Small suggestions topic
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@melanol said in Small suggestions topic:
Make global switches so that I don't have to manually activate each Cybran ASF's stealth after it is built, but make it global for every switch in the game, if it is possible.
And make a switch for harbingers so that they don't stop reclaiming or assisting while having an attack-move command.
Suggestion: When you have 1 or more Gemini selected, right clicking on the stealth button turns stealth on/off for ALL Gemini you own. To avoid unstealthing all of your fighters by mistake, maybe if ANY gemini is uncloaked, right-clicking will turn cloak on for ALL of them.
Or you could have right click = turn on for all, shift right click = turn off for all.
And add the same thing for Revenant.
Alternative suggestion: you could add buttons to the Cybran T3 air factories to turn on/off stealth for all Gemini and all Revenants. But I think it would be better to modify an existing button that's already on the planes.
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@heavenly said in Small suggestions topic:
To prevent players from quitting when they are on the losing team which spoils the game for everyone a good solution would be the last 2 or last commander standing in the losing team to have no loss of ranking points.
This would be horrible.
"If I hide my ACU, maybe I can die last"
"If I let my teammate die first, I won't lose any points"
"hey, he's hiding in the north pond, kill him before you kill me pls"
RTS players are always going to try to use every mechanic to get every advantage they can. They will try to abuse every mechanic in a game.
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The majority of players hide their commanders during game play in safer areas such as water or under heavy shields they all try to ensure their commander survives.
It won't change game play whether or not if this was introduced. A much better game experience to see a game fought to the end that encourages players to see through to the end game rather than commanders mass quitting in the losing team if it starts to get too hard. -
1st raing is not sth to boost your ego, but to guarantee balanced games. dont even consider messing with it for any reason thats not rating related, since unintended longterm effects could be introduced that break rating completely in the long run (do you even know how trueskill works?).
2nd fighting untill the end isnt a great think in every case either. if 1 player just drags out a game for no reason he can waste the time of 4-6 players for no reason at all.
3rd what you say doesnt apply to every map, or slot on a map (over the time of the entire game!), dont assume the map you play -which, from what I see is mostly dual gap ................ - is the only one. the only thing your rule would do is artificially tanking the reating of airslots etc., making rating an even worse metric in generic teamgames (Where the host can chose his slot and the slot of every other paly in the game!) -
@turinturambar said in Small suggestions topic:
do you even know how trueskill works?
I heard ftx does
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Counterexample: You are needlessly ruining my games by incentivizing stubborn dudes that can’t realize game is over and I need to waste 10 minutes grinding out an already won game cuz they are hoping to be the lucky lottery winner to not lose points since my team went for them last.
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@oblii said in Small suggestions topic:
make some mods ranked, like the ones that fix some of the games lagging issues (hive animation for example)
This mod in particular barely has an impact anymore after the performance change to the drones.
@oblii said in Small suggestions topic:
spread build - make it happen please
Example - make it happen please
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a small suggestion that i would appreciate is the ability to sort maps during map selection by map size, it seems like currently you can search for a specific map size but you cant sort them based on map size
not the most important thing but might be worth adding
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Two suggestions by @Emperor_Penguin that took me ~ 40 minutes to implement:
Being able to see the list of mods that are enabled in the tooltip of the list entry. For more information see this pull request on Github. PS: starting the game with this combination of mods causes it to crash .
Being able to see the map version in the tooltip of the scoreboard. For more information see this pull request on Github.And the suggestion by @Scout_More_Often :
Where the button is increased in size and it remains enabled when you ready up. For more information see this pull request.They still require translations - so they're not finished yet. But these are small suggestions that are nice quality of life improvements. Keep them coming.
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@banan3 said in Small suggestions topic:
How about we turn on by default all the "proplayer features" in options?
Such as?
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@jip said in Small suggestions topic:
Printing the team scores to the chat (host only)
Having deliberatly unbalanced games is very common thing in lower rating/experiance games. Once you get into rating and reputation that is high enough, it can change. And if you are part of the 100 best players who all know each other, you might forget about it, maybe.
But in lower level, one team having 2 times less score or 20 times less experiance is common. Host balancing enemy team, having all players with less than 100 games and hosts own team, having all players with more than 1000 games is not rare. Or a big difference in players score. Also game quality % does not work well in low level, making it easyer to make unbalanced games.
All that can make many new players leave, and they dont even know what happened. And of course it makes games that are not interesting.
What I try to say is: Team score and team experiance/number of games, should be visible to all players in lobby, not only for host.
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@spacewhales You can add an engi and then drag it to the start of the queue (this will cancel whatever you were building) or put it second, third, etc.
@jip shouldn't it be enabled by default?
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@deletethis I think you need to enable that first - it is an interface option. Something with 'drag' in it.
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I wonder if we should just ditch game quality in the lobby entirely and use the space to display the total ratings and maybe total games played instead.
People only know that higher quality should be a better balanced game., but nobody fully understands game quality is calculated. This leads to either people not wanting to play because the quality is lower than an arbitrary percentage or to the above mentioned exploits where the quality is high, but the game unbalanced. -
Not my idea originally:
A lobby option to force Rainbow Cup player colors:
Ie, players from team 1 have warm colors and team 2 has cooler colors.Or alternatively, adding an option to the in-game player color toggle to use those colors.
It would provide a useful option to distinguish your allies from your enemies and your allies from each other at a glance.
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The ingame color toggle is hardcoded in the engine, so we can't change that, sadly. I'm working with Jip to get rainbow teams in the matchmaker.
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@deletethis said in Small suggestions topic:
@spacewhales You can add an engi and then drag it to the start of the queue (this will cancel whatever you were building) or put it second, third, etc.
@jip shouldn't it be enabled by default?
That was before my time - there are quite a few mechanics that are turned off by default that were introduced in the past.
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Great thread, thanks Jip for increasing the size of the map zoom icon.
To reward aggression and actually encouraging trying to kill the enemy acu, could each ACU kill that you get add (for example) 5 points to your rating at game end? Would be good to add some focus to the game. Would also ease the pain when you are in a losing team but got an ACU kill or two.
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I've thought a few times that this game has
other
game modes that i'm sure many players are not aware of. Why not have a seperate tab for them to put some spotlight on them? Eg the waves of death (where you start the wave by running a scout into a building) or the mode where you have 16 acus spread all over the map or there.s a weird chess like one i cant think of the name of. All these fun modes might keep new players around, I mean the gameplay value you get with FAF compared to the cost (free!) is amazing! -
@scout_more_often
This ruins the whole point of the current rating system. This ain't Halo deathmatch.