• Sweaty Teamgame Player Requirement

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    MazorNoobM
    If we really wanted to, we could add an option e.g. for game host to not save a replay. We'd have to do some coding (switch to new replay server, add rabbitmq to it, add some simple "don't record this replay" logic between lobby server and replay server), but if there is a lot of interest in it, why not. Metadata is another thing entirely of course.
  • Show amount of players in-game in the "TMM play" tab.

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    Eternal-E
    It is possible
  • Delete this channel.

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    ZLOZ
    People who want to discuss politics can discuss it there, people who don't can now just mute this channel. This solution is okay, imo.
  • Please give us map vetos

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    FtXCommandoF
    A point-based veto system resolves any issues that come with multiple matchmakers. I worked it out back when a few devs were interested in developing a veto system.
  • Unrank Games with early disconnect

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    BlackYpsB
    Matchmaker games are rated immediately, custom games have that delay until the game is ranked
  • Small suggestions topic

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    DeribusD
    List 2: Electric Boogaloo Up to date to my knowledge Accepted Implemented, woohoo! Option to set allied chat as default Instant Hive upgrades Being worked on: GC beam targeting fix Easy to interpret lag information Change radar selection sound Give friendly/enemy nuke launches different sounds Display total score of each team in lobby Repeat hotkey improvements Full share unit gift prompt/notification Button to notify players to ready up Force rainbow cup colors (Not possible in custom games, but being worked on for matchmaking) Better CPU test Audible low power warning Matchmaking menu improvements Terrain heightmap overlay Being investigated See friendly radar bubbles (May not be possible) Enable many "proplayer features" by default Global unit toggle (May not be possible) Display whether maps are rated Toggle factories to half speed (May need balance team feedback) ACU self-destruct confirmation Autobalance in lobby Automatic building of nukes in subs Allow group of engineers to build structures of the highest selected tier Allow queuing of the same structure on top of each other Micro-pause on disconnection Announce when players lose connection to one another Fix GC beam targeting Change SACU explosion sound (To what other sound?) Number formatting fix (1000 -> 1 000) Fix the mute players in chat No official comment Prompt when draw is offered Icons for items under construction Cybran ACU Maser toggle Change selection priority of combat SACUs Rejected Probably not possible Add unit to beginning of build queue Fix stereo sound issues Ability to set keybinds to mouse buttons Replay rewind Building from max range Pre-emptively move out of the way of structures Spread build Separate nuke load bar for nuke subs and battleships Wall auto-reclaim fix Lock factory waypoints to units Make the factory engineer attack not ending Option to unbind ctrl-click to select all of the same unit Feature already exists or was purposefully removed Ship FAF with PD + Walls template by default (Similar feature already exists) Prevent pause button spam Target prioritization improvements (Old feature that was reworked) Allow reduced disconnection timer View share condition in-game Ability to name templates Shift-g reclaim orders (Purposefully removed) Deselect selected units Filter maps by size Custom template images Map version in lobby Engineer auto-assist on completion (Can be done via attack-move) Swap position in lobby request Suggestion outside the scope of the thread Clear client search field (Client issue) A variety of UI improvements (Client issue) Toggle option for UI mods when watching a replay (Client issue) Highlight alternative game modes (Client issue) Merge all ladder queue chats (Client issue) Option to hide games by specific mod (Client issue) Portal/teleportation building (Rejected, better as a mod) Chat history (Client issue) Wyvern mod fix (Mod issue) Encourage optimal balance games; discourage leaving the game early (First is a large feature but may be looked into later; second rejected) AI improvements (Large issue) Floating Fatboy (Balance issue) Sera omni jamming (Balance issue) SMD in nuke subs (Balance issue) Convert support factories into HQs (Balance issue) Show map size in game list (Client issue) Total map reclaim count in lobby or map details (Would be a large feature if possible at all) Astro and Dual Gap matchmaking (Client/server issue) Show players in same lobby in chat window (Client issue) Allow premade teams in optimal balance (Large issue) Rejected for other reasons Lobby voting system Gain rating for each player kill GC claw inconsistency (No issue) A variety of changes from redhotchilipper (First two better as mods, third probably not possible, fourth already exists) Construction tab reset issue (UI mod issue) Show mass extractors in UI (Already exists as UI mod) Idle factories rework (Better as UI mod) Language flag in lobby Scouting auto-ping Hotkey of build closest mex for engies Infinite build experimentals (Requires too much bookkeeping) Chat beep lite integration (Already exists as UI mod) Make air units bounce off map edges like wrecks do against shields (Better as sim mod) Semi-random faction choice in lobby (Possible but difficult to do) Chat taunts (Better as UI mod) Allow rebind of reclaim labels hotkey (Possible but difficult to do) Allow mobile factories to produce while moving (Possible but difficult to do)
  • Client: force download all maps before ladder search

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    C
    Sure. The problem is just that every month they change the maps and I forget to make sure they're downloaded. But it's not a major issue.
  • This topic is deleted!

