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    Recent Best Controversial
    • RE: New Player Councilor Discussion + Removal Announcements

      Emperor_Penguin’s Player Councilor Application
      https://docs.google.com/document/d/135dn1Xzr0xCGcKpvbgRT7Oa5S9b58yKMBsEs7P_OFhc/edit?usp=sharing

      Introduction:
      Hello everyone,
      I’m applying for Player Councilor, as I would like to give more value/weight/focus to the desires of the majority of FAF players, improve the TMM experience a lot, increase transparency, and reduce toxicity in FAF. In preparation for this application, I have spoken to members of many different FAF communities to get their perspectives so that I could better understand the desires of the communities that make up FAF and act in their best interests. I have been trying to learn more about what everyone wants, like I think the player councilor should.

      Some background on me:

      I have been part of the FAF community for 7+ years.

      I helped with and coded many of the improvements in the random map generator within the last year, and worked on many other FAF-related projects.

      I have personally made over 50 maps for FAF.

      I have recurrently helped to train new FAF players and answer FAF-related questions.

      I’m nice. I actually listen to feedback from ‘regular’ FAF players and normally respond in a relatively friendly and informative way.

      Some differences to the other candidates:

      I aim to make FAF more inclusive and to better-serve many underrepresented parts of FAF.

      I am to make FAF significantly more transparent, with more community involvement for the things within my power as PC.

      I am the only candidate with a solid history of reliably being relatively nice to players when they ask questions or suggest ideas rather than berating or dismissing them.

      A lot of my opponents’ platforms/stances/activities seem to cater to the 1800+ and 1500+ crowds while giving a disproportionately small focus to the wants/needs of the large majority of FAF players. I intend to keep the 1500+/1800+ crowd happy while also making the majority of FAF players happier as well. (How? – Giving each bracket more of what they desire and improving TMM options and community involvement.)

      I didn’t initially want to run for PC as it takes a lot of time and energy to do well, but I have a great vision for TMM, and I would like there to be a Player Councilor who accomplishes that and actually gives more value/weight/focus to the desires of the majority of FAF players.

      Some perspective:
      The current focus for things like ladder/TMM map pools, forum attitudes/rhetoric, tournament funding/attention, etc, seems to cater primarily to high-level gameplay for the top 1%-5% of FAF players, while giving much less weight to the 77.1% of players with less than 1000 rating. AFAIK, most FAF players play FAF to have a good time, which generally involves playing a fun game with people in a friendly environment.

      Giving a lot more weight to the desires of the lower and mid-level players will create a better experience for the thousands of noobs and mid-level players rather than catering to the <1% of players who are 1800+ players or even the top 5.2% of 1500+ global FAF players. Having a PC who is focused more on improving the experience of the ‘normal’ FAF player would help FAF to grow more and retain more players.

      Some current statistics from recent leaderboards (using unrounded ratings for players with 10+ rated games):

      For 1v1 Ladder:
      1221 players with 10+ games = 100%
      26 players with 1800+ rating = 2.1%
      63 players with 1500+ rating = 5.2%
      ~941 players with <1000 rating = 77.1%

      For Global:
      8782 players with 10+ games = 100%
      83 players with 1800+ rating = 0.9%
      342 players with 1500+ rating = 3.9%
      ~6,053 players with <1000 rating = 68.9%

      I think the numbers speak for themselves.

      Things like ladder/TMM map pools for lower-rated players should be changed to be a lot more like what the bulk of those players would actually like to play, or an additional matchmaker queue option should be added for them. (Currently, the lower-rated players’ map pools seem more like they’re designed as feeder-pools to weed out everyone who doesn’t like the basics of the types of gameplay enjoyed by high-level FAF ladder players and to get them experience with that sort of gameplay. While this isn’t the worst thing that could be done, it’s far from the best, and it doesn’t prioritize regular player preference, fun, playerbase growth, and new player retention anywhere near as much as it should.)

