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    Fichom

    @Fichom

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    Best posts made by Fichom

    • It's real, it's happening, it's soon:tm:

      Today is a very special day. After more than a decade of waiting, countless memes, and enough "soon" jokes to power a Quantum Gateway, Galactic War is finally returning to Forged Alliance Forever!

      For the uninitiated, Galactic War is a meta MMO game for Forged Alliance, where players join a faction and remain loyal until the Infinite War ends. Each player controls an avatar that gains XP and ranks up through victories, but if their commander dies in battle, the avatar is lost, and they must start over from the lowest rank. Battles are resolved through FAF matches using a custom game mod that allows players to call in reinforcements or flee the battlefield to save themselves when the situation turns dire.

      Stay tuned for more information in the coming weeks, but don't hold your breath. The only thing more uncertain than a Cybran loyalty matrix is the FAF dev’s release schedule. But rest assured β€” Galactic War is coming (soon).

      Oh... and this one... it ain't a joke πŸ˜‰

      posted in Announcements
      FichomF
      Fichom
    • [UPDATE 19/02] In-game connection issues

      We are aware many players and game lobbies are experiencing problems with connection issues. As of this moment, we are not aware what the cause is, and will be investigating it as soon as possible. Please be patient!

      UPDATE 19/02 21:38 UCT: Work continues today, one downtime is scheduled for right now, and another one is likely within the next 24 hours. If you are experiencing issues, please keep reporting them with details, so the DevOps team has an easier time figuring out what is not working.

      Thank you for your patience!

      posted in Announcements
      FichomF
      Fichom
    • RE: Talking about the Fatty

      If you want to explore the 'experimental' side of things as Jip was mentioning, maybe give the Fatboy 10 or so 'slots' where he can 'transport' (equip) units, which could still work when 'mounted'. Say it can equip 2 Parashields, 4 Mercies and 4 Cougars - then it becomes a mobile fortress equipped with additional shields, fire-power and very strong anti-air.

      Or give it staggered fire, higher arc, larger scatter and larger damage radius - effectively, a small-scale Scathis. The better scatter + damage radius will make it harder to dodge, though you might want to nudge it's alpha then so it doesn't just wipe non-experimentals from existence.

      Or just turn it into a MAA experimental, and have it's main guns able to fire at air targets lol.

      Actually you could give it like, in addition to being able to produce T3 land, the ability to produce up to T2 air as well. If paired with I hope soon coming fix to the mobile factories working even when on move, you could churn out some bombers or gunships to help it against incoming direct-fire experimentals.

      posted in Balance Discussion
      FichomF
      Fichom
    • [Resolved] New patch - unexpected issue

      Dear members, with the release of new patch 3818 we face an unexpected issue with downloading new game files (in particular the env.nx2 file). Below are the steps on how to circumvent this issue, though we hope a proper fix will be done soon. The relevant people are already looking into it. Thank you for your patience!

      Latest update:

      The issue had been resolved. You no longer need (nor should) use the steps described in the announcement. Thank you for your patience!


      Steps to circumnavigate the issue.

      1. Host a game in FAF Develop mode (see image).
      2. Wait for the files to finish downloading (It may take a while, just be patient).
      3. Open the data folder (use the FAF client menu link top left), or go into the gamedata folder directly
      4. C:\ProgramData\FAForever\gamedata
      5. Find env.nx2 and delete it
      6. Find env.nx5 and rename it to env.nx2
      7. Hosting/Playing FAF (default) game mode should work.

      Note this fix works for the matchmaker, custom games and co-op games.

      posted in Announcements
      FichomF
      Fichom
    • RE: Personal/Custom Avatars

      Just to give legitimacy to Sladow's claim, I am indeed not satisfied with how that particular avatar, which is the FAF Veteran avatar, was handled.

      When creating it, I envisioned it to be given out to direct contributors to the FAF project, who are ready to pass on their duties and "retire". My trigger was Rowey, yes, but just like anyone else, it wasn't a personal avatar for him - but for any members who contributed to the community directly (and yes, Rowey turned out to be a special case, given he returned back to 'active duty'). I wouldn't really mind if it were given out to the active 'monsters' that keep this amazing project going (Jip, Brutus, Sheikah, BlackYps, Balthazar - only to name a few), but I think the team avatars are much more appropriate for that (and they were quite some work as well). The avatar was not meant for members that play a lot, or participated in many tournaments (a.k.a. 'regular' members, despite how active they may be).

