Because we chose to enable all queues by default. We then need a separate button to start queueing otherwise you would be queuing as soon as you start the client.
We did this because many people seemed to be unaware that you can multiqueue
Posts made by BlackYps
I'm afraid I don't understand what problem you have identified
What is ddos shuffling? There is no forum post with details of the ddos attacks. You could talk to Brutus or sheikah if you think you have some significant insights on ddos mitigation
the game showing the occupied spawns at the start of the game sounds like a nice thing to add.
The problem is known, what we are lacking is a concrete idea how to make the symmetry obvious. Ideas are welcome
The connection problems probably stem from routing and connection stability problems. Your idea is good for debugging pure software problems, but this is most likely not the (main) issue here.
I also thought about Rowey's avatar and I must say that it seems like a not very well thought out thing to do.
When you give an avatar to people, they are basically displayed when that person is online in the client and it is only viewable in the client.
When you give them to someone that retires, he won't show up anymore and the gift is basically useless.
The next problem is, how do you determine who gets an avatar because of his outstanding contributions to the community? It's pretty uncontroversial that Rowey qualifies, but where do you draw the line? What about people that contributed only a bit. Or people that contributed a lot, but you don't like them or their contributions?
It's just too vague and will inevitably lead to fights why one gets it but not the other.
I can understand the desire to give people some sort of parting gift, but can't we find something better than an avatar? Maybe a kind of digital gift card, an image with "signatures" of some sort, of people that worked together with that person or regular people that just want to thank them? It would probably be fun to creatively create something like this together that is personalized and that the person can keep even if they leave the community for good. It has no monetary expenses either, so it avoids the question of who would pay for it.
It seems to me that we should not only have a list of avatars, but a specific description for each, what the requirements are that this avatar gets given out to a person.
This way the system is more transparent, not prone to errors because of confusing names and actually reduces the amount of effort for moderators when giving them out, because if a person is elegible to get the avatar is easier to determine when all the reasons are aggregated in a table in one place.
This will make avatar handling more consistent (hopefully).
Scrapping the Internet? That's a bold suggestion
@ftxcommando said in Personal/Custom Avatars:
the situation above is arbitrary and shouldn’t have happened. Because it’s really just NOC deciding based on his personal vibes that day what is worth a personal avatar.
That's a pretty good description of what happened.
There is a thread in the promo-public channel on discord now that discusses avatar rules. All input is welcome.
in the discussion between the board, NOC and espi about the russian sanctions, espi requested a personal avatar as an alternative. I said that the board didn't talk about avatars, but that avatars are possible in principle, because they have no monetary value.
The discussion was maybe a bit unclear, because the terms "personal avatar" and "custom avatar" were both used without clarification what exactly everyone means.
As we can see the end result is that espi now has a personal avatar, but that was a decision of NOC, as the tournament team lead he has the permission to give out avatars. There also was no follow up to ask the board once the avatar was made to greenlight the avatar. As I explained, NOC doesn't have to do that, so no issue here, I am just mentioning this to make it clear that the board did not make any decisions about avatars as Sheikah already mentioned.
Maybe you should first discuss what you want to have in the text, like generally, before you iterate on the wording.
Should it just be lore flavor, or unit design, or gameplay implications?
You should be able to test this by disconnecting from chat and observing if the resource usage goes down
Many people can, but those that can't establish a direct connection need to use relay servers. These relay servers are known to the attacker because they need to be broadcasted to every player in case they need them. If the attacker then floods these relay servers, the legit connections over these servers degrade and manifest as lag in the game.
In a perfect world we wouldn't need these relay servers at all, but because the internet is a network of network it can be difficult to route through these network boundaries. People have all sorts of ways to connect to the internet. Through the physical cable in their house, their phone, starlink...
Someone made an alternative client, but I forgot the name. Good chance that it is now broken anyway with all the recent changes we had to make in our infrastructure
No, don't remake it from scratch. The functionality the client provides is way too complex to just reimplement the whole thing.
In the past we could gain considerable performance improvements by focusing on specific parts that used up most of the resources.
And some of the sluggishness comes from the client having to wait for answers from the api or server, which is out of control of the client anyway
We enabled the connection to our bought-in turn servers again yesterday evening, which should help alleviate the connection problems.
They were disabled previously because we had to do some changes in our infrastructure to properly integrate them. With the server maintenance two days ago these got deployed, so we could enable them again.
The root cause is that last year someone started launching DDOS attack against FAF infrastructure. We had to implement significant changes to mitigate them. That's why originally nobody could even log in, after that nobody could see hosted games. We fixed these issues, but the connections during the game are still the weak link if they need to use a relay server, as that one can be overloaded by DDOS.
I suspect that the attacker is targeting your tournaments now, as it seemed to be quiet for a while but today people reported a lot of connection issues.
We tried using a professional provider of ICE relay servers, to improve relayed connections, but I am not sure what the latest status there is. One of the server admins would have to comment on that.
We are all aware that we are losing players over this, but it is not a straightforward fix.
Which tutorial exactly?
I'd recommend using the Terrain002 shader. An explanation how the texture has to be made to give correct results is available here: https://wiki.faforever.com/en/Development/Mapping