      To address many of these challenges and several others, I believe that TMM should get a major overhaul from a user-perspective. I have already talked with developers and have a feasible vision for TMM, presented below:

      TMM/Matchmaking
      TMM should appear to have one universal queue with a checklist of different game options/types that players can select/deselect to be queued for greater/fewer potential games and game types. Players get matched with other players who have compatible game preferences. With this system, players could have one overall TMM rating and or several different ratings for different individual queue options/categories. Sample TMM options list below:

      Select game types to queue for:
      (the more game types you select, the faster you will find a game)
      [Select All Button]
      o 1v1
      o 2v2
      o 3v3
      o 4v4
      o share until death
      o full share
      o new players only (only grays/players with low game counts could select this option)
      o simple ladder map pool (easy maps that are noob-friendly)
      o moderate ladder map pool (map pool intended primarily for mid-ranked players)
      o advanced ladder map pool (more interesting maps for pro players)
      o randomly generated maps
      o rotating map pool decided by a different FAF community each cycle
      o player's choice poll map pool
      o popular map pool
      o casual party-games (unrated)
      o short casual party-games (unrated, games last 30 minutes or less)

      These sample TMM options are open to changes based on community feedback, and additional options could be added if there is a strong desire for them and a willing developer. Certain things, like options to queue for games larger than 4v4, and things like a queue option for co-op games against AI or a map veto system, are things that I am in favor of adding to the matchmaker as well, but would require significant additional coding/problem-solving to be incorporated, and would only be added if there is a willing developer (strong community support for something often makes developers more willing). Other things, like making one or more queue options affect global rating, could be done more quickly. So, if there is strong community support for having one or more TMM options use/affect global rating, I would want to add that feature, as that could help noobs/grays/etc to get good games and proper global ratings more easily.

      Improving the community experience:
      I plan to act as a liaison between the playerbase and other FAF officials. Specifically, I plan to voice the wills of the playerbase and work with the relevant FAF officials to try to get popular changes that would be good for FAF implemented. So, for example, this might include talking with the moderation team about implementing a better system for requiring ‘official’ FAF streamers to adhere to certain non-toxic standards.

      I plan to make substantial efforts to reduce toxicity in the community, and that will be a major focus for me. I plan to bring FAF into better repute and aim to work with the FAF association and the board to bring about important changes to the FAF leadership structure that will improve the situation tremendously. I’ve already spoken with the president of the board (among others) to that effect.

      Furthermore, I plan to increase transparency on FAF dramatically. This incudes:

      • Creating a new channel on the FAF Discord specifically for community discussion of ladder/TMM map pools, the maps in them (and their gameplay), and the processes used to determine what maps are put in the pools

      • Making ladder/TMM team map pool discussions publicly visible on the FAF Discord

      • Posting potential ladder/TMM map pools in advance on the FAF Discord (where they can be discussed for potential changes before being implemented)

      • Actively giving more (useful) feedback to map authors when they submit a map for ladder/TMM and it doesn’t make the cut (oftentimes, people submit maps for ladder/TMM and get basically no response from the PC or his team, even after several months… this is obnoxious/frustrating to the mapper and it lowers the odds of the mapper creating good maps for ladder/TMM in the future)

      • Working with other teams (such as the balance team) to make more explanations and easily accessible community involvement for improving FAF via things like new Discord channels for suggesting and discussing balance changes as well as things like suggestion channels for improving the random map generator and map pools.

      Tournaments:
      I would continue PC support for the Legend of the Star(s) and intend to support the high-level competitive FAF scene as it has a solid format that has many positives. I would also encourage and support additional tournaments and event creation, including for things like ‘Average Joes’ tournaments and “Map Gen’ tournaments, etc.

      I would continue the tradition of working with potential donors to properly distribute funds and create appealing tournament formats. I would continue to help make tournaments fun and competitive experiences for players with proper scheduling, avatar rewards, prize money, etc.

      I would work with both established casters and up-and-coming casters to provide them with good live castable tournament content. I would work with the promotions team to ensure the promotion of FAF tournaments and various casts and streams.
      However, while I am ready and willing to support tournaments and events in all the ways reasonably expected of the PC, including as outlined above, I feel that the PC position has grown too extensive and would be better-served by an additional elected position, which I’ve tentatively dubbed ‘Tournaments Leader’.

      So, if I am elected PC, I would promptly hold an election for the ‘Tournaments Leader’ position and would accept applications from any reasonable candidates that are in line with FAF’s standards and would do a respectable job. The accepted applicants would then be put to a vote by the overall FAF community, and the winner would become the new ‘Tournaments Leader’.

      The ‘Tournaments Leader’ would be part of the PC team and would handle almost all tournament-related responsibilities of the PC and could bring additional visions and ideas for better-serving the tournaments side of FAF. However, if for whatever reason, the ‘Tournaments Leader’ fails in his duties, I would take over and handle things properly.

