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    Fichom

    @Fichom

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    Best posts made by Fichom

    • RE: Talking about the Fatty

      If you want to explore the 'experimental' side of things as Jip was mentioning, maybe give the Fatboy 10 or so 'slots' where he can 'transport' (equip) units, which could still work when 'mounted'. Say it can equip 2 Parashields, 4 Mercies and 4 Cougars - then it becomes a mobile fortress equipped with additional shields, fire-power and very strong anti-air.

      Or give it staggered fire, higher arc, larger scatter and larger damage radius - effectively, a small-scale Scathis. The better scatter + damage radius will make it harder to dodge, though you might want to nudge it's alpha then so it doesn't just wipe non-experimentals from existence.

      Or just turn it into a MAA experimental, and have it's main guns able to fire at air targets lol.

      Actually you could give it like, in addition to being able to produce T3 land, the ability to produce up to T2 air as well. If paired with I hope soon coming fix to the mobile factories working even when on move, you could churn out some bombers or gunships to help it against incoming direct-fire experimentals.

      posted in Balance Discussion
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      Fichom
    • RE: Personal/Custom Avatars

      Just to give legitimacy to Sladow's claim, I am indeed not satisfied with how that particular avatar, which is the FAF Veteran avatar, was handled.

      When creating it, I envisioned it to be given out to direct contributors to the FAF project, who are ready to pass on their duties and "retire". My trigger was Rowey, yes, but just like anyone else, it wasn't a personal avatar for him - but for any members who contributed to the community directly (and yes, Rowey turned out to be a special case, given he returned back to 'active duty'). I wouldn't really mind if it were given out to the active 'monsters' that keep this amazing project going (Jip, Brutus, Sheikah, BlackYps, Balthazar - only to name a few), but I think the team avatars are much more appropriate for that (and they were quite some work as well). The avatar was not meant for members that play a lot, or participated in many tournaments (a.k.a. 'regular' members, despite how active they may be).

      As with all my work, I give all the use rights to FAF, and as such I probably don't have a direct say what a particular avatar will be used for, but I do feel like this is in poor taste.

      That being said, I'm not here to admonish people and turn this into a witch hunt, so I propose we do come up with a fitting avatar that can be cool in it's own way, that could be used as a reward for those who either refuse monetary rewards, or are unable to collect their rewards for any reason. We could even make two, one for each of those situations. I hope that with that, we can keep the "FAF Veteran" avatar assigned to appropriate people (and this would entail taking it away from those that aren't), but also make sure everyone feels good. With that, I hope I soon get a request over at the discord #promo-projects for this exact cause.

      posted in Contribution
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      Fichom
    • RE: detect game lag in lobby

      The issue is you are calling it ping, when it's hardly consequential - sure it can affect the game, but I'd defer to Exselsior's explanation.

      The 'lag' problem in most cases can be traced to two primary sources:

      1. bandwidth - can a player sustain the needed throughput to receive and send packages to every other player. Even if the player has the best PC out there, if the player can't send and receive data at required speed, it will lag.
      2. simulation - even if the player has the best connection out there, if a player's PC can not calculate what to send in those packages fast enough, it will lag.

      Regardless, the idea with the visual seems really interesting actually, but I see 2 problems with it, assuming you measure the above-mentioned things, and not ping that is borderline irrelevant unless you are playing from the low-Earth orbit on the other side of the planet (though feel free to argument otherwise):

      1. Players could be running something in the BG while waiting for the lobby to fill.

      As the 'title' states. This could affect both bandwidth and simulation testing. The solution to this could be you plea players to turn their stuff off before starting the game (a.k.a. putting the PC in the state it will be in while the game will be running), but I don't see how you could enforce this - hence, there will be some who will disregard this recommendation, and after a while, everyone will.

      2. Who's the lagger?

      Let's assume you have 3 players that are in a lobby - A, B and C . Let's run a little thought experiment, assuming all players have relatively low ping (<300, which in truth only means they are 'very close to each other', network-distances speaking).