      As with all my work, I give all the use rights to FAF, and as such I probably don't have a direct say what a particular avatar will be used for, but I do feel like this is in poor taste.

      That being said, I'm not here to admonish people and turn this into a witch hunt, so I propose we do come up with a fitting avatar that can be cool in it's own way, that could be used as a reward for those who either refuse monetary rewards, or are unable to collect their rewards for any reason. We could even make two, one for each of those situations. I hope that with that, we can keep the "FAF Veteran" avatar assigned to appropriate people (and this would entail taking it away from those that aren't), but also make sure everyone feels good. With that, I hope I soon get a request over at the discord #promo-projects for this exact cause.

      posted in Contribution
      FichomF
      Fichom
    • RE: Personal/Custom Avatars

      My view (omg a personal experience!) on avatars had always been that they are a type of 'badge of honor' rewarded to the few for exceptional success (note this can be interpreted in many ways).

      Thus, the idea of "personal avatars" doesn't really sit well with me. I wouldn't, however, be against a 'Profile image' idea.
      So you could have a profile image you can upload and have visible when someone opens your profile sheet in the client, and it would function like any other profile picture in any service ever. Ofc, this would require client and backend work, which we obviously are lacking people for as it already is, so I'd sooner place it on the back burner of "things we'd like to have but aren't high priority".

      That being said, I'd still keep avatars as a way of marking those with special contributions and achievements. And not as a way of personalizing one's profile on an "everyone" basis.

      posted in Contribution
      FichomF
      Fichom
    • RE: detect game lag in lobby

      The issue is you are calling it ping, when it's hardly consequential - sure it can affect the game, but I'd defer to Exselsior's explanation.

      The 'lag' problem in most cases can be traced to two primary sources:

      1. bandwidth - can a player sustain the needed throughput to receive and send packages to every other player. Even if the player has the best PC out there, if the player can't send and receive data at required speed, it will lag.
      2. simulation - even if the player has the best connection out there, if a player's PC can not calculate what to send in those packages fast enough, it will lag.

      Regardless, the idea with the visual seems really interesting actually, but I see 2 problems with it, assuming you measure the above-mentioned things, and not ping that is borderline irrelevant unless you are playing from the low-Earth orbit on the other side of the planet (though feel free to argument otherwise):

      1. Players could be running something in the BG while waiting for the lobby to fill.

      As the 'title' states. This could affect both bandwidth and simulation testing. The solution to this could be you plea players to turn their stuff off before starting the game (a.k.a. putting the PC in the state it will be in while the game will be running), but I don't see how you could enforce this - hence, there will be some who will disregard this recommendation, and after a while, everyone will.

      2. Who's the lagger?

      Let's assume you have 3 players that are in a lobby - A, B and C . Let's run a little thought experiment, assuming all players have relatively low ping (<300, which in truth only means they are 'very close to each other', network-distances speaking).

      A has awesome internet, both up and down way beyond necessary, and has perfect connection to both players B and C. Let's assume player B has a decent enough connection, where it's good enough to support what is required to have a smooth play. Player C, on the other hand, has a bit worse internet connection, and for some reason (not unrealistic), his connection to A is completely stable, while his connection to B is absolute chaos.

      Hopefully I don't have to explain how player A could not be able to tell who of the two players was the source of lag - even if he had insight on their own points of view. And if he were the host, he would not be able to decide on who to kick. The situation gets even messier the more players you have of course.


      If we are already thinking of a way to represent "connectivity fitness", why not, if possible, extrapolate that from the last few games (say 20)? Measure both connectivity and simulation rates (not sure if it's possible to do that, or if 1 player bottlenecking causes everyone to have reported reduced sim speed) during the game, and extrapolate a 'score' out of that.

      To make sure data is more representative, you add weight(multiplier) to the score, depending on how many connections had issues - e.g. if you're lagging with everyone (from your perspective), you get a higher weight, if you lag with only 1 person out of say a team game of 12, you get less weight on your score (though in-game it'll probably play out the same, that is game will lag for everyone, but that's the exact purpose of the weight, to not punish players because they had a 'lagged' connection to someone because of that someone).