      Pledge:
      If elected, I will:

      • Collaborate with the FAF Board to work towards our objectives.

      • Communicate professionally and avoid bringing FAF into disrepute.

      • Spend an average of at least 4 hours per week working on these responsibilities.

      • Be available at least 2 hours every other week for a voice call to discuss these responsibilities and the responsibilities of other FAF Councilors.

      • Attempt to help other Councilors perform their responsibilities.

      • Understand that if I am unable to perform these duties, I may resign or be replaced.

      TL;DR
      If elected, I plan to:

      • Have substantial positive impact on the FAF community and community growth, not only by making changes that benefit more of the players, but also by helping to change the atmosphere on FAF (in Discord, forums, etc) to be more friendly and less dismissive/toxic to noobs and to new ideas

      • Massively improve the TMM experience with lots of user-choice and new options with community-driven map pools (including the option to queue for just randomly generated maps)

      • Survey and poll a lot more and take greater efforts to reach regular FAF players

      • Create a publicly visible section on the FAF Discord specifically for discussing ladder/TMM map pools, the maps in them (and their gameplay), and the processes used to determine what maps are put in the pools

      • Create systems for more community engagement and transparency with things like map pool selection, balancing, a reaction-based polls channel in the FAF Discord, etc

      • Create a new elected position specifically for tournaments (tentatively dubbed ‘Tournaments Leader’)

      • Act as a liaison between the playerbase and other FAF officials
        Work with the FAF association and the board to bring about important changes to the FAF leadership structure that will improve FAF’s atmosphere and situation tremendously

      posted in General Discussion
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    • 3v3 Mapgen TMM Queue is now on FAF

      There is now a 3v3 Full Share Mapgen-only matchmaker queue on the FAF client, and players have already started playing on it. Players have an additional rating for this queue, with the initial ratings for it based on 4v4 TMM ratings with additional sigma (more uncertainty, so the shown rating is initially lower and more easily changed).

      Here is the initial map pool:

      32f6a53a-449a-47d4-8754-40d2376c00fe-image.png

      It uses the average rating of the players in a match to determine the bracket, and the brackets are currently not cumulative. The map sizes, slot counts, and number of mapgen settings sets in each bracket can be adjusted based on player feedback and how the queue goes. Suggestions are welcome. Feedback can be given here or in the Matchmaker Pool Feedback Thread.

      posted in General Discussion
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    • In-lobby Auto Balancing

      A new button for in-lobby auto balancing of two teams is now on FAF Develop. When pressed, it balances players into two evenly-sized teams. It does not balance the same way as opti does. It tries to balance both teams' base ratings and uncertainties (grayness), with more weight given to balancing the base ratings. Here is the relevant PR.
      642f0cf4-467e-435a-acec-bba3a0bcfabe-image.png
      Note that the current balance calculations used in this are tentative and may be adjusted in the future.
      Also note that the estimated balance percent currently provided in the lobby uses different calculations from this and is not perfect either.

      The purpose of this thread is to increase awareness of this new feature, encourage trying it out, and get feedback. Constructive thoughts on the balancing it provides (what you like, what it balances well, what it should balance better, etc) are welcome.

      I am also considering additional changes to how this autobalances that would theoretically involve further increasing the balancing quality at the cost of lowering the autobalancing speed (ie: making it less likely for the 2 highest-rated players to be on the same team, with a slightly longer processing time). So, thoughts on whether or not that sort of thing is desired are also welcome.

      posted in General Discussion
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    • RE: Factory models

      Tbh, comparing those old and new pics, I prefer the old overall.

      posted in General Discussion
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    • RE: Reclaim Brush

      Having read through those threads Sheikah linked, it seems this feature should be added imo. Some points and counterpoints in favor of adding a reclaim brush:

      1. It would be a QoL improvement
      2. It would make the game more fun for most players - Most players would rather spend their apm microing units, dodging shells, basebuilding, using activated powers like OC/stealth/etc, scouting, adjusting buildqueues, focusing on macro, managing drops, etc than spam clicking rocks/etc.
      3. It would make the game more modern
      4. It would add a feature many new players expect based on the features of similar games and would help slightly with player retention
      5. It would be consistent with FAF's precedent/pattern of adding UI improvements/features that reduce click count and improve QoL for most users - some examples:
        o spread attack
        o spread move
        o templates
        o hotbuild
        o gazui
        o advanced target priorities
        o eco manager
        o supreme scoreboard's 1-click resource sending
        o easy ringing of storages/pgens/fabs
        o automated mass fabricator behavior
      6. Its functionality would be clearer than attack move's functionality is (especially for new players) - attack move often sends units in seemingly bizarre ways that I (a 1700 with coding knowledge) haven't even figured out yet, it seems to auto stop/end the order when the player's storage is close to full (people often want to overflow/keep reclaiming/not have the order cancelled), it reclaims things of lower value, and it is less clear exactly what area it applies to when clicked
      7. Spam clicking rocks/tedious micro is not the point of this game - some satire from a relevant thread:
        e7e6dc37-0b04-4c62-ab4a-a53d0272153d-image.png
        465dfd38-6aa1-43ae-a418-2807a75eb979-image.png
        c06a9d97-7578-4319-b74e-bd5f9fefe39a-image.png
      8. High APM players could still take advantage of their high APM - While this would be a nice QoL feature that would do a decent job, it would not be optimally efficient in general, and so, high APM players could still manually click rocks to their hearts' content to gain some advantage. However, after the first few minutes of the game, high APM players would still generally be better off spending less of their high APM on spam clicking rocks and instead taking advantage of their high APM by spending more of their APM on fun things (see point 2) and strategic things (ie: thinking about game macro, strategy, and tactics).
      9. Attack move and regular manual reclaim would still be desirable to use in many cases; this feature would obviously compete with them, but it would not replace them, as there are pros and cons to each in comparison to the others.
      10. This can be implemented in a way that's not laggy and doesn't add too much processing burden - It can be done in a sensible way, and it can have limitations to its impact on processing, if desired (ie: small max brush size, tick-based limitations, max order limitations, etc).
      posted in Suggestions
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    • RE: New Player Councilor Discussion + Removal Announcements

      @ftxcommando said in New Player Councilor Discussion + Removal Announcements:

      Sadly none of that experience matters for answering these questions (and half of it doesn’t even matter for the position, like who cares that you make map props?)

      I was saying that to answer RandomWheelchair's question:
      @randomwheelchair said in New Player Councilor Discussion + Removal Announcements:

      why didn't you actually try to make this a better place before you set your sights at becoming the PC?

      My answer basically equated to; I did actually do things to make FAF a better place before I set my sights on PC... Heck, trying to make FAF better is the reason I'm running for PC...

      @ftxcommando said in New Player Councilor Discussion + Removal Announcements:

      I shoot down ideas because I know they won’t get considered (through exposure with the people on the balance team) and decide I might as well as give people a rationale for why that won’t happen. You can try to hide it with “oh this would need x and y and maybe it might get considered” but it doesn’t change any of the realities here. You are definitely on the right track though, there’s no point at all in you responding to these posts when you have no experience or frame of reference with the balance team.

      This condescending and dismissive attitude is part of the problem... You make many people not even try anymore to suggest or improve things out of negative thoughts/feelings resulting from the way you so often respond.
      Perhaps an idea is extremely unlikely to ever be implemented into base FAF; that doesn't mean you need to rudely shoot the person down and discourage them from participating.

      By comparison, doing something like mentioning that the person could make their ideas into a mod (and then linking some modding resources) is not condescending and is potentially constructive (and probably doesn't leave the person feeling so badly). Further, I have found many successes in life in trying where others say I can't do X. Your word is not law. Just because you think something will never ever be implemented, does not automatically guarantee that it is so. I think you shouldn't strive to stifle potential innovation.

      posted in General Discussion
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    • RE: New Player Councilor Discussion + Removal Announcements

      @dragun101
      FTX delaying the availability of map gen on ladder/TMM isn't why it has improved so much. It was being improved a lot regardless.

      However, I absolutely do take strong stances on certain things and am not afraid to say "No" when the situation warrants it. For example, when FTX expressed that he wanted to and actively planned to remove Global Rating from FAF and make all normal (non-TMM) games be unrated, I took a strong stance against that, which I still stand by, as I strongly believe that that is not in the best interests of FAF, and that is supported by a myriad of conversations I've had with numerous FAF players. So, as PC, I would strongly oppose removing global rating and would say "No" to removing it.
      Frankly, FTX's plan to remove Global Rating would be a major negative for a very large portion of active FAF players, and hiding or removing it would undoubtedly cause countless FAF players to quit FAF entirely. My approach, as outlined in my PC application, is to get more people playing ladder/TMM by making them better for everyone, while keeping Global Rating, but making it easier for new players to get started.
      I took a similarly strong stance when Morax wanted to remove the 'most recent' section of the FAF client, which would've catered to the desires of some 'elite' mappers at the expense of the majority of map-makers for FAF. In short, I am not afraid to take strong oppositional stances or say "No." I try to act in the best interests of FAF, period.

