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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
    FichomF Offline
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    Recent Best Controversial
    • 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
    • ETFreeman-db: a new, responsive unit database

      Check out a new unit database made by ETFreeman with a modern look and plethora of tools and settings you can tinker with. You can find all the usual unit details - including from the Nomads faction - as well as some that were not displayed in older alternatives. It can also be set as your default client Units database (requires client version 2026.4.1 and above) - In client Settings > General > Unit Database.

      Some of its special features:

      • Browse units by faction & tech tier, or by unit type
      • Compare any units side by side β€” shareable URLs, section toggles, all settings saved between sessions
      • Game-accurate DPS β€” replicates the game's own calculations: beams, salvos, fragments, DoT
      • Efficiency metrics β€” DPS/mass, DPS/energy, DPS/BT, all invertible
      • Custom stat formulas β€” write your own expressions using 70+ unit properties
      • Covers all factions including Nomads
      • Shows even "hidden" features like ability to fire from transport or missile splitting when TMD hits
      • Installable as mobile app (visit the db with your phone, the suggestion to install it will appear)

      If you have any feedback, please leave tit at the forums: https://forum.faforever.com/topic/10050/etfreeman-db-feedback-thread

      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: Change the handling of Reports - When is a report valid?

      If you don't mind me partaking in this discussion: I'm very concerned by Nugget's general outlook on some topics here.

      If you don't mind me quoting you, Nuggets, and then deliberating what my concern is. It might be a simple misunderstanding on my part, but the volume and frequency at which these sentiments are presented is what pushed me to voice my observation. I've added a (...) if I took a quote out of the middle of the sentence, but I tried to keep only full quotes, that seem to present your sentiment correctly, even if observed in vacuum. If you think I've somehow misrepresented your own position and concerns, do let me know and I'll correct and acknowledge them. Additionally, the number stated in square brackets (e.g. [1]) is just a way to denote in which post a quote originates from. It helps me a bit to format the quotes, and hopefully showcases the volume and frequency that I claim exist:


      Who is talking here?

      Before I get into the meat of my observation, I'd like to do a bit of uncovering of the FAF "hierarchy" - not because it is hidden knowledge, but because people often don't (and I can understand them) take extra time to research stuff in-depth. If you are familiar with the FAF's hierarchy (or can't be bothered, but you might be confused as to some parts of the latter text), you can skip to the next title, which would be: "What are rules, Who are the rules for, and When do the rules apply".

      The structure of FAF may not be known to many, but we have a project in the works that should make it a bit more easy to understand. However, it is very important that everyone who participates in this discussion (or is just observing it) and other similar that might follow understands it, so I will elaborate on it a bit here, since the project is not that close to completion (which would be my own, personal fault).

      The FAF Association is de jure and de facto entity that represents the entire FAF community: PvE players, noobs and pros, contributors, trolls, inventors and bores, habitual rule breakers, yappers and gappers - everyone. Mostly anyone can join it, and try and affect the way FAF is ran for (in their view) the better - assuming they can convince the majority to agree with them. A reminder that the Association is a legal entity.

      The FAF Association Board, or as we often abbreviate it, the Board, is the entity that is chosen by the aforementioned Association to actually run things on a daily basis. In theory, the Board is tasked with keeping the services available, administering finances, processing moderation issues, updating the game, organizing tournaments, posting news, deciding on maps for the matchmaker, balancing the game, and much more. If the FAF community had 60 members, the Board could do it. But that's not really achievable with the size of FAF. That is why, in a similar way that the Association tasks the Board to handle things, the Board delegates (most) tasks for the FAF Teams to handle.

      Every Team is headed by the Team Lead, who is usually the person with adequate experience and understanding of the topic their Team covers. I won't go into details on all of them, but one of them is also the Moderation Team. They are a group of people that the Board, and by proxy, the Association, and by further proxy, the entirety of FAF community (as a majority rule, ofc) deemed capable of and was tasked with handling the work that they are doing.

