Real Numbers: When they're wrong
My only beef with real numbers is trying to read them. It seems like for the past few issues, the power attribute list jumps around like a frog in a skillet. It expands and contracts at random, combining some set bonuses and then splitting them up, making it difficult to discern individual bonuses.
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If I buy that program off you and there is a button labelled "pi" that returns the value 3, that is a bug. If you argue that places where the code is doing the wrong thing aren't bugs then there is no point reporting anything because the only 'real' bugs are hardware problems outside the ability of the developers to correct.
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"Missing a feature" isn't a bug. If you buy a tax software and it doesn't have the feature to convert USD to AUS, that's not a bug, it's just something that never got programmed in. If THAT qualified as a bug, we'd have an INFINITE supply of bugs to report, as things like "there are no back options like backpacks" would be a bug.
The function does its task, but you're expecting it to go a step further and do something more complex than it was designed to do. That would be adding a feature, not fixing a bug.
It's an issue of expectations. The feature is designed to report the accuracy of a power, which is exactly what it does. However, you expect it to do more than advertised, and report the accuracy of the pet. To you that is logical (and it makes sense), but that's not what the computer was told to do -- however useless its actual returned information may be.
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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If I buy that program off you and there is a button labelled "pi" that returns the value 3, that is a bug.
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Pi is exactly 3!!
Technically the system does exactly what it is told to do, accurately.
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Debuff HOs enhancing buff powers is exactly the way HOs were coded. But it's still a bug. In beta testing, Touch of Lady Grey proc firing for billions of damage was exactly the way it was coded. That's still a bug. Players getting stuck inside geometry is exactly the way the game's physics is coded. It's still a bug. A Warshade putting all 67 slots into one power and one-shotting Hamidon was exactly the way the game was coded. It's still a bug.
Of course, none of my examples are things that were/are "Working As Intended". But the game's Real Numbers initiative is intended to show players exactly how their powers work, and telling them that ?Rain of Fire has a 2.00 accuracy is false, and is therefore a bug.
http://www.fimfiction.net/story/36641/My-Little-Exalt
The code is literally returning the accuracy of the power, which is what it was told to do. What you EXPECT it to return is the accuracy of a pet's powers. The real numbers returns the accuracy of the power just like it's supposed to do. The problem is not a bug, but in the expectation of the user, who thinks the code should just "know" to go return the accuracy of the actual pet (even if it has multiple powers, which would be an issue). Note that it COULD do that if it was explicitly programmed to do so, but that doesn't make it a "bug." Just mis-matched expectations and incomplete programming.
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"Missing a feature" isn't a bug. If you buy a tax software and it doesn't have the feature to convert USD to AUS, that's not a bug, it's just something that never got programmed in.
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What? When? How?
I think that's for PvP, it's just not particularly clear in the power description/info.
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also, I've checked it. It's reading that way in both the PvE and PvP descriptions.
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Computers are stupid. They always do exactly what you tell them to do. Erroneous output is still a bug, no matter how the erroneous output was achieved.
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I don't believe it's a bug, because it literally does what it's told to do, exactly. It tells you the accuracy of the power -- it's just that in the case of powers that summon pets, the accuracy of the power itself is totally irrelevant. In fact if it did take the extra steps to find the accuracy of the powers of what it's summoning there would still be issues returning a "correct" answer.
Here's a thought exercise. What do you consider the "correct answer" in any case? Call Bruiser is listed as having an accuracy of 1.00x. Is this correct output? Do you believe that's working as intended and returning correct information, a bug, or incomplete programming?
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
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Here's a thought exercise. What do you consider the "correct answer" in any case? Call Bruiser is listed as having an accuracy of 1.00x. Is this correct output? Do you believe that's working as intended and returning correct information, a bug, or incomplete programming?
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WRT Team Teleport:
TT has several sets of numbers associated with it on the Magical, Internal, Not-So-Secret Spreadsheet Of Ultimate Doom.
The numbers actually used in the game is a 30 foot pick-up sphere and 225 foot teleport distance.
But those aren't the first set of numbers in the spreadsheet, thus, the ' ' Real Numbers ' ' are picking up the wrong and unused set of numbers for display, while the game uses the alternate set of numbers.
I've bugged it several times. I got the Mids folks to change the numbers they picked up from the MINSSSpreadsheetOUD to the correct ones the mechanics use.