      posted in General Discussion
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    • Helpful links for learning how to improve at FAF

      How to improve forever - Blackheart's 6 laws - 1,816 words

      Heaven's Video Tutorials - 60 videos (between 3 and 54 minutes each)

      TheForgedAllianceColonel's Tutorials Playlist - 28 videos (between 2 and 29 minutes each)

      UI mod guide for the improving player - 492 words

      Ladder 1v1 - Beginner, Intermediate, and Advanced Topics - by arma473 - 27,175 words

      Video intro to some basic concepts in FAF - <5 minutes

      FAF Guide - In-depth explanations of basic FAF concepts - 5,276 words

      BRNK's Tutorials - 19 videos (between 5 and 72 minutes each)

      Все туториалы / Zlo's Tutorials Playlist - very large playlist of videos from numerous sources (many are in Russian) / очень большой плейлист видео из многочисленных источников (многие на русском)

      Active Trainers Contact Page - list of trainers

      Gameplay and Training Channel in FAF Discord - a place to ask questions and learn things

      If you have additional helpful links for learning how to improve at FAF, you can add them to this thread and I may add them to the OP (this potentially includes some particularly useful replays to watch (just ones that would be very efficient to learn from though)), thanks!

      posted in General Discussion
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    • Should FAF clans matter more? What should be different?

      Currently, FAF clans have some impact on the community, but I believe that they could have a lot more. I imagine that clans could be better utilized in FAF to further improve the new player experience, player retention, fun, player skill improvement, the sense of community and connectedness on FAF, etc.

      Perhaps some sort of active and competitive clan system might help. Or, perhaps some other new features, flavor, or clan-related leaderboards might be good incentives. Or, perhaps you have another idea?

      What changes/improvements/new features could improve the impact of having clans in FAF? Do you think any changes to the FAF clan system or how we use it should be implemented? If so, which?

      This thread is intended to be an open discussion. Please chime in if you have some constructive thoughts on any of this.

      posted in General Discussion
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    • RE: Factory models

      @Jip
      I understand the desire for more lighting realism and matching upgrade animations, but it seems like the new result is less desirable than the old result for general users in normal use. There are many other cases in FAF where we forego increased realism for a better gameplay experience. I think I'd rather have the old factory versions (with or without the pbr shading) than have the new ones. I'm not inherently opposed to new factory designs, but I think this should be reverted and potential changes such as this presented more publicly in the future. If you initially set out to change the textures and tell the community that, but end up wanting to change the models as well, I think that should be shared with the community too in time for feedback.

      PS: A subtle problem can easily be on FAF Develop for months yet noticed very quickly on regular FAF. I think FAF Develop is played about 1% as much as regular FAF. So, while it certainly can be useful for testing and noticing things, it would theoretically take something like 300 days on FAF Develop to get the same amount of player-game exposure that something would get in like 3 days on regular FAF.

      posted in General Discussion
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    • Penguin's Mods & Scripted Maps

      The purpose of this thread is to show and discuss some mods and heavily scripted maps that I've made for FAF. Sensible questions, feedback and suggestions regarding them are welcome.

      Scripted maps:

      Tower Defense Survival

      Minigame for 1 to 16 players - Defend against increasingly difficult hordes of enemies, build defenses, get kills to purchase upgrades at towers scattered around the map, play cooperatively or competitively
      6780678d-01b0-404a-8963-9b9deddba24f-image.png This map has extensive advanced lobby options that allow lots of customization, including allowing a player to play as the hordes of invading enemies and the ability to have some players be imposters.
      6d44c3ff-6ca4-46b2-b290-1944512f33d3-image.png For a more in-depth explanation, you can check out the Tower Defense Survival Readme File.