      In order to make the system even more fair, you could keep independent scores for each player count. Reasoning for this is, often lag is not due to poor internet connection, but due to player's PC not being able to handle the simulation at proper speed. E.g. even though a player might have 100000 exabytes/femtosecond of upload and download speed, if he is playing on his mom's clothes iron, he won't be able to utilize that because his game is lagging internally. But, this might be due to him trying to play 50 player games, and maybe his rancid potato can handle 3v3 (and less players) amount of games without a hitch - so you don't want his score to look abysmal when he would actually run perfectly well in smaller games.

      • this one, I'm talking from experience, I do not lag whatsoever in 4v4 games, but start having sim speeds in 6v6 and larger, which presents itself as lag.

      Anyways, once you have a score, you can represent it by a simple circle, and a few colors. Say 3: green for 'great', yellow for 'good' and red for 'bad'. You then have 2-3 such circles, maybe representing (as before mentioned) your overall score in last 3, 10 and 20 games - so you don't get nailed by random noisy data. First one might be red, but if 3rd is green, you know that the player in general has good connection.


      Another 'problem' could be that players run into 'bad rating hell' of sorts, where they get a red rating, so green rated players refuse to play with them, so they can only play with other red-rated players, but because of disproportionate lag in those, they get stuck on red rating.

      In such a case, you could have an automated 30 second game simulation where a virtual game would be simulated, measuring connectivity to the server, but simulated as several ports, and measuring average game simulation speed at several units amount values, to see how well your PC can handle those.
      This functionality would have to be used 'manually', a.k.a. there would be a 'Test connectivity' button somewhere in the settings menu, and it would just start a game u for you, you'd wait, not do anything, and then you'd get a 'fresh score' (then you'd get the first circle be in color, and the other 2 in black, so other players knew you 'reset'). The problem of 'you can login somewhere else and run a simulation on a better PC just to play on a worse one' can be solved by also gathering system hardware data, and invalidating the 'reset test' for the next several games if discrepancy is detected.

      posted in Suggestions
      FichomF
      Fichom
    • RE: Should I stay or should I Go?

      First of all, let me just give praise to how witty the title was. I feel that deserves recognition! πŸ˜„
      For all the uninitiated: https://www.youtube.com/watch?v=BN1WwnEDWAM
      If you give it a listen, you'll notice that the lyrics kinda describe what the DevOps had been up to since the DDoS issues started back in 2023

      Anyways, as the song says, if you Go, there will be trouble, but if you stay, it will be double.

      If you are indeed interested in learning Go, I think that would be amazing. I'm also going to presume that you yourself see this as an opportunity for yourself to use FAF as a practice target in your path to learn Go for your own personal fulfillment. And I myself support this 100% - that is to say, you should Go with that. Of course, if I'm mistaken in my analysis on motivations, do correct me, but I'm positive there's some good motivation behind it, otherwise you wouldn't bother with your detailed analysis of the problem, and this amazingly succinct brief!

      As always, thank you personally but also all the other DevOps boys for all the work you do. Some might see your work as bringing FAF down to its knees, but what you are really doing is keeping us up on our knees in front of the chopping block.

      An to end this on a musical note, this one's title should both serve as my viewpoint on both what you should do, and what my qualifications are on the topic: https://www.youtube.com/watch?v=GwpCb0qW-6Y

      posted in Blogs
      FichomF
      Fichom
    • RE: Developers Iteration I of 2023

      Why not something like this (assume image is split into image 1, 2, 3 and 4, left to right):
      terrain flat.png

      How it is

      When attempting to build on an incline (figure 1), currently the game finds some average height, plops the building on that height, and proceeds to flatten the terrain around the building (figure 1). This results in these tiny portions of terrain to get extreme angles (red in figure 2), which can prevent further building and/or even prevent units from moving through previously passable terrain.

      Currently proposed solution

      In figure 3, we can see the 'skew the building to follow the terrain' that has been worked on. As most will agree, it looks odd. But it does fix the problem of not altering the topography.

