I find the attitude of moral superiority some people have on FAF is pretty toxic in itself. There is no objectively right or wrong way to communicate and act. FtX and Biass seem to get more done than most people, so maybe their way of acting is actually superior. Playing god and saying these people's way of acting is wrong because you said so seems worse to me than the people who act "toxic" sometimes.
As far as player retention goes you seem to ignore that FAF player retention numbers are good compared to other games. Every game will lose most of its new players, that isn't a good excuse to not try and find new players. What percentage of player retention do you aim to achieve before beginning external promotions? Assuming people mainly leave due to toxicity also seems like a big leap. You made a thread on the forums, which only active community members read, and a few of them said they would have quit due to toxicity. They didn't quit due to toxicity though, because they are still here and participating in the community. Seems like survivor bias to me.
Your idea is far worse than I could have ever imagined. I commend you for your creativity.
I like mapgen and hardffa a lot in ladder. I have more fun on even the worst mapgen maps than I do on most of the authored maps in the pool.
The way it should be
Each faction would essentially be a big clan that persists for a season and has a built-in incentive for community building and player improvement.
The unit cap in ladder games should be increased. On maps like Seton's Clutch the mexes and storages alone take up 1/4 of the 1000 unit cap. Most of the time the 'Unit Cap Reached' window does not even pop-up and it takes some time to realize that none of your factories are producing anything because you are at the unit cap. In team games the unit cap can go much higher, and you also get your dead teammates unit cap added on when they die.
OMG DOOD!! How did we not notice that seraphim is LITERALLY UNPLAYABLE until just now?!? I just lost a game as SERAPHIM because my opponent made a GUNCOM and did a T2 LAND PUSH!! It was TOTALLY UNSTOPPABLE because the GAME IS BROKEN!!! I can even construct an UNLIMITED NUMBER of scenarios IN MY MIND and ON PAPER which PROVE IT.
(also it is just a fact that it takes more than one energy storage to kill and obsidian or ilshavoh with overcharge. Stop trying to argue against objective facts or you will be banned!)
If anyone is out of touch with the community it is all the people arguing here. This is just a video game, and nobody needs to represent anyone. Normal people just play the game because they want to, and do not want to be involved in all of this stupid drama. Stagnation is actually the goal of FAF. The point is to keep this 14 year old game around so people can keep playing it like they always have.
Yeah, I was also writing a post about how units are balanced relative to each other and not mexes. And how the value of eco structures is totally different on every map because they have different amounts of mexes and reclaim. There is no intricate balance there. It is just random numbers. The same as the 81% reclaim value that nobody seemed opposed to modifying.
I think it will be harder for people to learn the game on random maps as opposed to having a set pool. With a set pool, they can look up replays of higher-rated players on the map and see how they play it and what BO they use. They also get to play the map multiple times themselves so they can watch replays and correct their mistakes and then get another shot at it. With random maps neither of those things are possible, they just get one shot on the map and that's it. Random maps take away the quick and easy way to get good and force people to recognize what is good and bad without having the map be a constant factor.
@cheeseberry https://imgur.com/a/S3ZfJ6k a collection of some screenshots I took a long time ago. Gotta right click and open the images to get them at full size.
They don't like it because they are grumpy and think it looks bad.
The default icons are all small, unbold, and do not make use of color. The icon mod inverts this so that all icons are large, bold, and multicolored. Both extremes are ineffective for actually providing you with information.
Ideally, icons would be sized/bolded according to their tech level, and only important things would make use of multiple colors. This is why I just made my own icons where T2 units are 1 pixel larger than T1 and T3 units are bolder than T2, then it is simple to tell them apart in mixed armies while still remaining uncluttered. All the structures remain default except the ones that are important to notice.
If you make too many queues and they end up dead then you can easily just remove them. No need to try and predict how many players will be in each queue and if it will be a problem.
Build a transport and deceiver to go with it.
Waiting for players to veto makes the FAFLive experience significantly worse. Players are third-class citizens fighting in the pit for my enjoyment, they don't deserve any free will.
This discrimination against 5x5 maps on FAF is unacceptable. At least give them the same level of representation as 20x20 maps in ladder and tournaments.
There is an option you can enable in the clients to cache versions of the game so they do not need to be redownloaded.
The code of conduct is pretty bad. I want to be able to dislike and discriminate against whoever I want for any reason I want.
I don't think that was a mod. It was a graphical overlay he made from recorded data or something.