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  • wiki update linux step 6

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  • Translating Seraphim units

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    FtXCommandoF
    genuinely curious on the ilshie -> incubus logic
  • Should FAF have another game type with alternate balance?

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    Brutus5000B
    The current featured mods are already mostly abandoned, no need to bring in more. Also the underlying mechanics to distribute them is horrible, that I wouldn't accept any new. Go for regular mods. They will break as well as featured mods do. All needs to stay compatible with FAF feature mod anyway.
  • Forbid to kill underwater without weapons used that purpose

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    arma473A
    @cyborg16 said in Forbid to kill underwater without weapons used that purpose: But static T2 tactical missile launcher can't do any damage at any depth. Odd. Why not allow TML to snipe T2 mexes or a parked ACU underwater? Is there a reason the missile detonates on contact with the water's surface? Yes, the missile detonates on the surface. This isn't a problem for other missiles (nuke subs can fire non-nuclear tac missiles with 3 splash radius, UEF cruisers have tac missiles with 3 splash radius). Those missiles can kill fully-built HARMS if you just ground fire. Whether or not to boost the splash radius of the TML is a balance decision. There are probably good reasons not to (it's already pretty strong, with extra splash it would be harder for ACU to dodge and maybe you could kill more buildings in 1 shot). On some maps, there are mexes close together, separated by only 1 spot for a mass storage. If the TML had a bigger splash radius, it would probably be easier to kill 2 with one shot. I don't even know whether that's hard to do now, but it would be easier if the splash was bigger. It would also make TMLs a lot better at firing into armies. If you kill a percy 1/3 of the time, it's viable to use TMLs to shoot at armies, but if you kill a percy 2/3 of the time because of bigger splash, it would become very viable to use TMLs against armies. I don't know if we want to open that whole can of worms just to try to balance an unlikely situation (trying to use static TML to kill HARMS just doesn't seem like it would happen that often)
  • Add total team strength display to lobby screen

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    K
    Still this should be added automatically to the FAF client in some way. Or can you make it as a pop-up window that would be present during the loby waiting time. Maybe that would be easier to implement? Same pop-up as you get when the lobby is full, just always on or let's say 10sec after loby is full and when the host makes a switch then that it would pop-up again with refreshed stats?? And the Supreme Score Board mod should be added to the client automatically too - way better then the original!!
  • Make high tech engis more efficient than low tech engis

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    J
    @emperor_penguin said in Make high tech engis more efficient than low tech engis: T1 engineer spam often results in pathfinding problems and more lag. If we encourage concentrating bp in t2/t3 engineers instead of t1 engineers, that would often be a boon to pathfinding and lag reduction. this is why they are already more efficient. Some setoners also switched to spamming t2 engies for assisting the naval factories. Just for the extra bp density and survivability.
  • Games that result in moderation action should be unrated.

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    GiebmasseG
    A moderator kicking someone from a live game is a very rare occurrence. On top of that not all the circumstances for that are the same, often it is a dead player spectating that gets connection issues. The payback for implementing some weirdly specific rule set for when a game should be unrated if a moderator kicks someone from a live game, just doesn't exist.
  • Template for reporting errors

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    Eternal-E
    Just use Google forms ez
  • Mass/energy storage full/depleted ETA timers

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    JipJ
    @ftxcommando said in Mass/energy storage full/depleted ETA timers: I’m not really saying we’re at that point now, but I think it becomes something to begin thinking about if we need to consider having things like new player presets. Beat you to it, I am trying to set that up in this forum post. I agree with you that we should not overload our users. That is why it is such a struggle to add features to the lobby: it is already full in my opinion.
  • "Surface/Dive" moving speed should be different.

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    E
    He's not wrong, any change to the speed of any unit in the game in any way is a balance change regardless of if you think that's the case.
  • stop lag in matchmaker

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    maudlin27M
    Once the new CPU benchmark test is done, what about having a (fairly forgiving) minimum score/time that is required running the benchmark to join the 2v2+ matchmakers, to reduce one cause of slowdown? E.g. you'd require a better CPU for 4v4 than 2v2, and wouldnt have any restriction on 1v1. That said I'd see it as a much more minori ssue - the issue I come across by far the most is also just having the game start in the first place - the majority of the time it times out after a couple of minutes on the Setting up automatch screen (with the reason being due to lack of response from other players) Although it sounds like the core issue (stopping people who cant connect from joining) is being worked on, additional things that might help improve the experience would giving more information both on the progress with connecting to other players (if this is possible), and the reason for the failed connection beyond the current message (e.g. say we could connect to 6 out of 8 players, and were unable to connect to [name] and [name]'. If you're unable to connect to any other players then it would add to the end a message asking them to not try joining future matchmakers until they've resolved the issue/to seek help on the forum or something. I.e. it's quite possible that people are queuing, not able to connect to anyone, and then just keep retrying without realising they're the cause of the problem.
  • WELL....I guess I give up.

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    SpikeyNoobS
    A thread with a good result! How rare!