BenDover wrote:FtXCommando wrote:Wouldn't trust players to vote on a color for aeolus let alone the inclusion of a new faction.
May we assume you know what's best for everyone then?
I think I count as a player.
Forged Alliance Forever Forums
Moderators: FtXCommando, Ze Dogfather
BenDover wrote:FtXCommando wrote:Wouldn't trust players to vote on a color for aeolus let alone the inclusion of a new faction.
May we assume you know what's best for everyone then?
FtXCommando wrote:I think I count as a player.
Morax wrote:So you are telling me that as long as the aesthetics alone are brought to a visually-pleasing level you are good with them to go in the game?
FtXCommando wrote:It's a meme faction that does nothing but create more problems because a bunch of 1ks need more tools they don't understand to play with.
FtXCommando wrote:Explain to me how their mml doesn't drastically change gameplay. Explain how their extreme surplus of amphibious units doesn't change gameplay. Explain how a transport being able to drop a monkeylord doesn't change gameplay. Explain how a t3 missile arty that is far less expensive than t3 arty but has huge range doesn't change gameplay. Explain how speed upgrades on acus doesn't change gameplay.
BenDover wrote:Far more people play phantom and yet we have no ranking system for it.
Zeldafanboy wrote:PhantomX is a minigame that changes the core gameplay and requires special maps. Nomads is completely different. You would've had a better analogy if you used Black Ops or Total Mayhem or something.
Zeldafanboy wrote:Morax wrote:So you are telling me that as long as the aesthetics alone are brought to a visually-pleasing level you are good with them to go in the game?
I said polished AND balanced in the post you originally replied to.FtXCommando wrote:It's a meme faction that does nothing but create more problems because a bunch of 1ks need more tools they don't understand to play with.
You're using the word "meme" as just a buzzword being thrown around. Secondly, your insinuation that noobs want the Nomads to be in the game so they can have more tools and rank better is laughable. I just want more fun variety in the game. I don't think I'll do any better with Nomads than with Cybran, even in their current state.FtXCommando wrote:Explain to me how their mml doesn't drastically change gameplay. Explain how their extreme surplus of amphibious units doesn't change gameplay. Explain how a transport being able to drop a monkeylord doesn't change gameplay. Explain how a t3 missile arty that is far less expensive than t3 arty but has huge range doesn't change gameplay. Explain how speed upgrades on acus doesn't change gameplay.
By "drastically change gameplay" I don't mean specific strategies that impact units, I mean changes to the whole systems of the game like Engymod did. Adding Nomads would change the game less than Engymod did.
Besides, the MML being able to fire from underwater is situational, nor is many amphibious units overpowered in any way. A transport trying to drop an ML is actually LESS likely to succeed than a CZAR because the Comet has less health. The T3 arty needs to be nerfed, I agree, and perhaps the ACU upgrades can be adjusted. But, I never said Nomads should be integrated in its current state. I agree that it needs to be high quality and balanced before integration is considered.BenDover wrote:Far more people play phantom and yet we have no ranking system for it.
PhantomX is a minigame that changes the core gameplay and requires special maps. Nomads is completely different. You would've had a better analogy if you used Black Ops or Total Mayhem or something.
CSI wrote:Farmsletje wrote:CSI wrote:And the main reason people don't play it is because it is a mod, that sounds like a bad word to them.
Cause galance and bhalance weren't played at all...
What are you even trying to accomplish here? To convince us that nomads should be added to the main game? If so, please spend some time trying to come up with good arguments to avoid wasting everyone's time here.
OK so here are my arguments :
- 1 the mod is not heavily game changing, it will only take a few games to learn the strengths and weaknesses
- 2 we could add an option to enable/disable it for eternal close minded people
- 3 the mod is already quite well balanced
- 4 it would bring some fresh air in the game
- 5 Microsoft added lots of civilisations in AOE II HD nobody complains
- 6 new champions are added in League of Legends every 2 months and are immediately playable in ranked games and nobody complains
- 7 this is sad that such a well done mod is only played by some newbies when it has the same quality as if GPG devs had made it
And your arguments are :
- I don't want to play against them don't force me
- ?