      Why am I saying this? Because I think it is very important we all understand who's who here. The moderation team wasn't picked by moderation team because they wanted to play moderators. They were (retroactively, and I can dissect this topic further, but I don't think this particular thread is a great place to do it) chosen because the Association decided they were both:
      A) a necessary part of the FAF Community
      B) capable of executing the work they are executing

      I know this is a bit bureaucratic-heavy topic, but I just want to make sure we all understand the "hierarchy". That's why it is the moderation team you will primarily go to for moderation appeals, rule questions, etc. They are the base-line heavy-lifters when it comes to these topics. If you find any of their work unsatisfying, the next in the hierarchy is the Team Lead (currently, that'd be Giebmasse). If you are not satisfied with that person's work, you go to the Board next. If you are not satisfied with how the Board handled your case, you try and sway the Association to your side.

      What are rules, Who are the rules for, and When do the rules apply

      [1] Why would this be bannable if ANY other person reports this, other than one of the ALIVE players on the team of the offender?
      [1] It feels like an overreach of moderation / the rules in general to try to enforce something, which no-one in the game has a problem with it.
      [2] By saying you can't ever do that, you are trying to force the rules on people who didn't ask.
      [2] Even if you decide not to ban, and just give a warning; you are warning them to not play in a certain way in their games.
      [3] Also, I think the enemy team is basically the same as someone not in the game in this category. But, as you clearly see this differently, can you elaborate why you think so?
      [5] Basically, I'm saying these rules are irrelevant if nobody in the game has a problem with it (obviously only makes sense for the rules i mentioned). Index is then saying if you play ANY game on FAF (which includes singleplayer), you must follow these rules. As in, you can't even wall-glitch in singleplayer.
      [6] However, I would still like to know the reason why the opponent team CAN report this.
      [6] I get that noone is (probably) ever going to report a single-player game, but that fact that it is possible is just crazy to me.
      [6] I'm sure (or hope) you mean this differently but if not, do you really mean that you just look at the rule on paper and nothing else?
      [7] By having the consent of your team, you are not annoying or disrupting your teammates enjoyment of the game. Furthermore, by having the consent of your team, they have clearly decided the game is over, so the enemy can't really argue that the guy stole their enjoyment. While the offender did "steal" the enjoyment of the opponents, its with the consent of his team, so no different from recalling or quitting in their own way.
      [8] The fact that something is bannable in games where "no one asked" (as in: a closed community (like my example earlier), a 1v1 between 2 players and so on) is just crazy to me.
      [10] Its the enforcement of rules in games where no participant asked them to be enforced

      From reading these, especially grouped they way they are above, there's an obvious gross misunderstanding of how rules work. And I'm not talking FAF rules. I'm talking rules, as a general concept. This is a most troublesome misunderstanding/misconception in my opinion - and it could potentially have real-life implications if you don't figure it out, regardless of FAF or any other gaming/leisurely community you might join.

      Whatever anyone might say in this discussion on rules is just pointless, unless we establish what rules are, how they are implemented in FAF, and how that affects the way moderation process is carried out.

      So what are rules? Rules are a set of explicit regulations and principles that govern conduct and procedures in a particular activity. Did I use Google to formulate this sentence? Yes I did. What is important is that we understand what this sentence means. Its the basis of what follows. Allow me to be so brazen as to break down a couple of parts of the definition which you might not understand the meaning of. I'm not trying to showcase some intellectual superiority here - there are many non-native English speakers around here, and I want to be sure we are all on the same page with this definition, which is loaded with some very "big words". I'll keep borrowing "Google's" definitions just so everyone can verify them.

      • explicit - stated clearly and in detail, leaving no room for confusion or doubt - similar words: clear, exact, unambiguous
      • govern - conduct the policy, actions, and affairs of (a state, organization, or people) with authority - similar words: manage, control

      This means that rules should unambiguously define what is or, more often, isn't accepted, as well as unambiguously define the result of breaking them. Notice how nowhere it states who the rules apply to.

      In general, rules apply to the group of people that agreed to those rules. That's it. Sometimes they might agree to the rules directly (explicitly), e.g. playing a game with a ball, a group of friends agrees that they will only touch the ball with their legs, or by signing a contract. Many times, however, people agree to the rules implicitly and/or indirectly (by signing a general "agreement" to whatever event or entity they are partaking in). When one signs up to a chess tournament, he agrees to play the game of chess using the rules for chess, and not rules for checkers or tennis. Another example is entering a foreign country, or gaining citizenship - there's intrinsic and presupposed agreement to follow the laws (rules) of that country (the act of requesting citizenship, for example, is your acknowledgment you will follow the rules).