      Pit of Doom

      Minigame for 2 to 16 players/AIs with various random effects on units throughout the game. Try it out and look at unit names during a game on this map to learn more
      5900384a-1c3f-497c-9163-cf87ab984784-image.png

      Mods:

      No Unit Cap

      Allows every player/AI to ignore the unit cap. Note that using an extreme amount of units can make the game more likely to lag/crash, and AI may try to not exceed the unit cap even though they are allowed to

      Infinite Build Range

      Increases build range to reach the entire map

      Penguin's Icon Mod

      Changes certain icons to make them easier to spot (currently affects ACU, SML, SMD, and TML)
      icon.png

      Resize All Units To Random Sizes

      Resizes every unit to a random size between 10% and 1000% of normal. It also proportionally adjusts almost every stat to scale with the change in size (I plan to add different randomness options to this mod once my pr to add proper mod options capabilities is merged into the main FAF patch)
      icon.png

      Tiny Units

      Shrinks every unit to 20% of its normal size. It also proportionally adjusts almost every stat to scale with the change in size
      icon.png

      Different Faction Sizes

      Scales Seraphim units to 300%, Aeon units to 200%, and Cybran units to 50% (UEF units and all factions' mexes remain their normal size). It also proportionally adjusts almost every stat to scale with the change in size
      icon.png

      Advanced Chess

      Replaces the conventional economy with set resource values (which can be set in lobby options). It lets players instantly build units, and it can be used for things like testing unit comps with various amounts of resources and fighting battles with set amounts of resources
      icon.png

      Amphibious Buildings and Units

      Makes all non-naval buildings and non-hover land units amphibious (they can be underwater). Note that it does not make land-based weapons work underwater (ie: regular tanks and pd can't shoot if they're underwater
      icon.png

      Economy UI Colors

      Adds the ability to change resource income/expense colors easily in the mod files (default change of expense color from red to a shade of pink that should be more distinct for some color-blind users)
      icon.png

      Share Condition Popup

      Creates a popup message at the beginning of the game that says if the game is 'Full Share' or 'Share Until Death' and optionally creates a hotkey that triggers that popup when pressed
      icon.png

      No Pop-ups

      Removes the pop-up messages for player defeat/pause/etc
      icon.png

      More Hotkey Layouts

      Adds additional hotkey layouts, so you can toggle between different configurable sets of keybindings
      icon.png

      Make Everyone The Same Color

      Makes every player/AI the same color. The color can easily be adjusted in the SameColor.lua mod file
      icon.png

      Make Everyone A Random Color

      Makes every player/AI a random color, with way more color possibilities than normal
      icon.png

      posted in Modding & Tools
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    • Add an Uninstall Survey for FAF Client

      I propose the creation of an 'uninstall survey' for the FAF Client in order to gather more data to enable us to improve user retention and improve the FAF experience. So, when someone uninstalls the client, they would be directed to a survey that asks why they're uninstalling FAF. It could have some common responses as multiple choice options and an 'other' option with an optional fill-in-the-blank spot to explain. There could even be an additional optional comments/suggestions box. Thoughts?
      Here is an example of an uninstall survey: https://www.google.com/chrome/uninstall-survey/

      posted in Suggestions
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    • RE: New Player Councilor Discussion + Removal Announcements

      FYI, I have now discussed my proposed TMM plan with Askaholic in more detail, and he said that it's not much work for him on the server (since it largely utilizes already created coding architecture). So, from a technical standpoint, that shouldn't be a problem.

      posted in General Discussion
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    • RE: New Player Councilor Discussion + Removal Announcements

      @randomwheelchair @FtXCommando
      To answer your statements/questions:
      I have done a lot of things to make FAF a better place (ie: improving the map generator, making maps, making mapping utilities, making new props, answering other questions, training noobs, working on code, etc), and it is obviously not realistic nor my job to respond to every random question asked on FAF.

      I responded to Valki now (rather than earlier) because he directly invited me by name to respond to those posts yesterday (and not earlier)... I generally try to respond when someone basically asks me a question and @'s me, as I think that's the decent thing to do...

      I imagine Morax feels similarly on the above, but I don't want to speak for him here.

      Personally, I question the value of FTX's choice to shoot down most new ideas very readily. I think that policy makes negative associations with the FAF experience, contributes to a negative atmosphere, and discourages participation. I don't believe that attitude is good for fostering a collaborative and friendly atmosphere. There are many occasions in which I think the way FTX responds to people is worse than if he didn't respond at all.

      posted in General Discussion
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    • RE: New Player Councilor Discussion + Removal Announcements

      I really dislike that you make false statements like that, FTX. Aside from my experience creating/balancing several other games, I've participated in numerous FAF balance discussions, including many involving member(s) of the balance team. I've also read a lot of forum posts and discussion messages from members of the balance team specifically explaining their reasoning for making/not making various changes. I consider reading and participating in numerous discussions and posts on FAF balance containing many thousands of messages, including numerous ones from members of the balance team, to be substantial information. To say I have "no idea how they make decisions nor anything else related to them" is just rude, wrong, and insulting...