Zeldafanboy wrote:Besides, the MML being able to fire from underwater is situational, nor is many amphibious units overpowered in any way. A transport trying to drop an ML is actually LESS likely to succeed than a CZAR because the Comet has less health. The T3 arty needs to be nerfed, I agree, and perhaps the ACU upgrades can be adjusted. But, I never said Nomads should be integrated in its current state. I agree that it needs to be high quality and balanced before integration is considered.
FtXCommando wrote:
need to give him some time to blossom into an aids flower
FtXCommando wrote:The comparisons with Seraphim are completely dishonest. The central issue, at least for me, is that I came to play Forged Alliance. You can't compare the nomad faction to the situation between vanilla and FA because of the fact that the Seraphim were an established faction by the company that created the game. Nomads is an entirely user created faction and so is a totally different category from Seraphim. It would be like comparing a Star Wars game that began with the Republic and CIS, added an expansion with the Empire and Rebels, and using that expansion to justify the addition of some weird pirate faction that was created by some modders into the main game.
The central argument: I don't want to see a new faction because I don't want a new faction. Don't really need to justify why the status quo should be maintained.
Quite frankly, such a large change is enough of a reason to create a mod that eliminates the faction or just quit faf altogether as the "forever" part no longer applies.
BenDover wrote:The game should be as stock as possible, if I want a mod I'll install it myself.
CookieNoob wrote:FtXCommando wrote:The comparisons with Seraphim are completely dishonest. The central issue, at least for me, is that I came to play Forged Alliance. You can't compare the nomad faction to the situation between vanilla and FA because of the fact that the Seraphim were an established faction by the company that created the game. Nomads is an entirely user created faction and so is a totally different category from Seraphim. It would be like comparing a Star Wars game that began with the Republic and CIS, added an expansion with the Empire and Rebels, and using that expansion to justify the addition of some weird pirate faction that was created by some modders into the main game.
The central argument: I don't want to see a new faction because I don't want a new faction. Don't really need to justify why the status quo should be maintained.
Quite frankly, such a large change is enough of a reason to create a mod that eliminates the faction or just quit faf altogether as the "forever" part no longer applies.BenDover wrote:The game should be as stock as possible, if I want a mod I'll install it myself.
if you want to play the game that the company that created it released you either need to play on steam (3603 already has content from modders as it was included by gpg back then) or in dstojkovs lobby where you can play good old 3599 (he will be happy about 100% user increase). The FAF-mod (yes, FAF is a mod) is actively developed by players and has made 4587 changes from version 3603 until today (as you can see here) https://github.com/FAForever/fa to improve gameplay and include new features (what problems are fixed with air craft bouncing of shields or a different sinking animation for harms?).
There is simply no reason to make a mod that removes nomads (its totally useless to even suggest that) as it is required to enable the mod as a host and when you are the host anyway you can simply set a unit restriction.
Implementing nomads into the main game is a longer term project and wont happen in the next few days or weeks. If brute and pip were satisfied with a half yearly update cycle, you would have nomads in the main game since ~3.5 years ago. Implementing nomads into base FAF was part of the "next" project.
Prior to integrating it, there would be some phase where the nomad mod would be on top of the featured mod list (instead of faf) and some announcements about this, furthermore there will probably be a poll about this. But as I said: this wont happen any time soon.
about why it should be integrated: its basically an expansion (like Forged Alliance) for free which adds a little bit less content than FA did when it was released. In contrast to blackops or other unit mods, it doesnt add units for the other factions thus their game play is not a changed when playing vs other FA factions. When playing against nomads, different strategies are required but that applies to all factions (you cant play in the same way against UEF and aeon).
Adding them is also from an advertising point of view a great thing as it is a real reason to prefer FAF over steam and thus generating a larger player base (same thing applies to galactic war).
There are more reasons to add it, but as it wont happen soon anyway, I wont go further into detail.
maybe some moderator can split this discussion from the "nomads are back" topic as most of these posts here are off topic.
CSI wrote: I don't see a full Equilibrium game more than once a week because it says the dangerous word "mod" below.
FtXCommando wrote:
need to give him some time to blossom into an aids flower
Users browsing this forum: Google [Bot] and 1 guest