      When you create a FAF account - to play games using the FAF client, participate in social interactions in official FAF channels, share your creations (contribute) with the community - you are explicitly accepting the rules set by FAF (or, technically, the Association). There's no individual, group or subgroup that this does not befall. It doesn't matter if it is just a bunch of friends that don't have almost any contact with the community at large, or the most active group in the community or if you are in some "position of power" (e.g. members of Association or Board, Team Leads, etc.). It doesn't even matter how big the group is. Rules are rules. They define what we, the community, find important enough that we went out of our way to create rules about it. Rules should be followed, with no exception, and no loosey-goosey shenanigans.

      Now, does this mean that the rules are infallible and indefinite? NO, no no no. We can change the rules, we can add rules, we can remove rules. We can make them more broad and all-encompassing, or we can go into the most minute of details for each and every case and subcase the rules define. However, currently active rules are there to ensure that things happen the way the majority sees it fit, and all should act accordingly. If someone doesn't like the rules, there's three things they can do: try and change them by winning over the majority, break them - masquerading as an attempt to try and showcase tyranny (it would be a tyranny if you could not change them fairly), or, and I'm not saying this to try and scare or drive people away, but only because it's the only option left: leave the community/organization that they do not see as conducive to their desires.

      To touch on the "ball game with friends" example I mentioned earlier - one can either try to convince his friends to change the rules, be an ass and break the rules, or stop playing.

      One might ask themselves if there's a time when the rules might not apply. The short of it is: no. Rules apply at all times. That is true in both the most totalitarian tyrannies, and in the most just, merciful and forgiving asylums.

      What makes this not overbearing in "good and just" systems is that not every single action is under scrutiny, but rather the enforcement of the rules relies on some system of reports. Requiring a report by the community itself is pretty much the loosest enforcement system you can have (other than maybe self-reporting, but that's a pipe dream). Some systems might implement additional methods of detection and enforcement - often reserved for rules that are regarded as more important by the community. E.g., you could have traffic speed cameras in areas of high importance to the community (often schools, and other pedestrian-busy areas) to ensure drivers are on their best behavior. You could easily make this simple system completely overbearing, by having the entire road network be covered by speed cameras, making any kind of deviation from the stipulated immediately punished. You could also make it more forgiving, by introducing margins which allow members to deviate from the prescribed norm (even when detected, e.g. by a camera). Whatever might be decided on, it needs to be in the rules, or it is open to interpretation, and thus misuse which inevitably leads to indignation.

      Just because rules apply at all times on all members of the community equally, does not mean that the rules themselves can not stipulate different outcomes for breaking the rules in different ways, or by different people. But again, any such deviations and additions then must be incorporated into the rules. There are plenty of real-world examples of this: a person breaking the speed limit can be punished differently than a different person breaking the same speed limit in the same place by the same amount - e.g. by being a repeat offender, or by doing it in adverse weather conditions. I'm sure we can all think of many other such examples.


      Unlike the example with the group of friends in a game with a ball, FAF is not anyone's personal playground that "just happens to also be used by a community". A single individual or a minority (vastly, in the cases you describe, Nuggets), does not get to set what the rules are, who they are applied to and when they are applicable. A "closed community" does not exists as a constituent of FAF. Yes you can have your circle of friends who you often play with, and I'm really happy that you are able to both find such people and enjoy your time with them. From what I've read here, however, what you are asking for is, quite ironically, the very thing you and "the people you talk to" are claiming to be (according to you) concerned about: [a police state].

      I hope we can all be now satisfied with this. It is very important, and that's why I gave it my best effort to be as clear as possible. I was not concise, but that was on purpose - this time around, anyhow. If we really want to improve this community, we can not, under any circumstance, question whether rules should be applied or not. They should. But we should feel free to question: "Are the rules we are currently using complementary to the community we would like to have." We can, and should, also question how those rules are enforced. "Is there bias?", "Are we being controlled by a minority?" and "How can we trust the enforcement is by the rules?"

      With what moderate amount of communication with the Moderation team I've had, I'd truly like to show you, Nuggets, and everyone, that this is not some kind of an action-movie tyrannic state that needs overthrowing. Moderation is a complex situation. I've had my touches with it - I've been muted unfairly in a misunderstanding before, and my appeal was processed and accepted. I've also been muted quite justly. I might've been lucky. But there are reasons some things are opaque. There are indeed also some things that are opaque that, in my honest opinion, don't need to be. I'm personally all for maximum transparency - but only as much as we can achieve, without compromising the efficiency and purpose of the moderation process. I can confirm that Moderation team is working around the clock to explore which data is safe to publish and bring to light - in addition to the usual: volunteering a lot of personal time and energy on this most thankless job in any community - being just [the police].

