Notes on new team difficulty settings
Did the programmer who didn't set a value when it was declared have his shin kicked?
This was caused by an uninitialized variable, in this case specifically it was a structure declared locally when awarding a drop table.
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When you say "locally" is this client-side or servers side?
Does this mean more shinies all around?
Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093
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it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Did the programmer who didn't set a value when it was declared have his shin kicked?
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. . .
What?
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
pohsyb,
When you say "locally" is this client-side or servers side? |
I was thinking "locally" meant "in a function that's off on its own instead of where the most of the other structs were declared/initialized" as opposed to server vs client. I could be wrong, though. |
Be well, people of CoH.
I was thinking "locally" meant "in a function that's off on its own instead of where the most of the other structs were declared/initialized" as opposed to server vs client. I could be wrong, though.
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Edit: Big kudos again to the Dev team, especially Synapse for keeping up with his analysis, and Pohsyb and company for figuring out where this came from. To all the members of the foil-hat brigade, please note the nature of the issue here as well as the Dev team response to it....
This was caused by an uninitialized variable, in this case specifically it was a structure declared locally when awarding a drop table.
About four function calls deeper, something was using a member of that structure to determine if you were fighting something grey (no drop). Uninitialized variables can be anything, but often have tendency to be zero, which would not cause a problem (actually any positive value would not matter). This bug as been in since Issue 9 and was not caused by specifically by anything related to I16 (Whenever code is changed the tendencies of uninitialized variables can change). I suspect the changes made with I16 caused drop rates to be closely scrutinized. |
good stuff!
Come visit the Burrow!
Ignoring anyone is a mistake. You might miss something viral to your cause.
Dear Synapse and Pohsyb,
Please check into PvP recipe drop rates as well. They seem awfully low and drop inconsistantly per character.
Just as an example, I have 2 toons with roughly the same kill count but...
Hero- 5 PvP recipes.
Villain- 1 PvP recipe.
Something is definately wrong or this is just additional proof that you hate Villains.
Thanks!
A very sad story about War Witch and the neglected kitty. http://boards.cityofheroes.com/showthread.php?t=219670
Originally Posted by Black_Barrier
Guess it's hard to click while actively trying to keep the drool away from the keyboard...
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pohsyb,
When you say "locally" is this client-side or servers side? |
Thank you. The bad part of my brain started working.
Be well, people of CoH.
This bug as been in since Issue 9 and was not caused by specifically by anything related to I16 (Whenever code is changed the tendencies of uninitialized variables can change). I suspect the changes made with I16 caused drop rates to be closely scrutinized.
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While it's impossible to prove now, the investigation was driven by the sense of change, not the other way around.
One thing I have learned playing this game is that people are actually quite sensitive to even small changes in existing patterns when they actually experience the patterns frequently. I once had a long debate here with Arcanaville because I did not believe this to be true, but experience here has taught me otherwise.
As someone who finds humorous the nearly ever present claims of accuracy nerfs every issue, I once found myself with a nagging sense that something was wrong with my own after a new patch. I refused to post on it for some time, convinced that it was a streak, my imagination, or both. However, after some time, I broke down and started making more careful measurements with Herostats. (This was before the hit messages in the combat logs). I found that my measured per-attack hit probabilities were consistently lower than my slotting predicted over a very large number of attacks. There was another patch only a few days later, and the "problem" went away.
So while the potential for this has been around a long time, my strong suspicion is that not-really-random factors masked it until now. In I16, with some significant code reshuffling, something else ended up in those uninitialized memory positions. Something that was a lot more inconvenient, and a lot more noticeable to people with the right experience.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
This was caused by an uninitialized variable, in this case specifically it was a structure declared locally when awarding a drop table.
About four function calls deeper, something was using a member of that structure to determine if you were fighting something grey (no drop). Uninitialized variables can be anything, but often have tendency to be zero, which would not cause a problem (actually any positive value would not matter). This bug as been in since Issue 9 and was not caused by specifically by anything related to I16 (Whenever code is changed the tendencies of uninitialized variables can change). I suspect the changes made with I16 caused drop rates to be closely scrutinized. |
Since i9, but not plaguing the system till now?
- Garielle
So... If this has been an error since the launch of issue 9
That means were going to be seeing even more recipes?
Personally ima sell all me LOTG's etc whilst prices are hot then rebuy my stock when prices go down again(:
Long term maketing ftw!
Global: @NR
POHSYB: We've been in this meeting for six hours. Can I go back to my box?
BLUE STEEL: No.
Pohsyb sighs.
While it existed from i9, previous releases weren't necessarily affected in the same way as current release |
Global: @NR
POHSYB: We've been in this meeting for six hours. Can I go back to my box?
BLUE STEEL: No.
Pohsyb sighs.
Holy crap sell your sitting purples. They're going to be cheap in a month!
Pope
Check out my Screenshots
Suppressed 50 Spine/Regen Scrapper
Pope Jon Paul 50 Emp/Psi Defender
Jean Harlot 50 Arch/Fire Blaster
14 other 50s
While it existed from i9, previous releases weren't necessarily affected in the same way as current release
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It made it a complete sod to track down!
So... If this has been an error since the launch of issue 9
That means were going to be seeing even more recipes? Personally ima sell all me LOTG's etc whilst prices are hot then rebuy my stock when prices go down again(: Long term maketing ftw! |
I've been noticing a slow rise in recipe prices since I16, likely as the supplies dry up. Once it was confirmed by Synapse I put all my market activity on hold, since recipe prices will likely fall once the patch that fixes this goes in.
About four function calls deeper, something was using a member of that structure to determine if you were fighting something grey (no drop). Uninitialized variables can be anything, but often have tendency to be zero, which would not cause a problem (actually any positive value would not matter).
This bug as been in since Issue 9 and was not caused by specifically by anything related to I16 (Whenever code is changed the tendencies of uninitialized variables can change). I suspect the changes made with I16 caused drop rates to be closely scrutinized.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.