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    Small suggestions topic

    Scheduled Pinned Locked Moved Suggestions
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    • K Offline
      kdrafa91
      last edited by

      Matchmaking 4v4 and 2v2 setting auto-match menu is lackluster cant we have something nice like league of legends loading menu? where you can see % and status of the people loading?

      1 Reply Last reply Reply Quote 4
      • ZeldafanboyZ Offline
        Zeldafanboy
        last edited by Zeldafanboy

        Is there a way to mute the in game voice clips people spam they’re annoying. Can an option be added to disable them if that doesn’t yet exist? I haven’t seen anything related to muting them in any options menu.

        put the xbox units in the game pls u_u

        FtXCommandoF 1 Reply Last reply Reply Quote 3
        • GiebmasseG Offline
          Giebmasse Team Lead
          last edited by

          Everyone encounters lag in multiplayer games at some point.
          Remove the guesswork and witch-hunting of "who is lagging" by storing more persistent connection quality data of the players per game session. Currently we mainly have ping that is easy to look at but often isn't very informative. The connection stat screen has packet loss and shows who is behind in the sim, which people who know how to interpret can much faster and reliably identify the source of the lag. Two usable metrics from this could be aggregated and shown in a more user friendly way (perhaps there is more or even better data available?):

          • Who drops most packets during the game session/per X amount of time
          • Who is "behind" the longest time

          Additionally if those metrics would become more reliable, perhaps users could start to distinguish network lag from sim lag more too, as currently those are easily mixed up with each other in the user base too.

          I'm assuming this could be fairly easy if we can access the data, do simple math and pipe it into some added UI element, e.g. in the same view where you have the ping currently per client?

          JipJ 1 Reply Last reply Reply Quote 6
          • RoweyR Offline
            Rowey
            last edited by

            @Zeldafanboy d489709d-c941-4fb2-92cd-f355f47efec4-image.png

            you can turn them off under Multiplayer Taunts

            "The needs of the many outweigh the needs of the few" - Spock

            1 Reply Last reply Reply Quote 2
            • JipJ Offline
              Jip @Giebmasse
              last edited by

              @giebmasse

              I'm not entirely certain that information is available in Lua. The information printed by the console command ren_ShowNetworkStats is not available, for example. That is directly printed on screen by the engine.

              If I can access the data it shouldn't be that difficult. If not, maybe the ICE adapter is capable of at least generating the information. Showing it in the client is another story 🙂 .

              @kdrafa91

              BlackYps made a similar suggestion - it is coming!

              A work of art is never finished, merely abandoned

              1 Reply Last reply Reply Quote 1
              • FtXCommandoF Offline
                FtXCommando @Zeldafanboy
                last edited by FtXCommando

                @zeldafanboy said in Small suggestions topic:

                Is there a way to mute the in game voice clips people spam they’re annoying. Can an option be added to disable them if that doesn’t yet exist? I haven’t seen anything related to muting them in any options menu.

                It is an option, don’t remember if it’s in game settings or the chat box itself.

                Nvm already beat to the post

                1 Reply Last reply Reply Quote 0
                • veteranasheV Offline
                  veteranashe
                  last edited by

                  Hotkey of build closest mex for engies

                  1 Reply Last reply Reply Quote 1
                  • QuietJoyQ Offline
                    QuietJoy
                    last edited by

                    When the multiplayer game hangs due to packet loss or some data transmission issue, could the game automatically say in the all-chat that player X and playerY have lost connection to each other? Or if anyones ping goes over say 600(?) the all-chat box will say so. Limit how often the message would appear eg once every 60 seconds. People may be inclined to sort out their issues if it is made very clear who is having the issue? Just a thought.

                    1 Reply Last reply Reply Quote 3
                    • KaletheQuickK Offline
                      KaletheQuick
                      last edited by

                      Would it be possible to put voting in the game? I cannot remember specifically, but there were a few games with problems after the ranking cutoff where I had wished some way to have the players present agree to unrank the game.

                      You must deceive the enemy, sometimes your allies, but you must always deceive yourself!

                      JipJ 1 Reply Last reply Reply Quote 0
                      • JipJ Offline
                        Jip @KaletheQuick
                        last edited by

                        @kalethequick said in Small suggestions topic:

                        Would it be possible to put voting in the game? I cannot remember specifically, but there were a few games with problems after the ranking cutoff where I had wished some way to have the players present agree to unrank the game.