      A has awesome internet, both up and down way beyond necessary, and has perfect connection to both players B and C. Let's assume player B has a decent enough connection, where it's good enough to support what is required to have a smooth play. Player C, on the other hand, has a bit worse internet connection, and for some reason (not unrealistic), his connection to A is completely stable, while his connection to B is absolute chaos.

      Hopefully I don't have to explain how player A could not be able to tell who of the two players was the source of lag - even if he had insight on their own points of view. And if he were the host, he would not be able to decide on who to kick. The situation gets even messier the more players you have of course.


      If we are already thinking of a way to represent "connectivity fitness", why not, if possible, extrapolate that from the last few games (say 20)? Measure both connectivity and simulation rates (not sure if it's possible to do that, or if 1 player bottlenecking causes everyone to have reported reduced sim speed) during the game, and extrapolate a 'score' out of that.

      To make sure data is more representative, you add weight(multiplier) to the score, depending on how many connections had issues - e.g. if you're lagging with everyone (from your perspective), you get a higher weight, if you lag with only 1 person out of say a team game of 12, you get less weight on your score (though in-game it'll probably play out the same, that is game will lag for everyone, but that's the exact purpose of the weight, to not punish players because they had a 'lagged' connection to someone because of that someone).

      In order to make the system even more fair, you could keep independent scores for each player count. Reasoning for this is, often lag is not due to poor internet connection, but due to player's PC not being able to handle the simulation at proper speed. E.g. even though a player might have 100000 exabytes/femtosecond of upload and download speed, if he is playing on his mom's clothes iron, he won't be able to utilize that because his game is lagging internally. But, this might be due to him trying to play 50 player games, and maybe his rancid potato can handle 3v3 (and less players) amount of games without a hitch - so you don't want his score to look abysmal when he would actually run perfectly well in smaller games.

      • this one, I'm talking from experience, I do not lag whatsoever in 4v4 games, but start having sim speeds in 6v6 and larger, which presents itself as lag.

      Anyways, once you have a score, you can represent it by a simple circle, and a few colors. Say 3: green for 'great', yellow for 'good' and red for 'bad'. You then have 2-3 such circles, maybe representing (as before mentioned) your overall score in last 3, 10 and 20 games - so you don't get nailed by random noisy data. First one might be red, but if 3rd is green, you know that the player in general has good connection.


      Another 'problem' could be that players run into 'bad rating hell' of sorts, where they get a red rating, so green rated players refuse to play with them, so they can only play with other red-rated players, but because of disproportionate lag in those, they get stuck on red rating.

      In such a case, you could have an automated 30 second game simulation where a virtual game would be simulated, measuring connectivity to the server, but simulated as several ports, and measuring average game simulation speed at several units amount values, to see how well your PC can handle those.
      This functionality would have to be used 'manually', a.k.a. there would be a 'Test connectivity' button somewhere in the settings menu, and it would just start a game u for you, you'd wait, not do anything, and then you'd get a 'fresh score' (then you'd get the first circle be in color, and the other 2 in black, so other players knew you 'reset'). The problem of 'you can login somewhere else and run a simulation on a better PC just to play on a worse one' can be solved by also gathering system hardware data, and invalidating the 'reset test' for the next several games if discrepancy is detected.

      posted in Suggestions
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      Fichom
    • RE: Developers Iteration I of 2023

      Why not something like this (assume image is split into image 1, 2, 3 and 4, left to right):
      terrain flat.png

      How it is

      When attempting to build on an incline (figure 1), currently the game finds some average height, plops the building on that height, and proceeds to flatten the terrain around the building (figure 1). This results in these tiny portions of terrain to get extreme angles (red in figure 2), which can prevent further building and/or even prevent units from moving through previously passable terrain.

      Currently proposed solution

      In figure 3, we can see the 'skew the building to follow the terrain' that has been worked on. As most will agree, it looks odd. But it does fix the problem of not altering the topography.