      What is the criteria for when a game should be moderatable

      [6] Yes, the games / replays are watchable via the vault, but imo this should not automatically make them adhere to the rules.
      [6] I get that noone is (probably) ever going to report a single-player game, (...)
      [8] I'm not saying moderators are actively looking through the replays (I don't know why this was mentioned multiple times now).

      As I elaborated above, the amount of scrutiny is what makes a moderation system feel more or less oppressive. In theory, every game (or other action) that happens on this platform is under the scrutiny of rules. The Moderation Team is not, however, setup as a hunting team. And you seem to agree with that. I'm personally glad this is the case. Not only because I do believe that overbearing enforcement is just as bad as no enforcement whatsoever, but also because if it were the case that moderators were actively sifting through everything, people would be getting their bans with a 10 year delay (that's just how much work there is).

      As also touched upon above, some rules in FAF are considered more important than others. This affects both how (by who) they can be reported, as well as under how much scrutiny particular actions are. In general, anyone privy to the infraction can report it. E.g. sending inappropriate messages in a public channel means anyone can report it (everyone is privy to public channels). For in-game events, it was decided (not by the moderation team) that anyone participating in the game is considered privy (even though technically, anyone can look at the replay).

      Exploits, for example, are considered a very serious issue, and are under more scrutiny. Just to try and bring it closer to all readers why they are treated with more care, consider the following:

      In the initial phases of this "big debate", I inadvertently observed a short message which very vaguely described a particular exploit. I've never heard of this exploit before, never seen it discussed or performed. I've just read the 3 words. Three. Number 3. Three words that describe what the exploit does. These three words were enough for me to launch local dev environment game, try the exploit out, and figure it in all of 10 seconds of trying.

      I'm obviously not going to use this exploit, or even discuss it, because, despite the fact the original sender (of the 3 words) was of the opinion that that particular exploit is hardly impactful/useful on highly-rated players in FAF; that particular exploit could have tremendous impact on games for players who are rated under say 1.2k global. That'd be a hugely, and I do mean hugely, larger group of people than the author of the 3-word exploit is a part of.

      Considering also that, unlike the "neat" little group at he top of the rankings (which I'm not trying to lower - it's an amazing achievement of skill I'm neither willing nor, likely, capable of pursuing), many people in the community would not even recognize that the exploit is happening. Most would probably not notice it at all. Of those that did notice it, most of them would assume it was a weird interaction. Of those that did not think it was a weird interaction, most of them would think it is a bug. Of those that assumed it was a bug, most of them wouldn't go out of their way to report the "bug" they witnessed. And most of the remaining few who assumed it was some oddity and not a bug, would not be aware it was a bannable offence.

      Thus, there are many things we need to consider when we decide on the rules. This of course also includes the criteria for reporting (and moderation) actions. But understand that the rule is applicable to every member of the community. Just because a small group within it might not have the issue that the rule is trying to resolve, doesn't mean we should or even can formulate the ruling in a way that satisfies that small group (even if they were the more sensical one) - it needs to be resistant against misinterpretation of everyone in the community.

      How should a person/moderator make a ruling:

      [6] I'm sure (or hope) you mean this differently but if not, do you really mean that you just look at the rule on paper and nothing else?
      [8] However, it just feels like you're taking the easy way out by censoring / banning everything in that direction.

      I'm hoping I covered this in the "long" part of this comment. But I do find it concerning enough that I'm willing to touch upon it just once again, briefly. Yes, the rules are to be followed to the letter. Any deviation from that is the exact thing that would allow the moderation team to "rule from the shadows" and "do things of their own accord".

      By following rules exactly how they are written, and not allowing any poetic freedom, we ensure a properly functioning system. Again, that doesn't mean we can't change those rules to fit us, the community, better. It also doesn't mean we can't be more transparent with the moderation process. But are you really trying to suggest moderators should have the freedom to interpret the rules however they want? I don't think they should, and I think you'd agree with that.