      Maybe this

      Figure 4 holds my idea. The idea is you pick the highest edge-point of a structure, and use that as the structure Y position. Rather than highest edge-point, you could also find an average which is heavily biased towards higher-Y points (meaning it will be partially sunk, but mostly 'floating' above the lower parts of the slope). You then add a 'base' to the structure (blue in figure 4), so as it would not look like it floats - kinda like what naval factories do atm, with their 'infinite' legs that go down as deep as need.

      Pros are you benefit from 'not altering terrain' while also not skewing the buildings.
      A big con is you somehow need to model to 'extend' below it's usual lowest Y value. But I thin that, with diligent work, just extending the base of all non-floaty buildings to go down shouldn't be a big problem. The only problematic buildings are the unit-dispensing ones, where there would be an odd ledge the unit would have to cross - one solution is to just extend the existing ramp to also cover negative Y space, but it might look awkward if the ramp is on a similar angle as the terrain (it might extend like 3 unit widths away from it's usual terminating point, which would look like it's going under other buildings).

      posted in Contribution
      FichomF
      Fichom
    • RE: Personal/Custom Avatars

      @sheikah Would not that mean they should only be permitted to assign avatars specific to the tournament - doesn't make sense their 'pallet' is all the avatars ever.
      @NOC not trying to fry you here, just asking. ^^

      Whatever the case, I don't mind working on special avatars for these odd cases, but they will for sure not be personal - they'd have to be based on the actual tournament avatars imo, or as I proposed earlier, we can make an avatar for everyone who ends up in this situation.

      posted in Contribution
      FichomF
      Fichom

    Latest posts made by Fichom

    • It's real, it's happening, it's soon:tm:

      Today is a very special day. After more than a decade of waiting, countless memes, and enough "soon" jokes to power a Quantum Gateway, Galactic War is finally returning to Forged Alliance Forever!

      For the uninitiated, Galactic War is a meta MMO game for Forged Alliance, where players join a faction and remain loyal until the Infinite War ends. Each player controls an avatar that gains XP and ranks up through victories, but if their commander dies in battle, the avatar is lost, and they must start over from the lowest rank. Battles are resolved through FAF matches using a custom game mod that allows players to call in reinforcements or flee the battlefield to save themselves when the situation turns dire.

      Stay tuned for more information in the coming weeks, but don't hold your breath. The only thing more uncertain than a Cybran loyalty matrix is the FAF dev’s release schedule. But rest assured β€” Galactic War is coming (soon).

      Oh... and this one... it ain't a joke πŸ˜‰

      posted in Announcements
      FichomF
      Fichom
    • RE: Should I stay or should I Go?

      First of all, let me just give praise to how witty the title was. I feel that deserves recognition! πŸ˜„
      For all the uninitiated: https://www.youtube.com/watch?v=BN1WwnEDWAM
      If you give it a listen, you'll notice that the lyrics kinda describe what the DevOps had been up to since the DDoS issues started back in 2023

      Anyways, as the song says, if you Go, there will be trouble, but if you stay, it will be double.

      If you are indeed interested in learning Go, I think that would be amazing. I'm also going to presume that you yourself see this as an opportunity for yourself to use FAF as a practice target in your path to learn Go for your own personal fulfillment. And I myself support this 100% - that is to say, you should Go with that. Of course, if I'm mistaken in my analysis on motivations, do correct me, but I'm positive there's some good motivation behind it, otherwise you wouldn't bother with your detailed analysis of the problem, and this amazingly succinct brief!

      As always, thank you personally but also all the other DevOps boys for all the work you do. Some might see your work as bringing FAF down to its knees, but what you are really doing is keeping us up on our knees in front of the chopping block.

      An to end this on a musical note, this one's title should both serve as my viewpoint on both what you should do, and what my qualifications are on the topic: https://www.youtube.com/watch?v=GwpCb0qW-6Y

      posted in Blogs
      FichomF
      Fichom
    • [UPDATE 19/02] In-game connection issues

      We are aware many players and game lobbies are experiencing problems with connection issues. As of this moment, we are not aware what the cause is, and will be investigating it as soon as possible. Please be patient!

      UPDATE 19/02 21:38 UCT: Work continues today, one downtime is scheduled for right now, and another one is likely within the next 24 hours. If you are experiencing issues, please keep reporting them with details, so the DevOps team has an easier time figuring out what is not working.

