2power, 2MEX, 2power, 2MEX, 2power, factory - (a palindrome!) done before anything happens), and
- habits that can make complicated-sounding issues really simple (like how I have 'select idle engineer' bound to tilde, so I can just spam "tilde -> alt+rightclick" around the map to sort out reclaim in seconds.)
These kinds of things are certainly not going to be winning us tournaments, they result in having antiair units even when enemy don't build air, sub-optimal reclaim paths, queuing energy storage even when it wasn't needed, and so on.
But they are 'enough' to play a solid ladder game - with many of the important parts quite automatic or effortless; easily enough to be taking matches off ratings that are apparently more than 75% of the community!
I'd happily go over more detail over personal messages to you, or anyone else, who wants to listen to me waffle. I might even make a youtube tutorial with a focus on getting to 'average'.
Perhaps most importantly, I'd watch replays or live games and give feedback at this low level of play. Bear in mind, I'm no pro - I remember very clearly (just a few months back) when I was losing to everyone and had no idea of how to get an edge - which might just put me in a better position to help raise the lower ranks than 'pro' players - sometimes when they've been good for ages, people take for granted the millions of things they're learned! I aren't good, and have only been learning a few months, so I know very well exactly what the 'big' jumps have been down to!
All that being said, I know you weren't asking for training, you were commenting on what might improve player retention, and I think you're hitting a very important point - I've seen players online feeling utterly un-motivated after losing games with no idea of what the problem is, or even why they are getting matched against people with whom they can't compete. You're quite right, accessibility to the 'basic' game is very important for its longevity - and I think it's pretty important that the players winning matches against these newcomers or struggling players are often using hundreds of little UI and control edges that can add up to a monumental advantage.
It's my belief that all these little 'tricks' need to be better spread among the non-pro playerbase - they make a massive difference.