      Anyways. I hope we can have a good, quality discussion on this whole class of topics. I do want to repeat that there are efforts in improving things. And they did start before this recent request to reconsider moderation. I hope that, if you still feel there are faults in the system or the rules, you now at least know where to ask about the particulars, identify faults with them, and how you can move forward to fix them.

      Do not presume to avoid the rules. Bend them to your will - albeit as a part of the majority. Otherwise people will see you as yet another tyrant .

      posted in General Discussion
      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
    • RE: 2023 Spring Invitational Qualifier

      "This tournament is only open to all players."
      Only to everyone, eh?

      EDIT: heh πŸ˜‰

      posted in Tournaments
      FichomF
      Fichom
    • RE: How come you don't play ladder?

      My current experience is I'm a 800~900 rated on the global ladder(600+ games) and around 500-600 on 4v4 TMM(<20 games).

      Personal de-motivators for playing matchmaker (4v4 is my go-to) is:

      • relatively long queue times (biggest factor)
      • while the 'expanding map pool per rank' idea is great, I think the maps chosen for lower-ranks aren't great
      • the ambiguity of it being a "ranked" or "casual" lobby is in a sense off putting (I see it as ranked, and am personally a casual player, so another negative for me)

      What I see might be an issue for other, in particular new players:

      • in general, the matchmaker in-client looks very bad UI/UX-side (lack of flow/direction)
      • presence of the rating system (that is, it being visible) might be even more off putting to those who are straight-casuals, and aren't looking for strict gameplay
      posted in General Discussion
      FichomF
      Fichom
    • RE: Personal/Custom Avatars

      @blackyps You can have an ex member retire from contributing, but still keep playing the game tho.

      But yeah, there is a ambiguity to my idea, which wasn't helped by Rowey unretiring himself a month or 2 after "retiring". We should define it better, for sure. Maybe the definition could be "avatar is granted to previous FAF Team leads", or in addition, have a "time" variable also required, say "for at least 1 (or more) years".

      I don't dislike the idea of "some other way" either.

      posted in Contribution
      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: Nuke Sub Rework

      @mach said in Nuke Sub Rework:

      I suggested to fix the intel problem by making them more difficult to detect, for example via trigger ability that gives them stealth (or even cloak) but prevents them from moving or attacking or even building a nuke while it is on, making them the threat they are supposed to be without the risk of accidentally discovering one by a random scout patrol and without them being an invisible win button either while maintaining the nuke submarine concept of the unit

      This might sound good on paper, but I don't think it's realistically viable - even if you had an ability that went full cloak+stealth, this requires you to be actively monitoring your sub 24/7. And even if you did, how could you ever predict a Spy Plane/Torp bomber flying up above? Sounds cool, but it is either too much work, or would be op if somehow automated.

      maybe if range is a problem on even medium maps, increase their range as well

      The problem is, where do you draw the line? Their current range is quite good, given they are near the enemy coast. But if you make it very large, then on many maps you wouldn't even have to leave your dock, which kinda defeats the whole purpose of the unit. And how they are often used - build them, start a nuke, wait for it to be finished, move it in closer for the nuke - because they are so expensive it's not worth risking a random T2 sub or a few torp bombers stumbling upon it. And even if you do argue 'we could make it cheaper' (which you do), it still doesn't change the fact that you are effectively parading your SML around the map without much protection (if they are supposed to be stealthy) - I'm pretty sure in 99% of cases, you wouldn't build an SML in an unprotected position just to get an 'odd angle' on the enemy.

      most importantly, if the nuke on submarines costed less (or should I say more proportional to its damage compared with sml) it could be used to wipe out enemy outlying firebases and mex clusters that don't have smd without it being a net loss in mass for the attacker which is the main reason no one uses them for it (need minimum of 15k or whatever damage in mass just to break even), this would be giving different uses to these 2 different levels of nukes, currently the only thing that has a similar purpose to this (mini nuking smaller base) is a billy nuke, and that gets stopped easily by tmd or even shield generators due to it being a tactical missile and extremely low damage and radius respectively (so just adding to/changing billy nukes to nuke submarines isn't a fix either)

      total list of possible buffs (so far) that don't redesign them into something completely different:

      • increase submarine nuke range
      • increase submarine nuke speed (of nuke missile itself)
      • increase submarine nuke damage / reduce submarine nuke cost (currently same cost as sml nuke while having less range and <1/3rd damage), I suggest reducing cost instead of increasing damage for reasons I explained above (tldr: mass effective nukes against smaller bases for 2 tiers of nukes with different uses)
      • make nuke submarines more difficult to detect underwater at some downside (ex. immobile/completely "stunned" during stealth)

      As previously addressed, giving it range will boil down to two problems: not enough range, so you are still forced to park it on the enemy shoreline, or so much you never even have to get close.