The ' ' Real Numbers ' ' that the game displays point to an element in the spreadsheet and then is massaged in that field for display -- e.g., putting it in percentage form, or, adding a base value to it. Thus there are several ways that displayed number could be wrong:
1. It points to the wrong item on the MINSSSpreadsheetOUD.
2. It is formatted incorrectly (as a additive bonus rather than multiplicative one, e.g.)
3. It is 'massaged' incorrectly (e.g., the base value added to it is off)
As another example of how the ' ' Real Numbers ' ' can be off is the fly speed reported by the fly icon under the Health Bar. For the longest time, it added in the base speed three times over because there were three 'dummy' figures included in the the fly buff used for various purposes (such as tracking travel suppression).
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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
Technically, the correct answer to "what is the accuracy of Rain of Arrows" is: Rain of Arrows is a location power, and thus does not actually check a tohit against anything, and thus its accuracy is irrelevant because its never used. Rain of Arrows does cast a pseudo-pet that itself attacks anything in its radius, and that attack does have an intrinsic accuracy of 1.0. Any other answer is technically incorrect. But you're unlikely to see that show up in Real Numbers anytime soon.
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Looking at it in another way, if the game *knows* that the number in the Accuracy column is never used, wouldn't displaying "Special" or some such be better than an unhelpful number? Or both; "2.00 (Special)" in a browner shade of yellow than usual would present the most information for instance. Are there any cases where a summons actually does need to make a to-hit check for the summons itself? (And what would it be checking against if so?)
Miuramir, Windchime, Sariel the Golden, Scarlet Antinomist...
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Looking at it in another way, if the game *knows* that the number in the Accuracy column is never used, wouldn't displaying "Special" or some such be better than an unhelpful number? Or both; "2.00 (Special)" in a browner shade of yellow than usual would present the most information for instance.
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Are there any cases where a summons actually does need to make a to-hit check for the summons itself? (And what would it be checking against if so?) |
If anyone wants to test their game knowledge, I'll post the ones I'm thinking of tonight unless someone guesses them all.
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Well, given that definition, there's never a bug unless stray cosmic rays are flipping bits, because the computer always does what it was coded to do. I call it a bug when the computer is told to do something other than what it was nominally supposed to be told to do. In The Zen of Programming, one of the koans ends with the master conceding that in theory you could have a program which did exactly what it was "supposed" to do, but points out that it would nonetheless sometimes not do what the user wanted, and that is also a bug.
Viewing any failure to perform as-desired as a bug, regardless of whether or not it seems surprising when you look at the code, seems to produce a better user experience.
Looking at the case of pet/pseudo-pet powers: Things like Time Bomb and Trip Mines seem to do exactly what I'd want for stuff like Rain of Fire.
Arcanaville, do you mean powers where there's a to-hit check on whether or not they summon?
Off the top of my head, among player powers I can think of... eight, not including archetype variants. Three in one set, two in another set, one in a related set, one in another set, and one that I bet most players don't even realize summons a pet at all.
If anyone wants to test their game knowledge, I'll post the ones I'm thinking of tonight unless someone guesses them all. |
Pretty sure three in one set is Transfusion, Siphon Power, and Transference in Kinetics.
Two is probably Jolting Chain and Synaptic Overload in Electric Control, with Chain Induction in Electric Melee being the one in the related set.
Twilight Grasp in Dark Miasma.
I'm stumped on the mystery pet, unless it was TG and I'm missing another more obvious one.
Hmm.
Pretty sure three in one set is Transfusion, Siphon Power, and Transference in Kinetics. Two is probably Jolting Chain and Synaptic Overload in Electric Control, with Chain Induction in Electric Melee being the one in the related set. Twilight Grasp in Dark Miasma. I'm stumped on the mystery pet, unless it was TG and I'm missing another more obvious one. |
But I didn't think Chain Induction was a pet, I thought it was a power that was given to the enemy that was hit with it.
Lightning Rod (and Shield Charge) are pets, but there's no hit check required to summon them. They're location powers; they get summoned even if there are no targets at all in range.
Chain Induction used to work with granted powers, which is why it "stole" XP, could harm players when used on confused foes, and had all damage after the initial hit determined by the target's rank rather than your enhancements, fury, or other damage buffs. The fix for all those issues was reworking it to use pets.
Oh, I didn't know they had made that change. Cool.
Hmm.
Pretty sure three in one set is Transfusion, Siphon Power, and Transference in Kinetics. Two is probably Jolting Chain and Synaptic Overload in Electric Control, with Chain Induction in Electric Melee being the one in the related set. Twilight Grasp in Dark Miasma. I'm stumped on the mystery pet, unless it was TG and I'm missing another more obvious one. |
The eighth one was one I thought would be difficult. Blind. Few people probably even know or remember that Blind has a sleep component, much less that it uses a pseudo-pet to generate it.