      Thank you for your patience!

      posted in Announcements
      FichomF
      Fichom
    • RE: [Resolved] New patch - unexpected issue

      Latest update:
      The issue had been resolved. You no longer need (nor should) use the steps described in the announcement. Thank you for your patience!

      posted in Announcements
      FichomF
      Fichom
    • RE: [Resolved] New patch - unexpected issue

      Update:
      The issue stems from the cache size limitations on our Cloudflare service, which is at 512 MB. The latest game patch files are contained in the aforementioned env.nx2 file, which exceeds this limit with its size of 654MB. This means downloads are going directly off of our servers, which is not purposed for distribution of large volumes in a short period of time.

      While the fix above does work, as more people start taking the steps, it will also slow down (due to essentially the same issue). So keep that in mind, we thank you for your patience.

      posted in Announcements
      FichomF
      Fichom
    • [Resolved] New patch - unexpected issue

      Dear members, with the release of new patch 3818 we face an unexpected issue with downloading new game files (in particular the env.nx2 file). Below are the steps on how to circumvent this issue, though we hope a proper fix will be done soon. The relevant people are already looking into it. Thank you for your patience!

      Latest update:

      The issue had been resolved. You no longer need (nor should) use the steps described in the announcement. Thank you for your patience!


      Steps to circumnavigate the issue.

      1. Host a game in FAF Develop mode (see image).
      2. Wait for the files to finish downloading (It may take a while, just be patient).
      3. Open the data folder (use the FAF client menu link top left), or go into the gamedata folder directly
      4. C:\ProgramData\FAForever\gamedata
      5. Find env.nx2 and delete it
      6. Find env.nx5 and rename it to env.nx2
      7. Hosting/Playing FAF (default) game mode should work.

      Note this fix works for the matchmaker, custom games and co-op games.

      posted in Announcements
      FichomF
      Fichom
    • RE: Faf Ranking rename

      Have to agree with the most common argument here - military rank is not common knowledge at all. Not even for the populace of the countries that use them.
      At best, you can argue people kinda understand the concept of captain (someone who has a larger number of men under his arm), admiral (controls big naval army) and general (controls big land army). And that's also mostly skewed from popular media (because that's how most get their knowledge).

      So yeah, neither common (in its naming scheme), nor common knowledge.

      The "material" badges are common place in a lot of games to represent competitive rank. I'm sure 95% of the children populace would sooner understand if you told them you were "diamond" rank rather than "corporal" or whatever.

      Also, as already mentioned, there's not only 3 tiers (bronze, silver, gold) to the FAF's ranking system, there's 6 (bronze, silver, gold, diamond, master, grandmaster).

      Most games have ties to the Elo system, which, although not used by FAF, is the most prominent and actually well known system to rank competitive mastery. And it has its roots in chess, from which the "master" and "grandmaster" titles are derived from.

      posted in Suggestions
      FichomF
      Fichom
    • RE: [Rating] Inconsistency when drawing

      @ftxcommando I forgot to add, which is quite important: that is a valid reason. But, at least the Draw mechanic should have a timeout so it's unrated for a sufficiently short games.

      posted in General Discussion
      FichomF
      Fichom
    • RE: [Rating] Inconsistency when drawing

      @pviddy That's because of the most recent client update that now doesn't show rating changes in matchmaker games at all. The change still happens, you just don't get informed on it πŸ˜‰

      posted in General Discussion
      FichomF
      Fichom
    • RE: [Rating] Inconsistency when drawing

      Ok, that's a good reason. But couldn't a system that punishes such behavior be put in place? Like keep track for each player what maps they get and if they DC. If someone DCs >10 times from a particular map (and always on that map), but almost never from others, the likelihood of that not being on purpose is really low. Increase the "10" number to reduce chances of false positives.

      Or, could there be a detection system that sees who DCed, that person gets penalized, and the rest of the players don't. I understand it would be hard to pull maybe in 1v1 if a player comes up with some kind of DoS attack on the opponent, but in 2v2, 3v3 and 4v4... idk, 60 seconds feels like a safe bet game-wise (as in nothing really major can happen in the first 60 seconds).

      Edit:
      Like, I'm thinking how other games get around this issue. I'd assume a time-penalty system would work as well, but I feel such a system would probably punish willing players that just had an unlucky DC too much.

      posted in General Discussion
      FichomF
      Fichom