                        It surely is possible but I'm not sure if it is desirable.

                        A work of art is never finished, merely abandoned

                        1 Reply Last reply Reply Quote 0
                        • Ctrl-KC Offline
                          Ctrl-K
                          last edited by

                          Add x button in players search field in client to clear it 🙂

                          “Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
                          — Steve Jobs.
                          My UI Mods
                          Support me

                          JipJ 1 Reply Last reply Reply Quote 0
                          • DeribusD Offline
                            Deribus Global Moderator
                            last edited by

                            Make radar selection not make the exact same sound as a ping

                            JipJ QuietJoyQ waffelzNoobW 3 Replies Last reply Reply Quote 16
                            • W Offline
                              wikingest
                              last edited by

                              Make friendly nuke launches sound different from enemy nuke launches. Or just make friendly nuke launches without sound.

                              arma473A 1 Reply Last reply Reply Quote 6
                              • arma473A Offline
                                arma473 @wikingest
                                last edited by

                                @wikingest said in Small suggestions topic:

                                Make friendly nuke launches sound different from enemy nuke launches. Or just make friendly nuke launches without sound.

                                Sound is important even for friendly nukes, but I like the idea of having a different sound/voice for friendly nukes vs. all other nukes.

                                Friendly nukes do already get a special map ping but maybe it would be good to have a little bit more than just a ping.

                                1 Reply Last reply Reply Quote 2
                                • JipJ Offline
                                  Jip @Deribus
                                  last edited by

                                  @deribus said in Small suggestions topic:

                                  Make radar selection not make the exact same sound as a ping

                                  If you can bring me an alternative then I can set it up 🙂 .

                                  A work of art is never finished, merely abandoned

                                  DeribusD 1 Reply Last reply Reply Quote 2
                                  • JipJ Offline
                                    Jip
                                    last edited by

                                    Same for the suggestion of @wikingest / @arma473 . Please keep a tab on the license of the sound.

                                    A work of art is never finished, merely abandoned

                                    Dragun101D 1 Reply Last reply Reply Quote 0
                                    • arma473A Offline
                                      arma473
                                      last edited by

                                      @Jip Which license(s) would you accept for sounds?

                                      If someone creates a new sound and donates it to FAF, that would work, and anything that is 100% in the public domain should work.

                                      Are there any kind of open source licenses that you would accept, e.g. which of the creative commons licenses is acceptable? Is the FAF project willing to include a sound if it means you have to give "attribution" to the author? That seems like a relatively easy thing to do, just distribute a file with the FAF files that lists all of the "attributions." I don't know if FAF already has something like that.

                                      1 Reply Last reply Reply Quote 0
                                      • W Offline
                                        wikingest
                                        last edited by

                                        Just an idea, could we just cut the existing sound? "Nuke launch detected" for enemy, and "Nuke launch" for allie?

                                        Going further on this. If multiple nuke launches follow in very short time, will every new notification stop earlier one? I mean for 3 nukes: "Nuke nuke nuke launch detected"? In this case both notifications should start differently. So it would be possible to differencie in spite of overlapping notifications. "Nuke launch detected" for enemies, and "launch detected" or "n-launch" for allies. So in overlapping case it would be: "n-lau n-lau nuke launch detected". So it would be possible to understand only from hearing, that there was two friendly and one enemy nuke launched.

                                        1 Reply Last reply Reply Quote 1
                                        • Z Offline
                                          Zokora
                                          last edited by

                                          Suggestion: SACU explosion should be different from the ACU. I think even Gyle mentions it several times that it is really distracting.

                                          1 Reply Last reply Reply Quote 3
                                          • QuietJoyQ Offline
                                            QuietJoy @Deribus
                                            last edited by

                                            @deribus Oh god yes, this please!

                                            I had a look on audiojungle and there are plenty of good sfx for a dollar or two. A basic license is included which would allow FAF to put it in their game. Here's two great possibilities for the radar ping -

                                            Radar ping 1
                                            Radar ping 2

                                            The second part of this SFX might suit a SACU explosion

                                            Sacu go boom

                                            I'd be happy to buy a SFX and donate it to FAF.

                                            1 Reply Last reply Reply Quote 3
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