      Maybe this

      Figure 4 holds my idea. The idea is you pick the highest edge-point of a structure, and use that as the structure Y position. Rather than highest edge-point, you could also find an average which is heavily biased towards higher-Y points (meaning it will be partially sunk, but mostly 'floating' above the lower parts of the slope). You then add a 'base' to the structure (blue in figure 4), so as it would not look like it floats - kinda like what naval factories do atm, with their 'infinite' legs that go down as deep as need.

      Pros are you benefit from 'not altering terrain' while also not skewing the buildings.
      A big con is you somehow need to model to 'extend' below it's usual lowest Y value. But I thin that, with diligent work, just extending the base of all non-floaty buildings to go down shouldn't be a big problem. The only problematic buildings are the unit-dispensing ones, where there would be an odd ledge the unit would have to cross - one solution is to just extend the existing ramp to also cover negative Y space, but it might look awkward if the ramp is on a similar angle as the terrain (it might extend like 3 unit widths away from it's usual terminating point, which would look like it's going under other buildings).

      posted in Contribution
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      Fichom
    • RE: Personal/Custom Avatars

      @sheikah Would not that mean they should only be permitted to assign avatars specific to the tournament - doesn't make sense their 'pallet' is all the avatars ever.
      @NOC not trying to fry you here, just asking. ^^

      Whatever the case, I don't mind working on special avatars for these odd cases, but they will for sure not be personal - they'd have to be based on the actual tournament avatars imo, or as I proposed earlier, we can make an avatar for everyone who ends up in this situation.

      posted in Contribution
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      Fichom
    • RE: Personal/Custom Avatars

      My view (omg a personal experience!) on avatars had always been that they are a type of 'badge of honor' rewarded to the few for exceptional success (note this can be interpreted in many ways).

      Thus, the idea of "personal avatars" doesn't really sit well with me. I wouldn't, however, be against a 'Profile image' idea.
      So you could have a profile image you can upload and have visible when someone opens your profile sheet in the client, and it would function like any other profile picture in any service ever. Ofc, this would require client and backend work, which we obviously are lacking people for as it already is, so I'd sooner place it on the back burner of "things we'd like to have but aren't high priority".

      That being said, I'd still keep avatars as a way of marking those with special contributions and achievements. And not as a way of personalizing one's profile on an "everyone" basis.

      posted in Contribution
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      Fichom
    • RE: How come you don't play ladder?

      My current experience is I'm a 800~900 rated on the global ladder(600+ games) and around 500-600 on 4v4 TMM(<20 games).

      Personal de-motivators for playing matchmaker (4v4 is my go-to) is:

      • relatively long queue times (biggest factor)
      • while the 'expanding map pool per rank' idea is great, I think the maps chosen for lower-ranks aren't great
      • the ambiguity of it being a "ranked" or "casual" lobby is in a sense off putting (I see it as ranked, and am personally a casual player, so another negative for me)

      What I see might be an issue for other, in particular new players:

      • in general, the matchmaker in-client looks very bad UI/UX-side (lack of flow/direction)
      • presence of the rating system (that is, it being visible) might be even more off putting to those who are straight-casuals, and aren't looking for strict gameplay
      posted in General Discussion
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      Fichom
    • RE: Personal/Custom Avatars

      @blackyps You can have an ex member retire from contributing, but still keep playing the game tho.

      But yeah, there is a ambiguity to my idea, which wasn't helped by Rowey unretiring himself a month or 2 after "retiring". We should define it better, for sure. Maybe the definition could be "avatar is granted to previous FAF Team leads", or in addition, have a "time" variable also required, say "for at least 1 (or more) years".

      I don't dislike the idea of "some other way" either.

      posted in Contribution
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      Fichom
    • RE: 2023 Spring Invitational Qualifier

      "This tournament is only open to all players."
      Only to everyone, eh?