      Unit speed won't help. And people are maybe forgetting, but I'd just like to remind that only the Cybran Nuke Sub has stealth - others are exposed by sonar, and T3 sonar, which is relatively cheap and I'd argue a must in a naval composition, outranges it (god forbid you move it more central to a water zone).

      Buffing the missile speed won't change much, except in the scenario where you are nuking navy - but you are against that, so let's presume that moot.

      Changing the price/strength might be a good idea, but keep in mind SML are as efficient as they are because they serve only one role - to nuke. On the other hand, not only do nuke subs have the TML capability, they also come with a handy T3 naval factory that allows you to diverge your initial plans. Given that, I'd argue you should never approach the efficiency of a SML with a nuke sub. Currently, you don't but if you ever do, I could see players building T3 naval yards in random pond near their base to get a cheaper nuke...

      if you say they are useless for any "nuke purposes" in most situations, then that is what has to be fixed, their nuking capabilities/efficiencies, not the unit redesigned into something else that primarily exists for non-nuke missile use, at that point you deleted the original unit and put something else in its place, now that is hogwash

      so yes I suggested to make them better at being nuke submarines, what you (and many others) are suggesting is to forget the nuke part of them because it currently doesn't work well (and instead of fixing that you choose to double down on it?) and turn them into some kinds of tactical missile ships that I don't agree this unit is about and like someone else mentioned, neither will be the newcomers that already know it as nuke submarine from non-faf versions or many other players that don't pay attention to balance forums

      if such a unit is needed then maybe it should be created as a new one instead or added to different useless existing one (aircraft carriers maybe, at least missile barrage from them would make sense especially since they could have unique mercy-like aircraft they could be the only ones to build, aka homing anti ship missile, to barrage enemy fleet with from distance (or even a medium range missile that lands into water and becomes a torpedo, to deal with certain annoying underwater units like HARMS that otherwise need exploits to deal with, the possibilities are endless), instead of being giant defenseless radars they currently are)

      The whole problem is the main reason nuke subs are currently pretty obsolete is there already is a better unit filling that niche - the SML. There really is no need to have another unit that does the same thing, but worse. Also, give this a thought: you are giving a game-ending capability to a somewhat cheap T3 unit. All other game-enders are super-high cost static emplacements, or if mobile, are mounted on experimentals. Like the Tempest or Scathis. Tempest is effectively a T3 Static arty on a boat. No other T3 unit (other than the nuke-capable ones) has the game-ender capability. They are either base buildings or experimentals.

      The issue of 'what will new players do omg' is a non-issue, given how much is already different compared to the original SupCom and FA.

      and with nuke submarines being "useless unless you already won navy", imo they are not supposed to be something you build to win navy by attacking navy with them directly like just another battleship, just like you don't build strats to take out enemy asf with, you build them to attack ground, which may very well win you air indirectly or the game itself, you do the same with nuke submarines to take out enemy bases, not their navy, because not every unit needs to be a direct combat unit against its own layer, some exist to push the advantage you have, to outside of the layer

      The problem with this analogy is you are comparing 2 air units that have different targets - air and ground, to 2 naval units that have same targets - ground. Sure, not every unit has to be, that's why we have MMLs, MAA, and so on. But nuke subs are a bad example of this concept, because they are, in fact, designed to strike at (usually) naval targets. Because of their high power (nuke), they have to be slow (time-wise to get a nuke ready). This means that, in any realistic situation, even if you are planning to use a nuke sub to take down a base, that base more than likely already has a SMD. Which means you are in the end forced to use it - against enemy's navy. This is even more evident from the fact that, the moment you launch a nuke from a nuke sub, and the nuke gets detected, players will know there's a nuke sub, and unless they lost navy, your sub is dead - takes like what, 10-12 torps to take it down in one wave, half that if the sub is not surrounded by other naval forces - which you are heavily implying would be the solution for them, to go 'stealthily on their own'.

