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    Adjustment to the reclaim rates

    Scheduled Pinned Locked Moved Balance Discussion
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    • T Offline
      TestPlay
      last edited by

      Would there be a range indicator for this so that I can know the reclaim area? For instance where I would like to set the attack move point to reclaim only "rock a" and "rock b" but not "rock c" and where I know I can set the attack move point so that I can reclaim all "rock a" and "rock b" and "rock c"?

      1 Reply Last reply Reply Quote 0
      • Paradox_of_WarP Offline
        Paradox_of_War @Exselsior
        last edited by

        @exselsior yeah I just watched the replay and it looked so sad.

        boom-B 1 Reply Last reply Reply Quote 0
        • boom-B Offline
          boom- @Paradox_of_War
          last edited by

          @paradox_of_war terari summarised it best for me:
          "now they are making reclaiming slower to make it fair to everyone (you can no longer outscale old men because of manual reclaim)"

          Paradox_of_WarP 1 Reply Last reply Reply Quote 0
          • S Offline
            snoog
            last edited by

            When will M29AI be released that can just play for us instead?

            1 Reply Last reply Reply Quote 1
            • Paradox_of_WarP Offline
              Paradox_of_War @boom-
              last edited by Paradox_of_War

              @thewheeiienoob great let's make building speed and movement speed 5x slower also so the old men stop crying (their brains just work slower, it's only fair)

              1 Reply Last reply Reply Quote 0
              • ZeldafanboyZ Offline
                Zeldafanboy
                last edited by

                Stop reducing the volatility of the game. Volatility is not bad

                put the xbox units in the game pls u_u

                1 Reply Last reply Reply Quote 5
                • CheeseBerryC Offline
                  CheeseBerry
                  last edited by

                  Big props to everyone actually testing out the new experimental ideas and giving constructive feedback!

                  Many of them will probably not work out and wont make it into the main game but that's what the testing is for afterall.

                  1 Reply Last reply Reply Quote 2
                  • CheeseBerryC Offline
                    CheeseBerry
                    last edited by

                    Maybe a dumb question and probably not the right thread for this, but regardless:

                    Why is the high level 1v1 ladder so dead?

                    High level team games seem to be doing mostly fine afterall.

                    Are there some gameplay changes that could make (high level) 1v1 more popular?

                    TerariiT S 2 Replies Last reply Reply Quote 0
                    • TerariiT Offline
                      Terarii @CheeseBerry
                      last edited by

                      @cheeseberry said in Adjustment to the reclaim rates:

                      Why is the high level 1v1 ladder so dead?

                      bad gamemode

                      @cheeseberry said in Adjustment to the reclaim rates:

                      Are there some gameplay changes that could make (high level) 1v1 more popular?

                      no rush timer 15 minutes

                      1 Reply Last reply Reply Quote 0
                      • S Offline
                        StormLantern Team Lead @CheeseBerry
                        last edited by

                        @cheeseberry

                        I think its mainly two things. 1. Mapgen has made teamgames a lot better, so that even custom games are not as BO dependent anymore. 2. Jagged stopped casting 1v1 ladder.

                        Making high level 1v1 more popular will mostly be dependent on a popular caster/streamer giving it attention. But im hoping the upcoming veto mechanic will help a little bit as well.

                        Third, making the league system more prominent and changing custom games to unranked casual games would ofcourse help make the matchmakers more relevant in general. But its not clear whether that is worth it.

                        1 Reply Last reply Reply Quote 4
                        • S Offline
                          snoog
                          last edited by

                          changing custom games to unranked casual games

                          Jesus.... talk about a bad idea

                          S 1 Reply Last reply Reply Quote 0
                          • WhiteheartW Offline
                            Whiteheart
                            last edited by

                            just make manually rock clicks speed the same as alt move

                            1 Reply Last reply Reply Quote 2
                            • S Offline
                              StormLantern Team Lead @snoog
                              last edited by

                              @snoog

                              not saying its a great idea. But the question was how to make 1v1 ladder more popular. This would prob do that.

