Far on the horizon maybe. I added the issues to the issue tracker here: https://github.com/FAForever/FAForeverMapEditor/issues
Posts made by BlackYps
Are you using this version? https://github.com/FAForever/FAForeverMapEditor/releases/latest
What had more support in that discussion was to revive the concept of the old league months where playing a lot of games was rewarded. That was received well by the players at the time and improved the matchmaker activity.
I agree with your post in general, but manual reclaim in FAF is a completely optional mechanic in 99% of game situations. The fact that attack move exists to already provide an area reclaim tool means that manual reclaim is not a mechanic that makes games harder for new players or is APM for the sake of APM.
You might have read it already in the game patch notes, but in case you haven’t I’m putting it out here. Jip stepped down as the leader of the game team and the game team elected me to take his place. I’d like to use the opportunity to thank Jip for all the contributions that he did in this position. They are literally too many to name them all. So thank you Jip!
This change in positions will certainly change how the game team operates because Jip was very knowledgeable of the game and could do a lot of changes himself. While I have made contributions to the game myself, they have mainly been to the shaders, which is not entangled at all with the lua code of the game. I will (must) therefore focus on other aspects of the team lead role.
I will stick more to the administrative aspects and one of the first things I plan to do is to review how the game team operates and how that can go on as smoothly as possible despite this change in leadership. The game team is very active at the moment and that means it’s challenging to keep track of everything. On top of that it needs to work in close contact with the balance team, which is a lot less active. This has lead to frictions in the past and I will try to find a way of working together that suits both teams.
I’ll present more detailed plans or status updates at a later date, when I got more comfortable with my new role. You can still expect that development will continue in the meantime as we have a lot of regular members that can continue to work and are not affected by this administrative change.
The prop generators get picked at random if set to random, but they have weights attached to them which influences the pick chance. Sheikah recently reduced the chance to get the boulderfield and large battle prop generators to reduce the chance to get a map with lots of reclaim.
Before, the sliders affected which map styles could be chosen, so that might be the reason why people perceive that the probability to get certain styles of maps has changed.
Now the two remaining sliders act as input of the chosen generator. We should probably disable them unless you choose a specific prop or resource generator. It doesn't make sense to specify random prop generator and low reclaim amount at the same time. Some prop generators will produce a lot of reclaim even with a low reclaim density as input.
As you said, it's very unpredictable when the slider decides which generators can be chosen because it's not transparent to the user which slider setting disables certain generators. So switching back to this doesn't seem like a good option.
Someone is working on a multiselect option to make this kind of opt-out behaviour possible.
On top of what Brutus said, how do you expect this to become a serious discussion when you are telling us outright that you don't want to learn modding best practices?
@evildrew said in FAF(default) mode alternative:
I know there are some documents to read through but reading those just takes too long
Could you link some replays with unexpected amounts of reclaim?
Dude, chill. It's literally been four hours since somebody said they will investigate
The 0 point in the distributions of ratings is chosen completely arbitrary. For the system only relative differences between rating matter. You could add 1000 to everyone's rating and everything would still behave the same, just fresh players would now start at 1000 rating.
We are using multiselect in other areas of the client, so you could copy the code from there
at least for the moment where the league placements are only rarely displaying. Which I have to ask, if the new system isn't functional yet, why has it already supplanted the old system ?
Are there cases where divisions of players don't show up even though they should? To my knowledge the system is fully functional. It can be that people don't have a placement yet because the current season started only recently.
We should indeed add tooltips that describe the options. They are not hard to add, but someone has to write them. It's much appreciated if someone wants to contribute descriptions
It is possible, I just don't think it is a good solution. We could increase how fast the time bonus for waiting in queue increases if people feel it takes too long to get to the maximum. But the suggestion to do it based on active people seems to me to increase complexity a lot for marginal benefits.
Nice to hear from you! Maybe we can go over some changes together so I can learn how you would go about doing them? You can find me on discord, then we can schedule a time that fits for us.
The game team has voted to not release the area reclaim feature. There was a lot of effort to come up with a solution to make this feature viable, but in the end playtesting showed that what we hoped the feature would do, is just not achievable. It will not come with the patch next week and it is not planned to be included in future patches either. There are fundamental problems that would require serious changes of the reclaim mechanic as a whole that would need to be done first to make this feature viable.
One aspect why many people were looking forward to this feature was that they believed it would reduce the incentive to spend your time issuing reclaim orders. Unfortunately the feature is so strong that it actually increases the incentive to spend time issuing reclaim orders (just this time the area version). There is no feasible technical way to simply make area reclaim less strong.
More detailed explanation of the reasoning for this decision will follow. I thought it was important to make the announcement quickly instead of compiling all the arguments first.
The question why the high rated scene is dwindling while the rest of the community is growing is indeed very interesting and warrants its own thread. I wanted to start that soon, but if someone wants to go ahead and open it, feel free to do so. I will then comment my thoughts there