      At the end of the day, what we need is a unit that fills a particular role, and Nuke subs do not do that. And if you make them as good as SMLs, then SMLs become obsolete on naval maps, which is just shifting the problem. What is a better solution IMO, is to have the unit serve a purpose other units don't.

      P.S.: there is no "nuke sub" - that's just a nickname people give it because they launch 'nukes'. Their name is 'Strategic missile submarine' - and while again this is usually abbreviated to 'nuke', a strategic missile doesn't need to mean 'nuke' - it can mean it, sure, but it can also mean a missile of strategic scale. I'd take the liberty of generalizing 'tactical' scale as one that focuses on taking out one particular target, while 'strategic' scale is a weapon capable of wiping out an entire area or in general turn the tide on its own. Like in general, I'd categorize weapons in three categories - operational, tactical and strategic. Most units fall under the 'operational' scale, some fall under tactical (say mobile arty, or T3 battleships, and the obvious TMLs, I'd even put Novax under this category). And then some are strategic - most experimentals, T3 Static Arty and Nuke launchers. With the example I gave (and not saying that is THE way to go about it), it still stays a strategic weapon - it just doesn't do a nuke.

      posted in Balance Discussion
      FichomF
      Fichom
    • RE: Nuke Sub Rework

      Idea that crosses my mind is missile-bombardment. Imagine UEF T2 cruiser having a child with a T3 static arty. The sub gets a single charge for a 'Strategic Missile Barrage', which when used, fires ~8 tactical missiles that actually have bonkers AOE (like T3 static arty, say 6) and quite solid damage (say 3-4k per missile). All of the missiles are launched at once, and they are spread out semi-randomly within an area about the size a nuke would usually damage. The missiles are tactical, which means TMD works against them, but they have say 2x HP (compared of conventional tacs from MMLs). They would still take a while to recharge, but not 5 or 7 or however many minutes they take atm, but say 2-3. It would also have limited range, but at least twice that of the battleships.

      If you did this, you also eliminate some other problems (I didn't read everything people wrote, just the first 15ish posts): you don't have to remove TMD capabilities of battleships, and it's not countered by a single static TMD. If you pair them up with a couple of cruisers, then there's an even higher chance you get them to hit even with multiple TMD. They are also great at clearing out enemy navy, but they are not strong enough to wipe out T3 navy (doesn't feel like shit when on receiving end), and even parts of your t2 could survive - given it'd take 2-3 missiles to kill a destroyer (depending on actual damage decided on and unit vet). If you attack a naval production site with them, and the enemy is semi-defended, they still loose the existing defenses, which allows you to go in to finish them off. But it's not so strong that 1 random salvo will wipe the whole production (since it's presumably not strong enough to kill an HQ in 1 salvo, unless extremely lucky with missile distribution). This means that it's both satisfying from the attacker's perspective (it actually accomplishes something, and unless the enemy is very well prepared, you'll do some damage for sure), opening up avenues to push the balance, but it's also not so devastating that you wipe their whole navy, and the battle is over because of 1 missile.

      P.S.: Nuke subs being 'better' at delivering nukes and whatnot is hogwash. On larger maps, they are limited by range, and on smaller ones the intel coverage is usually good enough to find any 'sneaky' sub. Having alternative 'angles' of approach for the nuke is rarely beneficial - occasions where the SMD doesn't cover the parts you would actually want to nuke are rare, and what nuke delivery boils down to in 99.9% of cases is either getting the nuke in fast (which subs are bad for), or sniping the SMD (which subs are as good at as SMLs are). In most games, the only time I don't build SMD as part of getting into T3, is when I'm rushing a SML. So yeah, 'you won't be expecting the nuke' argument is also non-applicable, since, even if one delays his SMD, the sub takes that much longer to make the nuke and position itself, that it's not gonna get there in time. Note that, as it stands, nuke subs on mid-large maps rely on you having won the navy already (assuming you plan to nuke bases). As they are right now, they are only good for thinning out the enemy's navy at great cost and time investment (which is to say, not good at all in total) - and all that assuming you are winning or equal in navy - if you are loosing, they are dead weight.

      posted in Balance Discussion
      FichomF
      Fichom
    • RE: Check for Specific Mods Loaded

      If you are working on say your own mod, there is a way. I'm not 100% on what it is, but 4z0t's ScoreBoard has a mod dependency (requires UI Mod Tools V8) , so you can probably check how he did that and derive your own functions.

      posted in Modding & Tools
      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