Why FAF competitive scene is dying

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Re: Why FAF competitive scene is dying

Postby Azraeel » 19 Jun 2019, 15:09

Voodoo wrote:
Azraeel wrote:- Why is faf dying? -


At first, no FAF isn't dying. Two days ago I saw over 1000 users online. Also the topic of this thread is slightly different. The competitive scene is dying and not the whole project. You wrote down your view but you can't see all from your point. There is a large number of players which are only playing survival games, coop missions or with friends only. Also some players are only playing 1 vs 1 ladder but you won't find them as your rating might be too far away.

So when you look at me for example. I stopped playing competitive as I lack motivation to learn all the new maps and that is necessary if you want to reach the top 10. So I also like it to play some survival or zone control games with real life friends. From time to time we join a normal game on wonder for example but we know that it's not easy to win a game as we aren't playing very often. So I'm not playing all these dual gap maps as I know how it ends. You can't win against someone who plays this map every day and yes the players can be toxic. It's the same on setons and I know they will blame me if I lose against a 1400 rated player but it can happen.

The game is very hard to learn for new players. It takes months and only a few players feel like training someone for months. To say you have to learn the game for your own. That's why a lot of new players are giving up.

Just as a thought. We can fix a lot of problems if we hide the global ladder but as you know all are just looking at their points.

Just wanted to give you a different point of view. HF&GL :)



Really sorry for how I said at lot of my stuff, but hopefully everyone understands it.

VERY SORRY ABOUT THE FAF IS DYING PART, ITS NOT I MET COMPETITIVE SCENE <3
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Re: Why FAF competitive scene is dying

Postby Azraeel » 19 Jun 2019, 15:13

FtXCommando wrote:
Azraeel wrote: Maps like Wonder, Setons, Canis, Twin Rivers and etc. They are examples of good maps. That challenge the player and are both good balance wise and looks. I am gonna admit that these maps are overplayed....


Overplayed garbage tbh. The only reason senton is held to such a high standard is precisely BECAUSE faf players are so inept at general gameplay that it’s the only big teamgame map that high rated players can play on that won’t be decided by min 8. That and the fact it has the exact same problem of the dual gap maps you hate with players just sticking to it because it’s all they know.

Azraeel wrote:For example Suzuji, who is a 3000 Rated Player, hes probably a true rating of 2300 or 2200 from what i've seen.

I agree. He would definitely rape BH 9-6 in a BO15 I’d say 4Head.

Azraeel wrote:I will say ladder is a much more accurate represent of skill, because your playing on many maps. Its a 1v1 so you have to carry yourself and do able to eco, fight, use strategy, adapt, and think quickly.

Relative to global which means nothing? I guess so. Ladder skill is still a horrible metric to translate to teamgame capability, particularly as you get into higher rated games.

Azraeel wrote:Sadly, nobody plays ladder including myself. Because the ladder pool is so bad and its getting worst.

:imfine:

Why is it only getting worse, dude that doesn’t play ladder?



What i meant about overplayed is. Theres a bunch of other good maps on the vault. We dont need to constantly play Setons, wonder, canis, and etc. All day long everyday. You might as be playing Dual Gap at that point. Thousands of maps GOOD Maps too we decide to play like 10 0f them


Well ladder is a tiny bit better. You have to carry yourself. Its not the best representative of skill, but its whatever


The ladder pool is kinda bad tbh. Like its not that i just dont like the maps. The maps are just so weird and half of them dont feel right. Especially X2 20x20 map.
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Re: Why FAF competitive scene is dying

Postby biass » 19 Jun 2019, 15:24

H-master wrote:
So your suggestion against the dominance of dual/gap is more maps like dual gap?


Well yeah, but actually no.

I mean more casual maps, where people get to play with the big guns, experimental units and such that make up one of the core appeals of the game. Without having to have a heated battle to get there in the first place, and also without needing much advance preparation (build orders)

If many of these such maps existed, you could happily curate a "casual" playlist for a team matchmaker with it's own leaderboard and etc.
Once players got over the aforementioned "big guns", give them incentive to try out a "standard" playlist (don't say "competitive", because that implies something more daunting) and watch them leave dual gap and the like behind for good.