      You say you didn't shoot anybody down or discourage anybody from participating, yet you were rude/condescending/dismissive to me and you responded to Valki in a way that provoked this response from another person (prior to this election)...

      @shape-of-bennis said in (A)RAS: reduce nearby building consumption to zero:

      Wow ftx you totally smashed the idea.

      ...

      We should have an environment here that rewards people for having ideas and sharing them with us, if they are new and somewhat thought out. Not talk it into the ground with a somewhat condescending tone! Not what a councillor should behave like!
      Jk I still love you but its still meh behaviour.

      You can say what you want, but you clearly make people feel badly and are discouraging/condescending/dismissive. That is not the type of treatment that I (and many others) would hope for from the PLAYERS' Councilor.

      posted in General Discussion
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    • Player Councilor Election

      You can read about the candidates' platforms at the following links:

      FtXCommando

      Emperor_Penguin

      Morax

      For more information: Click Here

      When you're ready to vote: Vote Here

      posted in General Discussion
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    • RE: How come you don't play ladder?

      @magge It looks like he's had 30 ladder games, with the 4 highest rated opponents having ladder ratings of 994 (roger), 678 (newcomer), 580 (TTTTTTT) and 509 (coca).

      @hakkapeliitta said in How come you don't play ladder?:

      Ladder always puts me against 1500-2500 players.

      @hakkapeliitta Why say that?

      The ratings of your opponents that I saw in the 1v1 ladder data from the most recent to the oldest had ladder ratings of: 36, 70, 123, 509, -1, 110, 264, 678, 204, 370, 580, 138, 281, 301, 124, 301, 348, 287, 261, -153, 144, 201, -156, -110, 994, 170, -65

      posted in General Discussion
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    • RE: FAF Statistics Megathread

      32f96749-f186-491c-a23f-2e33c94fe55a-image.png

      fbcf1f4d-fc96-40b3-86b3-4c6d8d04234c-image.png

      There are ~13,245,017 games on the replay vault.
      Of the ~7,196,303 that showed up in the duration-refined results, 5,746,418 were 5+ minutes and 1,449,885 were 5 minutes or less. 932,939 results showed up when the duration was set to 60+.

      a40e927f-a628-4268-8c35-baa8d46b2fda-image.png

      3593243e-9a44-46c2-8f2f-a1ce275811e5-image.png

      posted in General Discussion
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    • Pro Faction Usage

      056dcd9f-ac5a-4b69-a56f-64ba5a1f7c39-image.png
      b9635369-1ea4-4ef8-be36-b8eda4a5ce81-image.png
      0ede31cd-20cc-4cd7-be9c-6c30238befd0-image.png

      People often say that Seraphim should be nerfed and Aeon should be buffed. The data supports that assessment.

      posted in Balance Discussion
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    • Add a FAF client option for mappers to allow other mappers to use their maps

      Many mapmakers would like to be able to make and upload maps that are modifications of other previously created maps. However, unless the mapmaker gets permission from the map author, that is generally not allowed. Additionally, many people upload maps that are good in certain ways, but bad in others. As a member of the matchmaker team, I have repeatedly come across maps that I would like to adjust in a few key ways to make them usable in TMM, but have not done so due to the permissions issue. While individually contacting map authors for permission is possible, it can be rather tedious, and seemingly impossible when dealing with MIA map authors. So, I would like this situation to be improved by the addition of an option in the FAF client that allows mappers to give permission for others to use their map content for the creation of new maps. AFAIK, this could relatively easily be added to the map upload checklist.

      Currently, when a map maker uploads a map to FAF, it shows something like this:
      945f4464-ef9c-4e5e-86a1-3e2a117b820a-image.png
      Instead, it could show something like this:
      877420d4-69d3-4255-bf91-861f39eeaf8e-image.png
      The exact wording could be different, but the point would be that it would be an option (that could be selected or deselected on a per map/per version basis) that would basically give permission for other mappers to use the map in the creation of new maps.

      posted in Suggestions
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