Couple things that should change about FAF.

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Couple things that should change about FAF.

Postby tatsu » 01 Jun 2015, 22:11

The obvious :

  • Map Preview regardless of whether you have the map or not like it was before.
Before you could even troll Sheppard with an upside down bearded version of his avatar for april fools in the "hosted games window" that shit was the tits!

No seriously everyone thinks there are no games up because they don't have the map preview and they don't dare join the stupid grey and white world icon and people are leaving FAF because there "aren't enough games".

  • all sim mods deactivated by default when you host a "FAF" match (also it's hard (impossible) to see which mods are on because they are in a box with slider and then span far beyond that box so the UI for it is less than ideal)
  • get rid of factory assist pains. currently one missclick can cost you 99% finished t3 upgrade it's obvious you'd never want to cancel it with that method so why is that what it does?
  • make replay vault show victor side with a small crown icon above winning team or player

the less obvious :

By default teams work when you host a new map. This also used to be the case.

Now everytime you host a new map you have to go into observers and back.

Also Ladder stats is hard to find all the noobs don't know how to find it, "ladder ratings" should be the default tab on ratings tab.


Also get the community going!! nothing could be easier for this then getting attention on Nomads again, and implementing the numerous mods everyone have asked to be in.
Such as mass value on map : viewtopic.php?f=2&t=9468&hilit=reclaim+value
area commands : https://www.youtube.com/watch?v=MGjYqpTLMOo
t1 engie overlay and extra : https://www.youtube.com/watch?v=Hpf1OaCEsyc
this new shield mesh : viewtopic.php?f=41&t=9875
new loading animations : viewtopic.php?f=2&t=9887
ping for game starting : viewtopic.php?f=41&t=9888
cancel build queue except curent item : viewtopic.php?f=41&t=9990

we want this stuff in really bad and it's really easy to implement.
Last edited by tatsu on 26 Jun 2015, 18:09, edited 9 times in total.
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Re: Couple things that should change about FAF.

Postby lextoc » 01 Jun 2015, 22:16

I really want clan tags in-game :)
I'm watching you!
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Re: Couple things that should change about FAF.

Postby BRNKoINSANITY » 01 Jun 2015, 22:24

:| Not as easy as you think, because any time you change a resource the game uses, or a texture, or any kind of command, you run the risk of "breaking" any one of a hundred different mods. You may even break dozens of mods or conflict with the integrated hot build and GAZui. Changing "one little thing" should not be taken lightly, especially when there are already TONS of broken mods in the vault that haven't been fixed or removed.

4-5 versions of TVG with only one functional version (a really old one)
Several broken variations of black ops
A few broken UI mods
Some of the small unit mods and tweaks are conflicting now

We need to let the dev team finish their work on the net code, and then let them work on fixing all the stuff that is slightly messed up right now. THEN they can jump in on all the new shiny stuff. If they jump straight into that, things will only become more broken.

Also, work on the nomads is still pretty active, but they need model builders and artists badly. Most of the work that is left is correcting painfully bad or repetitive textures, and creating a more cohesive model for all the units. Right now the models are somewhat piecemeal, with some looking like they came from entirely different planets and some being placeholders stolen from UEF. Until all of that is resolved, nomads really can't be put on the forefront or ever hope to be fully integrated.
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Re: Couple things that should change about FAF.

Postby tatsu » 01 Jun 2015, 22:58

v
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Re: Couple things that should change about FAF.

Postby tatsu » 01 Jun 2015, 23:05

BRNKoINSANITY wrote:
Also, work on the nomads is still pretty active, but they need model builders and artists badly. Most of the work that is left is correcting painfully bad or repetitive textures, and creating a more cohesive model for all the units. Right now the models are somewhat piecemeal, with some looking like they came from entirely different planets and some being placeholders stolen from UEF. Until all of that is resolved, nomads really can't be put on the forefront or ever hope to be fully integrated.

I think I can help there. Dunno what program their using but I can 3D model and texture. and I have aesthetic and design taste.

anyways this was all in the "less obvious category" so not what I consider the thing I want most.

First I want these glaring FAF bugs I pointed out fixed.
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Re: Couple things that should change about FAF.

Postby Softly » 01 Jun 2015, 23:13

tatsu wrote:
  • get rid of factory assist pains. currently one missclick can cost you 99% finished t3 upgrade it's obvious you'd never want to cancel it with that method so why is that what it does?


This is a problematic bug, the current "best" fix is to remove the ability to assist while the factory is upgrading. This however would mean players are unable to queue up assists with an upgrading factory (a feature I use regularly).

Hopefully a better solution will emerge with time, and thanks to Crotalus for his hard work on this.

Current fix: https://github.com/FAForever/fa/commit/ ... ff=unified

Discussion: https://github.com/FAForever/fa/issues/640
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Re: Couple things that should change about FAF.

Postby tatsu » 02 Jun 2015, 01:28

Softly wrote:
tatsu wrote:
  • get rid of factory assist pains. currently one missclick can cost you 99% finished t3 upgrade it's obvious you'd never want to cancel it with that method so why is that what it does?


This is a problematic bug, the current "best" fix is to remove the ability to assist while the factory is upgrading. This however would mean players are unable to queue up assists with an upgrading factory (a feature I use regularly).

Hopefully a better solution will emerge with time, and thanks to Crotalus for his hard work on this.

Current fix: https://github.com/FAForever/fa/commit/ ... ff=unified

Discussion: https://github.com/FAForever/fa/issues/640

I think it's good enough that way either way because the assist while upgrading never worked as far as I can recall.

And through all of my tests I could never get factories to start upgrade on their own when they where assisting a factory that started a non-HQ upgrade.
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Re: Couple things that should change about FAF.

Postby tatsu » 02 Jun 2015, 23:24

I came up with a couple new ideas thathave been on the back of my head for awhile now and that i added to the op.
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Re: Couple things that should change about FAF.

Postby Vee » 03 Jun 2015, 00:35

Hold down shift while you assist something, then it does not cancel things. I use this all the time, please do not remove this feature! Step 1: upgrade one fac to t2 HQ and queue up units. Step 2: upgrade other fac to t2 support, hold shift and assist the HQ. Ok you could do the assist first then queue up the t2 support upgrade, but still...
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Re: Couple things that should change about FAF.

Postby tatsu » 03 Jun 2015, 00:53

Vee wrote:Hold down shift while you assist something, then it does not cancel things. I use this all the time, please do not remove this feature! Step 1: upgrade one fac to t2 HQ and queue up units. Step 2: upgrade other fac to t2 support, hold shift and assist the HQ. Ok you could do the assist first then queue up the t2 support upgrade, but still...

MISSSCLICK MISSCLICK MISSCLICK if you accidentally right click on ANYTHING when you where just trying to set your rally point it cancels the upgrade.
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