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    Thomy100

    Thomy100

    @Thomy100

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    Best posts made by Thomy100

    RE: Developers Iteration I of 2023

    well, as a complete layman regarding programming I am at awe of what you guys do and achieve with this game. It makes me question my carreer choices just because I would love to understand all the thechnical stuff that is going on to make this game work as it does and how you guys improve it.

    THANK YOU!! And please keep up the great work!

    posted in General Discussion •
    RE: What would make ladder less stressful, intense, or scary?

    I like the Idea of a mapgen ladder. Also I have no problem with includint AI as a possible opponent in the lower ranks (let's say below 500?). On chess sites you can also play vs AI of different difficulties which are considered to have a certain rating (Elo).

    Of course you can set up your own game vs the AI but the element of randomness with the mapgen and the match getting rated sounds pretty appealing to me. It would also help newbies getting some expierience without getting crushed from more experienced players and avoid some frustration.

    Another thing could be a 10min build up timer for games in lower ratings so you can focus on your bo without getting harassed.

    posted in General Discussion •

    Latest posts made by Thomy100

    RE: What would be an efficient use of FAF's funds to improve FAF?

    @ftxcommando Sup Com 2 was exactly trying this no? Easier economy and more big robots. It didn't work out so well.

    Marketing doesn't have the aspiration of being "realistic" so people dont get disappointed. The goal of Marketing ist to get people interested and try it out. Watching the sup com trailer (the best RTS Trailer of all times imo) again it does a decent job showing that the game is about base building and (very) large battles with some cool units and even nukes. If you ask me it already attracts the people who are less into Starcraft 2 and more into big scale Macro heavy RTS games.

    I think considering that there are not many new RTS games around this game just needs a bit more visibility, easier accessibility for new players and a "modern" reward system and it would do well gaining more players.

    posted in General Discussion •
    RE: What would be an efficient use of FAF's funds to improve FAF?

    @azraeel said in What would be an efficient use of FAF's funds to improve FAF?:

    Game has fundamentals issues and its hard to have retention unless you are dedicated to improving or you play purely for fun and eventually people who play purely for fun go away.

    I think a lot of people also play pvp a few times then just quit because toxicity and just generally ass maps/players on global.

    I don't think most play ladder Because it's not pushed enough to the front. If anything we need to start making matchmaker more of a focus and push global into a arcade type style like SC2 does.

    So paying many to promote FAF is a huge waste of money when nobody is dedicated to actually dealing with core issues that just make players not want to come back.

    Everything money wise for tournaments, promotion etc could be a lot more if we had a more dedicated fan base instead of people who just play with 0 interaction. I think that stems from a toxic mentality and an inability to actually change major components of the game and not only the game but how even the client is structured and etc.

    I kind of agree on many aspects. Marketing without improving the accessibility to the game and the motivation to come back is not an efficient use of the money.

    If you want more people to stay or come back you have to consider your audience. Generation Z is not so eager to get into steep learning curves and has a low frustration tolerance. So basically you need to "dumb" it down a bit for players new to the game and make a reward system where they can gain coins or rank or something to keep them motivated.

    Specifically I would suggest the following:

    • An optional Ladder which is unranked so people can just fool around while learning the game and try new stuff without being punished losing rating points.

    • An automated "noob" friendly Dual Gap (I know, I know, but people love it) bot that creates a game noobs (definition: < 50 games and 800 Rating maybe) can join anytime and just start playing as soon as it's full (auto balance). As rules you can put 10min build up time and ban nukes, that shoud keep them entertained for hours while getting the hang of the game and learn to love it.

    • How about making new "Skins" as reward for playing x amount of games or reaching a rating? Can be just a new ACU skin for the start and later maybe from other units as well. I know, this is probably the most difficult one to implement but also something that could motivate a lot of players to play more or come back to the game to earn new skins or whatever.

    posted in General Discussion •
    RE: Please advise on Transitioning to lategame Eco

    @arkangel_ Thank you! Very helpful.

    posted in General Discussion •
    RE: What would make ladder less stressful, intense, or scary?