I'm not going to lie to your face and say i have any faith in FAF getting a viable matchmaker going right now, but if in the Utopian scenario where it does come to pass, I think it could solve a lot of problems if used right,
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Re: Why FAF competitive scene is dying

Postby Azraeel » 19 Jun 2019, 15:27

biass wrote:
H-master wrote:
So your suggestion against the dominance of dual/gap is more maps like dual gap?


Well yeah, but actually no.

I mean more casual maps, where people get to play with the big guns, experimental units and such that make up one of the core appeals of the game. Without having to have a heated battle to get there in the first place, and also without needing much advance preparation (build orders)

If many of these such maps existed, you could happily curate a "casual" playlist for a team matchmaker with it's own leaderboard and etc.
Once players got over the aforementioned "big guns", give them incentive to try out a "standard" playlist (don't say "competitive", because that implies something more daunting) and watch them leave dual gap and the like behind for good.

I'm not going to lie to your face and say i have any faith in FAF getting a viable matchmaker going right now, but if in the Utopian scenario where it does come to pass, I think it could solve a lot of problems if used right,



You have to have hope for faf cant giveup :(
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Re: Why FAF competitive scene is dying

Postby biass » 19 Jun 2019, 15:41

Azraeel wrote:You have to have hope for faf cant giveup :(


:imfine:

Nothing short of a team of hired professionals will do anything in my opinion. Not just "hire some devs 4head" but also project managers, and some ux designers as well. People that are financially obligated to work on the project, and are unwilling to create malpractice or a toxic environment out of fear of losing said finance.

That's a lot of money, more than what we can expect from FAF. So without some unlikely generosity this project will continue to float downstream; picking up whatever dirt and rocks it happens to bump into.
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Re: Why FAF competitive scene is dying

Postby FtXCommando » 19 Jun 2019, 15:44

Azraeel wrote:The ladder pool is kinda bad tbh. Like its not that i just dont like the maps. The maps are just so weird and half of them dont feel right. Especially X2 20x20 map.


Your thousands of good maps in the vault are kinda bad tbh. Like its not that i just dont like the maps. The maps are just so weird compared to wonder and half of them dont feel right. Especially 20x20 maps.

Like cmon dude, what you’re saying is the exact same thing all the dudes you accuse of ruining the competitive scene would say if you confronted them.
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Re: Why FAF competitive scene is dying

Postby Azraeel » 19 Jun 2019, 16:02

FtXCommando wrote:
Azraeel wrote:The ladder pool is kinda bad tbh. Like its not that i just dont like the maps. The maps are just so weird and half of them dont feel right. Especially X2 20x20 map.


Your thousands of good maps in the vault are kinda bad tbh. Like its not that i just dont like the maps. The maps are just so weird compared to wonder and half of them dont feel right. Especially 20x20 maps.

Like cmon dude, what you’re saying is the exact same thing all the dudes you accuse of ruining the competitive scene would say if you confronted them.



I mean im not saying just remove or delete that never solves a problem. Maybe im just too trash to understand the maps xD
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Re: Why FAF competitive scene is dying

Postby Azraeel » 19 Jun 2019, 16:03

biass wrote:
Azraeel wrote:You have to have hope for faf cant giveup :(


:imfine:

Nothing short of a team of hired professionals will do anything in my opinion. Not just "hire some devs 4head" but also project managers, and some ux designers as well. People that are financially obligated to work on the project, and are unwilling to create malpractice or a toxic environment out of fear of losing said finance.

That's a lot of money, more than what we can expect from FAF. So without some unlikely generosity this project will continue to float downstream; picking up whatever dirt and rocks it happens to bump into.


As I see it if someone put time and money into FAF, they'd make money tbh. People dream of a good RTS. A lot of people have never heard of FAF or supreme commander at all.
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Re: Why FAF competitive scene is dying

Postby H-master » 19 Jun 2019, 16:12

What kind of monitaztion do you have in mind for Faf? More games sold won't help get the Faf project money.
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Re: Why FAF competitive scene is dying

Postby Azraeel » 19 Jun 2019, 16:13

H-master wrote:What kind of monitaztion do you have in mind for Faf? More games sold won't help get the Faf project money.


I mean I think it'd make money. Atleast we don't have ads on faf thank god.
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