      EDIT: heh 😉

      posted in Tournaments
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      Fichom
    • RE: Nuke Sub Rework

      @mach said in Nuke Sub Rework:

      I suggested to fix the intel problem by making them more difficult to detect, for example via trigger ability that gives them stealth (or even cloak) but prevents them from moving or attacking or even building a nuke while it is on, making them the threat they are supposed to be without the risk of accidentally discovering one by a random scout patrol and without them being an invisible win button either while maintaining the nuke submarine concept of the unit

      This might sound good on paper, but I don't think it's realistically viable - even if you had an ability that went full cloak+stealth, this requires you to be actively monitoring your sub 24/7. And even if you did, how could you ever predict a Spy Plane/Torp bomber flying up above? Sounds cool, but it is either too much work, or would be op if somehow automated.

      maybe if range is a problem on even medium maps, increase their range as well

      The problem is, where do you draw the line? Their current range is quite good, given they are near the enemy coast. But if you make it very large, then on many maps you wouldn't even have to leave your dock, which kinda defeats the whole purpose of the unit. And how they are often used - build them, start a nuke, wait for it to be finished, move it in closer for the nuke - because they are so expensive it's not worth risking a random T2 sub or a few torp bombers stumbling upon it. And even if you do argue 'we could make it cheaper' (which you do), it still doesn't change the fact that you are effectively parading your SML around the map without much protection (if they are supposed to be stealthy) - I'm pretty sure in 99% of cases, you wouldn't build an SML in an unprotected position just to get an 'odd angle' on the enemy.

      most importantly, if the nuke on submarines costed less (or should I say more proportional to its damage compared with sml) it could be used to wipe out enemy outlying firebases and mex clusters that don't have smd without it being a net loss in mass for the attacker which is the main reason no one uses them for it (need minimum of 15k or whatever damage in mass just to break even), this would be giving different uses to these 2 different levels of nukes, currently the only thing that has a similar purpose to this (mini nuking smaller base) is a billy nuke, and that gets stopped easily by tmd or even shield generators due to it being a tactical missile and extremely low damage and radius respectively (so just adding to/changing billy nukes to nuke submarines isn't a fix either)

      total list of possible buffs (so far) that don't redesign them into something completely different:

      • increase submarine nuke range
      • increase submarine nuke speed (of nuke missile itself)
      • increase submarine nuke damage / reduce submarine nuke cost (currently same cost as sml nuke while having less range and <1/3rd damage), I suggest reducing cost instead of increasing damage for reasons I explained above (tldr: mass effective nukes against smaller bases for 2 tiers of nukes with different uses)
      • make nuke submarines more difficult to detect underwater at some downside (ex. immobile/completely "stunned" during stealth)

      As previously addressed, giving it range will boil down to two problems: not enough range, so you are still forced to park it on the enemy shoreline, or so much you never even have to get close.

      Unit speed won't help. And people are maybe forgetting, but I'd just like to remind that only the Cybran Nuke Sub has stealth - others are exposed by sonar, and T3 sonar, which is relatively cheap and I'd argue a must in a naval composition, outranges it (god forbid you move it more central to a water zone).

      Buffing the missile speed won't change much, except in the scenario where you are nuking navy - but you are against that, so let's presume that moot.

      Changing the price/strength might be a good idea, but keep in mind SML are as efficient as they are because they serve only one role - to nuke. On the other hand, not only do nuke subs have the TML capability, they also come with a handy T3 naval factory that allows you to diverge your initial plans. Given that, I'd argue you should never approach the efficiency of a SML with a nuke sub. Currently, you don't but if you ever do, I could see players building T3 naval yards in random pond near their base to get a cheaper nuke...

      if you say they are useless for any "nuke purposes" in most situations, then that is what has to be fixed, their nuking capabilities/efficiencies, not the unit redesigned into something else that primarily exists for non-nuke missile use, at that point you deleted the original unit and put something else in its place, now that is hogwash

      so yes I suggested to make them better at being nuke submarines, what you (and many others) are suggesting is to forget the nuke part of them because it currently doesn't work well (and instead of fixing that you choose to double down on it?) and turn them into some kinds of tactical missile ships that I don't agree this unit is about and like someone else mentioned, neither will be the newcomers that already know it as nuke submarine from non-faf versions or many other players that don't pay attention to balance forums

      if such a unit is needed then maybe it should be created as a new one instead or added to different useless existing one (aircraft carriers maybe, at least missile barrage from them would make sense especially since they could have unique mercy-like aircraft they could be the only ones to build, aka homing anti ship missile, to barrage enemy fleet with from distance (or even a medium range missile that lands into water and becomes a torpedo, to deal with certain annoying underwater units like HARMS that otherwise need exploits to deal with, the possibilities are endless), instead of being giant defenseless radars they currently are)

