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    Small suggestions topic

    Scheduled Pinned Locked Moved Suggestions
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    • JipJ
      Jip
      last edited by Jip

      Two suggestions by @Emperor_Penguin that took me ~ 40 minutes to implement:

      47ec4166-5713-4047-8c50-738ddb6ea5e8-image.png
      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 🙂 .

      78c43d8a-1bb6-430f-bd00-6a1cd294aa95-image.png
      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 :

      eb20b31d-8e96-4f50-9884-ceec5ca6eb80-image.png
      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.

      A work of art is never finished, merely abandoned

      1 Reply Last reply Reply Quote 8
      • JipJ
        Jip @Lunyshko
        last edited by

        @banan3 said in Small suggestions topic:

        How about we turn on by default all the "proplayer features" in options?

        Such as?

        A work of art is never finished, merely abandoned

        1 Reply Last reply Reply Quote 0
        • W
          wikingest @Jip
          last edited by

          @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.

          1 Reply Last reply Reply Quote 0
          • deletethisD
            deletethis @Spacewhales
            last edited by deletethis

            @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?

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

              @deletethis I think you need to enable that first - it is an interface option. Something with 'drag' in it.

              A work of art is never finished, merely abandoned

              1 Reply Last reply Reply Quote 0
              • BlackYpsB
                BlackYps
                last edited by

                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.

                1 Reply Last reply Reply Quote 1
                • SwkollS
                  Swkoll
                  last edited by

                  Not my idea originally:

                  A lobby option to force Rainbow Cup player colors: 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.

                  1 Reply Last reply Reply Quote 4
                  • BlackYpsB
                    BlackYps
                    last edited by

                    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.

                    1 Reply Last reply Reply Quote 5
                    • JipJ
                      Jip @deletethis
                      last edited by

                      @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.

                      A work of art is never finished, merely abandoned

                      1 Reply Last reply Reply Quote 0
                      • QuietJoyQ
                        QuietJoy
                        last edited by

                        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.

                        TheVVheelboyT 1 Reply Last reply Reply Quote 0
                        • QuietJoyQ
                          QuietJoy
                          last edited by

                          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!

                          1 Reply Last reply Reply Quote 0
                          • TheVVheelboyT
                            TheVVheelboy @QuietJoy
                            last edited by

                            @scout_more_often
                            This ruins the whole point of the current rating system. This ain't Halo deathmatch.

                            1 Reply Last reply Reply Quote 0
                            • AskaholicA
                              Askaholic
                              last edited by

                              @scout_more_often said in Small suggestions topic:

                              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.

                              No, this has already been suggested and rejected. Secondly this is not a small change, thirdly rating changes are not handled by FA, they are done on the server side.

                              1 Reply Last reply Reply Quote 0
                              • QuietJoyQ
                                QuietJoy
                                last edited by

                                Darn, ah well, no harm in asking!

                                1 Reply Last reply Reply Quote 0
                                • ?
                                  A Former User @arma473
                                  last edited by

                                  When you have 1 or more Gemini selected, right clicking on the stealth button turns stealth on/off for ALL Gemini.

                                  And the same for Revenant.

                                  Alternatively 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.

                                  I just tested, and RMB is the same as LMB.

                                  arma473A 1 Reply Last reply Reply Quote 0
                                  • arma473A
                                    arma473 @A Former User
                                    last edited by

                                    @melanol said in Small suggestions topic:

                                    I just tested, and RMB is the same as LMB.

                                    I was making a suggestion about a feature to add to FAF. I wasn't trying to describe how the game works now. I will edit to make it clear.

                                    1 Reply Last reply Reply Quote 0
                                    • G
                                      GrunttiNoob
                                      last edited by GrunttiNoob

                                      Common chat for all folks in tmm ladder queues for authentic lobbysim experience

                                      1 Reply Last reply Reply Quote 1
                                      • General_FailureG
                                        General_Failure
                                        last edited by

                                        A move or attack move command, where you can give an order to attack a specific unit while moving.
                                        Example: imagine you're attacking a fleeing commander with a bunch of t1 tanks, and that commander is protected by several of his tanks. You want to push forward with your tanks to cut him off, but if you do a attack command on commander, your units will go to their maximum range and shoot, and if you do a move command, your tanks will not focus on a commander, but shoot at everything within range. It would be awesome to be able to set a attack target without breaking the move command.

                                        1 Reply Last reply Reply Quote 0
                                        • FtXCommandoF
                                          FtXCommando
                                          last edited by

                                          That’s what the old attack priority was for and it was considered to destroy game balance as a single mis micro of ACU would result in losing a third of your hp and drastically increased draw probability on many maps.

                                          General_FailureG 1 Reply Last reply Reply Quote 0
                                          • QuietJoyQ
                                            QuietJoy
                                            last edited by

                                            An option to not show any custom games that require you to use mods you hate. Like if I never wanted to play any games with Black Ops I wouldn't ever see them and therefore couldn't accidentally join one.

                                            1 Reply Last reply Reply Quote 2
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