                              1 Reply Last reply Reply Quote 0
                              • waffelzNoobW Offline
                                waffelzNoob
                                last edited by

                                1v1 would be more popular if we deleted all other gamemodes 🗣️🗣️🗣️🗣️💯💯💯

                                frick snoops!

                                1 Reply Last reply Reply Quote 1
                                • R Offline
                                  relentless
                                  last edited by

                                  I have a question as I've always wondered how this works.
                                  In the numbers you've got there tagada. How does it translate to the various engineers tiers? like is the number you've got there of 20m/s for a wreck based on a t1 engineer. What part of the blueprint affects how much mass an engineer can pull in per second?

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

                                    @relentless The more build rate = the more reclaim rate. Tech 1 engineers have 5, an ACU with no enhancements has 10 and therefore has double the amount.

                                        ---@param self Prop
                                        ---@param reclaimer Unit The unit to compute the duration for.
                                        ---@return number time it takes to reclaim
                                        ---@return number energy to reclaim
                                        ---@return number mass to reclaim
                                        GetReclaimCosts = function(self, reclaimer)
                                            local maxMass = self.MaxMassReclaim or 0
                                            local maxEnergy = self.MaxEnergyReclaim or 0
                                            local timeReclaim = self.TimeReclaim or 0
                                            local maxValue = maxMass * 5
                                            if maxEnergy > maxValue then
                                                maxValue = maxEnergy
                                            end
                                    
                                            local time = (timeReclaim or 0) * (maxValue / reclaimer:GetBuildRate()) -- <- build rate is used here
                                            time = time / 10
                                    
                                            -- prevent division by 0 when the prop has no value
                                            if time < 0 then
                                                time = 0.0001
                                            end
                                    
                                            return time, maxEnergy, maxMass
                                        end,
                                    

                                    A work of art is never finished, merely abandoned

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                                    • S Offline
                                      Swatoslav
                                      last edited by

                                      It is very sad for me that we will lose all legacy of maps like Daroza / The Ditch / Bermuda / Pyramid etc. with that change, and all casts / replays of tourneys will be not as much usefull or enjoable for learning yourself.
                                      Also about team maps like Setons, where BOs are some part of a history. But it will affect only mid and partially rock BO, so not a big deal maybe. But still after change the game review will be different. "Setons whores" will understand me 🙂
                                      I enjoyed spending hours on learning things with currenct gameplay with its dynamic and ideas of reclaim speed.

                                      I accept and understand that on the other hand it opens new gate where new rules will have new effect on competition level. Same as Excelsior and Paradox_of_War, I do not think that change will solve the problems we're trying to solve. And for those who understands and applies it first in a more efficient way, it will be a good advantage.

                                      I like all Jips references to WC3, and as former ladder WC player I can say that there were never changes like gold or lumber mining speed. Yes, units can be balanced, but in general economics and start buildings were always the same for so many years.

                                      It is just my opinion and point of view and I would be happy if I'm mistaken and it such changes (if implemented) will lead us in the end to a better future.

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                                      • phongP Offline
                                        phong
                                        last edited by phong

                                        @Tagada I really appreciate the attempt at making auto reclaim work. I'm in no position to judge if these changes break the game or not, but I think the idea behind it is entirely fitting with the original vision behind the game, and if there's a way to also make it good balance-wise, I'm happy someone is trying to find it. Thank you for putting in the effort to give it a chance.

                                        Even independently of auto-reclaim, I'm excited to try this change out, as I think it might shake things up a bit in an interesting way. How and when to fight for big reclaim clumps has always felt like one of the most important aspects of the game, in all it's stages, and I'm very curious to see what impact slower reclaim has.

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                                        • S Offline
                                          snoog
                                          last edited by

                                          Any chance we can get the reclaim adjustments without the auto reclaim?

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                                          • R Offline
                                            relentless
                                            last edited by

                                            I've spent the last few days playing with and observing the reclaim rate changes and I really like them, I hope they go in. The economy swings are not so volatile where props are involved.

                                            It didn't seem to give me any more time to interrupt someone from reclaiming all my wrecks from a skirmish I lost though.

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