      The whole problem is the main reason nuke subs are currently pretty obsolete is there already is a better unit filling that niche - the SML. There really is no need to have another unit that does the same thing, but worse. Also, give this a thought: you are giving a game-ending capability to a somewhat cheap T3 unit. All other game-enders are super-high cost static emplacements, or if mobile, are mounted on experimentals. Like the Tempest or Scathis. Tempest is effectively a T3 Static arty on a boat. No other T3 unit (other than the nuke-capable ones) has the game-ender capability. They are either base buildings or experimentals.

      The issue of 'what will new players do omg' is a non-issue, given how much is already different compared to the original SupCom and FA.

      and with nuke submarines being "useless unless you already won navy", imo they are not supposed to be something you build to win navy by attacking navy with them directly like just another battleship, just like you don't build strats to take out enemy asf with, you build them to attack ground, which may very well win you air indirectly or the game itself, you do the same with nuke submarines to take out enemy bases, not their navy, because not every unit needs to be a direct combat unit against its own layer, some exist to push the advantage you have, to outside of the layer

      The problem with this analogy is you are comparing 2 air units that have different targets - air and ground, to 2 naval units that have same targets - ground. Sure, not every unit has to be, that's why we have MMLs, MAA, and so on. But nuke subs are a bad example of this concept, because they are, in fact, designed to strike at (usually) naval targets. Because of their high power (nuke), they have to be slow (time-wise to get a nuke ready). This means that, in any realistic situation, even if you are planning to use a nuke sub to take down a base, that base more than likely already has a SMD. Which means you are in the end forced to use it - against enemy's navy. This is even more evident from the fact that, the moment you launch a nuke from a nuke sub, and the nuke gets detected, players will know there's a nuke sub, and unless they lost navy, your sub is dead - takes like what, 10-12 torps to take it down in one wave, half that if the sub is not surrounded by other naval forces - which you are heavily implying would be the solution for them, to go 'stealthily on their own'.

      At the end of the day, what we need is a unit that fills a particular role, and Nuke subs do not do that. And if you make them as good as SMLs, then SMLs become obsolete on naval maps, which is just shifting the problem. What is a better solution IMO, is to have the unit serve a purpose other units don't.

      P.S.: there is no "nuke sub" - that's just a nickname people give it because they launch 'nukes'. Their name is 'Strategic missile submarine' - and while again this is usually abbreviated to 'nuke', a strategic missile doesn't need to mean 'nuke' - it can mean it, sure, but it can also mean a missile of strategic scale. I'd take the liberty of generalizing 'tactical' scale as one that focuses on taking out one particular target, while 'strategic' scale is a weapon capable of wiping out an entire area or in general turn the tide on its own. Like in general, I'd categorize weapons in three categories - operational, tactical and strategic. Most units fall under the 'operational' scale, some fall under tactical (say mobile arty, or T3 battleships, and the obvious TMLs, I'd even put Novax under this category). And then some are strategic - most experimentals, T3 Static Arty and Nuke launchers. With the example I gave (and not saying that is THE way to go about it), it still stays a strategic weapon - it just doesn't do a nuke.

      posted in Balance Discussion
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      Fichom

    Latest posts made by Fichom

    • RE: Faf Ranking rename

      Have to agree with the most common argument here - military rank is not common knowledge at all. Not even for the populace of the countries that use them.
      At best, you can argue people kinda understand the concept of captain (someone who has a larger number of men under his arm), admiral (controls big naval army) and general (controls big land army). And that's also mostly skewed from popular media (because that's how most get their knowledge).

      So yeah, neither common (in its naming scheme), nor common knowledge.

      The "material" badges are common place in a lot of games to represent competitive rank. I'm sure 95% of the children populace would sooner understand if you told them you were "diamond" rank rather than "corporal" or whatever.