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In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
Well, given that definition, there's never a bug unless stray cosmic rays are flipping bits, because the computer always does what it was coded to do. I call it a bug when the computer is told to do something other than what it was nominally supposed to be told to do. In The Zen of Programming, one of the koans ends with the master conceding that in theory you could have a program which did exactly what it was "supposed" to do, but points out that it would nonetheless sometimes not do what the user wanted, and that is also a bug.
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As a member of a team that develops applications for a very broad user community, I disagree very strongly with that koan.
A key difference in what you may be thinking there and what I am thinking of is this: I think this is stuff for which there is no end-user requirement that it work this way. Broadly speaking in regards to software (and not games in specific) if the end users of software don't tell the developers exactly how they think something should work, thus leaving the implementation details to the designers and developers, and then dislike how the end product works when it's working both as specified by the users and as intended by the developers, then that is not a bug. Instead, it's a failure to produce good requirements. That may seem like a really ridiculous distinction to make, but I promise you there's a good reason for it.
Allowing gaps in requirement to be classified as bugs allows end users to dictate that "common sense" on the part of designers and developers should fill in the gaps in software specification. "You should have known this is what we wanted" isn't a valid software requirement - it's far too subjective. Among other things, users given such leverage will often classify anything they didn't adequately specify (and which the designers or developers didn't realize was poorly specified) as a defect on the part of the developers or designers, even though they never actually said they wanted it to work a given way. This leads to scope creep, as defect reports are being used to change (or insert) requirements. Sometimes allowing the scope creep really is the right thing to do, because sometimes the failure in requirements is so severe the software would not be fit for purpose, but that's an extreme scenario, and one the requirements gathering process should strive hard to avoid.
Now, from our perspective as players, we are not actually in the position to provide our input to a game's developers as user requirements. If we're lucky we get to provide feedback during betas, but any actual "user" requirements are developed internally by some part of the game's design team. If we players don't think the resulting software does what we think it should, either in a beta or on live servers, the best we can do is question whether something is working as the devs intended, and if it is we can make a request for a requirements change.
Since we players are external to the whole process, including most of the requirements gathering, I can see where you might want to classify seemingly common-sense failures in the game makers' requirements gathering as "bugs" too, but I still wouldn't agree with even that. I still feel that something like that is a request for change, not a bug fix. It may just be a request for a very sensible change. I do think this discussion about Real Numbers and power accuracy is a good example of that. As a developer, though, I do take a pretty uptight stance on what constitutes a bug fix versus a change request. I understand that end users often do not care about that distinction, but the two often have very different prioritization paths in a development organization, so identifying which category a given issue belongs in is very important to them.
Edit: Specific to the matter at hand, Real Numbers is a retrofit onto a system where we actually were never intended to see the numbers in question. Based on things Statesman and probably some other original devs posted, that we not be shown the numbers was actually probably a software requirement. Based on that, the developers probably created a system that did not care about what the users would see if shown the numbers, because the users were never supposed to see the numbers. Once that requirement about not showing the numbers changed, it was probably too late - they couldn't reasonably rework how the system was built internally. They also probably had limited time for handling display of special case powers, like pseudo-pet attacks. As a result, we probably got something that met a limited requirement, and so it displays most things right but a few things confusingly at best. I wouldn't be surprised if there's not a post-it-note or whiteboard somewhere with "improve real numbers display" as a to-do on it. That still doesn't mean what it's doing now is a bug!
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
I don't have any trouble with the principle of distinguishing between a defect report and a change request, but when you DO have a system whose requirements were not completely delineated, or whose requirements have changed over time without the application being refactored, the difference between a defect and a change request gets VERY fuzzy.
That's really the core issue here; City of Heroes has had its requirements change both internally and externally over the years, both in explicit and in less explicit fashions. Sometimes identifying where the development correctly met old requirements that are no longer in force is itself identifying defects. You've found bugs not in code, but in the logic leading to the code being implemented the way it was.
Some of the replies in this thread are akin to a Burger King cashier explaining to you precisely, accurately and thoroughly why your hamburger is undercooked, and then saying 'Next!'
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It makes perfect sense to me as a programmer. Though these are the sorts of demons in the program that can drive you crazy. Technically the information returned is exactly what you asked for, but not what you thought you asked for. Probably without knowing the info or being able to see the table, you could go nuts trying to figure out why it's telling you the power's accuracy is 200%. I've had to tangle with unexpected results like that before. The answer is usually something simple and stupid (such as in this example).
Also for some reason now I'm thinking of Deep Thought. All we know is the answer is 42.