    I like the Idea of a mapgen ladder. Also I have no problem with includint AI as a possible opponent in the lower ranks (let's say below 500?). On chess sites you can also play vs AI of different difficulties which are considered to have a certain rating (Elo).

    Of course you can set up your own game vs the AI but the element of randomness with the mapgen and the match getting rated sounds pretty appealing to me. It would also help newbies getting some expierience without getting crushed from more experienced players and avoid some frustration.

    Another thing could be a 10min build up timer for games in lower ratings so you can focus on your bo without getting harassed.

    posted in General Discussion •
    RE: Please advise on Transitioning to lategame Eco

    Well okay, here is a replay:

    https://replay.faforever.com/19344508

    It's not a strong game of me but the fact that my main opponent (dark blue) has faster a stronger eco and also me being behind everyone in eco before the 30min mark kind of shows my problem I think.

    mainly team games, since in custom maps like dual gap the eco difference doesnt get so big or at least it doesnt show so significantly.

    Thx for your replys!

    posted in General Discussion •
    Please advise on Transitioning to lategame Eco

    Despite over 2'000 games and some amount of research on the topic (including watching replays) I am embarassed to say that I still suck in building up my Economy. I seem to be especially slow during the phase going from t2 to t3.

    I just can't put my finger on it. I am getting my T2 mexes about the same speed like everyone else but then suddenly I find myself still at 100ish mass income while others have 300+.

    Can I get some advise on this topic? Is there a specific timing to "Eco up" that I am missing or should I have just constantly some workers upgrading mexes while starving mass or what? it seems to be the main factor why I can't improve past the 1'000 rating.

    To give you an Idea what I do or what I tried:

    I try to upgrade my mexes 1 by one. I build mass storages around my t2 mexes before going to t3 (that's correct right?). But in that phase of the game I am already in fights and feel like I cant cut production. So should I constantly just "starve" mass and have slow production or stop producing at a certain time to focus on eco or what?

    Once I have all my t3 mexes it get's better. I make t3 mass fabricators, get RAS and RAS Acu and all the good stuff but I ALWAYS fall behind in during the transition from T2 to T3. I feel like everyone elses mexes just upgrade faster thatn mine and I fall behind.

    Bonus Question: Is it a "no-go" or at leas ill advised to go t3 tech before having a t3 economy? I mean in general, not if you play a specific strategy.

    Thanks in advance for the replys 🙂

    posted in General Discussion •
    RE: Developers Iteration I of 2023

    well, as a complete layman regarding programming I am at awe of what you guys do and achieve with this game. It makes me question my carreer choices just because I would love to understand all the thechnical stuff that is going on to make this game work as it does and how you guys improve it.

    THANK YOU!! And please keep up the great work!

    posted in General Discussion •
    RE: Tactical missile launchers

    It happend to me in a game. Just looked up the stats: T3 HQ of Cybran Land Factory is 4.95k. Damage of an Aeon TML is 6'k. It actually does one-shot a t3 HQ

    posted in Balance Discussion •
    RE: Tactical missile launchers

    To me they are fine and great fun but maybe a bit too strong. It shouldnt be able to kill a T3 HQ in 1 shot, thtat's just silly and destroys the whole BO and investment of a player just because of a missed TMD.

    posted in Balance Discussion •
    RE: Ythotha, time for a change

    @exselsior said in Ythotha, time for a change:

    It's the land unit equivalent of fall damage from air experimentals. The difference is that I'm pretty sure a single t2 shield with some assistance negates storm damage. Could be mistaken though I feel like that doesn't come up much. It's much easier to stop it before it gets to close to something important than an air exp is if things are relatively equal.

    That is a possible explanation but the air t4's are MUCH more expensive and come therefore much later in the game. They are also arguably easier to kill since by that time you should have large amounts of ASF's which can bring them down quickly if focused. That a much cheaper t4 land experimental has that feature (and only 1 faction of the 4) makes to me no sense.

    posted in Balance Discussion •