FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login

    Weekly Discussion #29 - What would you like to see in the game next?

    Scheduled Pinned Locked Moved Weekly Discussions
    54 Posts 24 Posters 6.6k Views 2 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • JipJ Offline
      Jip
      last edited by

      Interesting πŸ™‚ , it appears to miss by quite some margin. But we can look into that

      A work of art is never finished, merely abandoned

      1 Reply Last reply Reply Quote 0
      • maudlin27M Online
        maudlin27
        last edited by maudlin27

        Unsurprisingly mine are PvE related! However they're all UI/client related rather than changing the actual game.

        • AI in matchmaker (https://forum.faforever.com/topic/5549/the-what-ais-in-ladder-season-2 and the separate discord discussion)
        • UI rework for both the lobby and the client, to improve the experience for PvE players. On the lobby side, an improved AI selection interface where you just select you want an AI opponent and then it results in a separate drop-down menu to pick the AI; a drop-down menu to set its AiX modifier individually (if it's possible for it to be different for individual AI); and a button to get more AI that takes you to the mod vault and shows you a filtered list of the AI mods to pick from (with a nice to have being a rating displaying for each AI so players have a better sense of its strength); On the client side, introducing something like this (and earlier post in the same thread) to improve the campaign selection:
          https://forum.faforever.com/topic/5642/coop-campaigns-order/13

        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 4
        • ? Offline
          A Former User
          last edited by

          Limiting the number of SACUs: https://forum.faforever.com/topic/4715/sacu-lives-matter.

          1 Reply Last reply Reply Quote 0
          • ZeldafanboyZ Offline
            Zeldafanboy
            last edited by

            Cosmetic faction texture skins

            put the xbox units in the game pls u_u

            1 Reply Last reply Reply Quote 1
            • TheWeakieT Offline
              TheWeakie
              last edited by

              Remove ui lag thanks boss

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

                @thomashiatt said in Weekly Discussion #29 - What would you like to see in the game next?:

                Pretty much everything I could think of fell into the client, server, or balance domains, but after extensive thought I did think of a single thing.

                There is a blueprint variable:

                AttackGroundTries = 'n', <This determines the number of shots at a ground target before moving on to the next target.>
                

                That would be cool if it was set to 1 for bombers, or able to be toggled in some way, so that you can queue up multiple ground attacks ahead of time. The problem is that when you use this variable it causes bombers to miss by quite a bit, like how all bombers used to miss their first pass when FA was launched. It would be nice if this was fixed and implemented in some way.

                I've looked into this. It appears the bomber acts as if it a regular move order and therefore de-accelerates too soon, causing the bomb it is dropping to hit somewhere in the vicinity, usually in front of the target

                A work of art is never finished, merely abandoned

                ThomasHiattT 1 Reply Last reply Reply Quote 2
                • E Offline
                  Evildrew
                  last edited by

                  I would like to see a Beetle being built and used...
                  Also would like to see a Beetle explode on a GC's claw, now when it falls to the ground.

                  1 Reply Last reply Reply Quote 0
                  • TheWeakieT Offline
                    TheWeakie
                    last edited by

                    Idk what to tell you boss but i see more beetles build in high lvl teamgames than rhino's.

                    The main reason why you see very little of them in general is because 1. The current meta is focussed on t3 land rush while beetles are only really good against t1/t2 and 2. Because the map were you play 50% of your games on is specifically bad for beetles because there's a big chokepoint where 1 radar can see everything.

                    Beetles exploding in gc's claw sounds cool though

                    1 Reply Last reply Reply Quote 0
                    • CheeseBerryC Offline
                      CheeseBerry
                      last edited by

                      How about overlays for units and structures as implemented in e.g. ecomanager and idle-engineers?

                      Quite a few of the better players use ecomanager purely for the overlays and having a nicer looking version of idle engineers accessible to everyone from the settings menu would certainly be amazing πŸ˜„

                      CheeseBerryC 1 Reply Last reply Reply Quote 1
                      • maudlin27M Online
                        maudlin27
                        last edited by maudlin27

                        I dont know if this is possible but having groups of engineers of different tech and factions that are selected at once be able to build anything that one of the selected engineers can (eg if you select 2 uef t2 engineers and 2 t3 aeon engineers, you could get them to build a t3 pgen (uef would assist the aeon engis) or a triad (aeon would assist the uef engis). Ideally via the main building selection screen and hotkeys but I expect only hotkeys might be feasible.
                        Similarly seecting a mix of t1-t3 engis would allow building t3 buildings with the lower tech engis assisting the higher tech engis

                        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 Jip

                          @maudlin27 what you're asking is not possible. But we did implement a hotkey that allows you to quickly split your selection. See also:

                          • https://github.com/FAForever/fa/pull/4587

                          And then specifically option (7). You'll need two key bindings:

                          596fae90-e399-4087-b2f0-78e248b071e0-image.png

                          Then you hit the 1st one to create the splits, and hit the 2nd one to switch your selection between the splits. That way you can quickly do what you're asking:

                          • first split only contains the highest tech (tech 3 in your example)
                          • issue build order for tech 3 power generator
                          • second / third split contains tech 2 or tech 1 engineers
                          • issue assist order to one of the tech 3 engineers

                          A work of art is never finished, merely abandoned

                          1 Reply Last reply Reply Quote 0
                          • speed2S Offline
                            speed2
                            last edited by

                            Galactic War

                            1 Reply Last reply Reply Quote 7
                            • Ctrl-KC Online
                              Ctrl-K
                              last edited by

                              Key actions overhaul πŸ‘€

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

                              1 Reply Last reply Reply Quote 1
                              • ThomasHiattT Offline
                                ThomasHiatt @Jip
                                last edited by

                                @jip said in Weekly Discussion #29 - What would you like to see in the game next?:

                                I've looked into this. It appears the bomber acts as if it a regular move order and therefore de-accelerates too soon, causing the bomb it is dropping to hit somewhere in the vicinity, usually in front of the target

                                Does that mean it can be fixed or not? Strange that changing the number of times it does a ground attack changes the interpretation of the order. I guess it is probably a new variable that was added with FA and was never properly implemented or something.

                                1 Reply Last reply Reply Quote 0
                                • ThomasHiattT Offline
                                  ThomasHiatt
                                  last edited by

                                  Has anyone ever tried using DLL injection to get more control over engine side things? Maybe you could intercept calls to the audio API and fix them or pass them along to a more modern API to fix the sound bug. I don't know what else could be accomplished with it, I'm just vaguely aware of the technique.

                                  1 Reply Last reply Reply Quote 0
                                  • S Offline
                                    STlNG
                                    last edited by

                                    First-person ACU perspective

                                    1 Reply Last reply Reply Quote 4
                                    • S Offline
                                      STlNG
                                      last edited by STlNG

                                      Subs build underwater mass, hydro, sonar, and reclaim.

                                      1 Reply Last reply Reply Quote 3
                                      • QuietJoyQ Offline
                                        QuietJoy
                                        last edited by

                                        I think the long term health of faf as a community would be greatly helped by a system of dealing with laggers. I can only imagine the frustration of new players if their early games all have laggers in them. I'd be surprised if they didn't assume that FAF was not worth playing as a result.
                                        We need a system to enable us, as a community, to flag players that cause issues. Flagged players can then be educated in how to improve their setup or maybe put in a pool of similar players.
                                        It's insane to me that in a 12 player game for example if there is even one lagger then 11 other people have to have their fun spoiled. You just don't get that in real life, you'd move away from such selfish people, whereas in FAF I cannot.

                                        At the very least, as an absolute starting point, if every player (including myself obviously) could see how many times they have been set as FOE that would be eye-opening...!

                                        ? 1 Reply Last reply Reply Quote 1
                                        • CheeseBerryC Offline
                                          CheeseBerry @CheeseBerry
                                          last edited by

                                          @cheeseberry said in Weekly Discussion #29 - What would you like to see in the game next?:

                                          How about overlays for units and structures as implemented in e.g. ecomanager and idle-engineers?

                                          Quite a few of the better players use ecomanager purely for the overlays and having a nicer looking version of idle engineers accessible to everyone from the settings menu would certainly be amazing πŸ˜„

                                          @Jip asked me to elaborate a bit on what those overlays do, so here we go:

                                          Ecomanager adds a mex-overlay which shows you if a mex is currently being idle or upgrading depending on the color of the overlay:
                                          Screenshot_62.png

                                          Idle Engineers adds a black overlay over idle engies
                                          Screenshot_63.png

                                          and over idle factories
                                          Screenshot_66.png

                                          All three of them are really useful for figuring out a glance what your stuff is doing and where new orders need to be given.

                                          Ecomanager also adds a variety of other overlays, most notably overlays for nukes and smds that tell you how many missiles are loaded and how long it will take to build the next one:
                                          Screenshot_67.png

                                          Both mods actually have more overlay features, e.g. information about the state of something depending on its color, and ecomanager is even able to tell you how many missiles are loaded in your allies smd, somehow. (If both players use ecomanager, anyway.)

                                          As should be obvious the above overlays are not the prettiest, but they are imo very useful and I do think there is quite a bit of potential here.

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

                                            @serpentor Even Starcraft 1 shows to each player how laggy every other player is to them.

                                            1 Reply Last reply Reply Quote 0
                                            • First post
                                              Last post