      Also, as already mentioned, there's not only 3 tiers (bronze, silver, gold) to the FAF's ranking system, there's 6 (bronze, silver, gold, diamond, master, grandmaster).

      Most games have ties to the Elo system, which, although not used by FAF, is the most prominent and actually well known system to rank competitive mastery. And it has its roots in chess, from which the "master" and "grandmaster" titles are derived from.

      posted in Suggestions
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      Fichom
    • RE: [Rating] Inconsistency when drawing

      @ftxcommando I forgot to add, which is quite important: that is a valid reason. But, at least the Draw mechanic should have a timeout so it's unrated for a sufficiently short games.

      posted in General Discussion
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      Fichom
    • RE: [Rating] Inconsistency when drawing

      @pviddy That's because of the most recent client update that now doesn't show rating changes in matchmaker games at all. The change still happens, you just don't get informed on it 😉

      posted in General Discussion
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      Fichom
    • RE: [Rating] Inconsistency when drawing

      Ok, that's a good reason. But couldn't a system that punishes such behavior be put in place? Like keep track for each player what maps they get and if they DC. If someone DCs >10 times from a particular map (and always on that map), but almost never from others, the likelihood of that not being on purpose is really low. Increase the "10" number to reduce chances of false positives.

      Or, could there be a detection system that sees who DCed, that person gets penalized, and the rest of the players don't. I understand it would be hard to pull maybe in 1v1 if a player comes up with some kind of DoS attack on the opponent, but in 2v2, 3v3 and 4v4... idk, 60 seconds feels like a safe bet game-wise (as in nothing really major can happen in the first 60 seconds).

      Edit:
      Like, I'm thinking how other games get around this issue. I'd assume a time-penalty system would work as well, but I feel such a system would probably punish willing players that just had an unlucky DC too much.

      posted in General Discussion
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      Fichom
    • RE: [Rating] Inconsistency when drawing

      @blackyps I see. That's dumb. It should at least consider game length, and anything say sub N minutes should be unrated, where N is number of players / team (so 1 min for 1v1), regardless of how the game came to an end (recall, draw, or people simply leaving). Or you can say N/2 minutes.

      Unless it's some kind of a system limit, which I highly doubt, I'd really like to hear a good reason why a game that lasted 30 seconds should be considered for rating (again, you pretty much have time to build a single factory and nothing else). Even more so for team games where maps tend to be larger.

      posted in General Discussion
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      Fichom
    • [Rating] Inconsistency when drawing

      Correct me if I'm wrong, but any game sub 5 minutes is unrated. This should be the case for draws as well!
      8aa98e3b-9f25-4f22-8b9e-204867aaf357-image.png

      To make it extra clear, the game in question was ended after 34 seconds because of a DC, and it was done with a Draw call. In no situation ever in any respectable system should this result in rating change.

      posted in General Discussion
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      Fichom
    • RE: What happened to factory groups?

      @morgul44 You need to enable it in options: Options > Gameplay > Control groups > Add to factory control group: On

      posted in Game Issues and Gameplay questions
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      Fichom
    • RE: ACU not following attack orders

      Hmmm, in that case, worth a watch (by someone, not me, I'm off to bed, gl with that one).

      posted in Game Issues and Gameplay questions
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      Fichom
    • RE: ACU not following attack orders

      Kinda lazy to watch the replay, but are you using any mods? I noticed this behavior in games that have ACU's walking speed increased.

      posted in Game Issues and Gameplay questions
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      Fichom
    • RE: Personal/Custom Avatars

      @blackyps You can have an ex member retire from contributing, but still keep playing the game tho.

      But yeah, there is a ambiguity to my idea, which wasn't helped by Rowey unretiring himself a month or 2 after "retiring". We should define it better, for sure. Maybe the definition could be "avatar is granted to previous FAF Team leads", or in addition, have a "time" variable also required, say "for at least 1 (or more) years".

      I don't dislike the idea of "some other way" either.

      posted in Contribution
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      Fichom