Grapple Swing
I'm not even going to bother trying to have a normal discussion on something with people who don't have their facts straight on this. The people at Cryptic who developed the engine are still working on this game.
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In fact, I'm not sure if *anyone* who worked on the original release game is still on the code team.
On the general subject of what is possible and impossible, technically speaking practically nothing is impossible literally. But lots of things are infeasible. Grapple swinging ranks high on the list of things I believe would require so many changes in so many areas that its infeasible to add to the game. Completely separate from that fact is the independent problem that the most direct way to do it would probably conflict with a lot of ways existing things work that would require ad hoc solutions.
I once discussed with Castle the idea of having a "charge-up" attack. You hold down the button and the longer you do, the more damage it does when you release. But after discussing that very simple idea with him, it quickly became clear to me that was infeasible. Would it be impossible to add the code to do it? Of course not. The problems were that:
1. You would need to invent a whole new user interface widget to allow for that, because the current UI doesn't support that functionality.
2. You would have to figure out a way to document that new functionality.
3. You would have to deal with players that use macros or keymaps to activate their powers instead.
4. You would have to deal with the fact the powers database doesn't have data that could describe that functionality.
5. You would have to deal with the fact the powers system doesn't have a way to scale damage in that way.
6. You would have to invent a scheme to deal with the mechanics of tohit and line of sight for a such a power analogous to how interruptable attacks work.
I can go on, but the list doesn't stop there. It doesn't stop at 10, or 15, or 20. All for an attack that lets you hold down the button to charge it.
Grapple swinging is like that. Its a thread you pull that starts unravelling the rest of the game with it, forcing you to expand that one little thing into an excursion to make changes across so wide a cross-section of the game mechanics that its hardly worth it.
I will also repeat The Rule. In the history of this game, no player without direct inside or first hand knowledge has ever correctly guessed the precise way the game engine works, the way the developers work, or the relative effort required to add a feature. People still keep forgetting the data side of the game is implemented in Excel, or that there even is a separation between the code and data teams. Even people who have worked on other games consistently get pretty much everything wrong.
It took me several weeks to figure out how the animation system in this game worked, and that was with BaBs help, and to the best of my knowledge the system is practically unique to this game. The physics engine is unique. The way the powers system works is unique in many ways. The reward system appears to be unique. I think most MMOs have a lot of unique features to the way they are developed, but I think this game moreso is not a good place to be testing your guessing skills.
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As far as the statement of not looking at the code and assessing it... That's actually a standard thing for programmers. Professional programmers as their normal business have to estimate how long something will take to do and whether they can do it without ever looking at the code or without the code existing to begin with. So on that level a programmer saying that it's not hard or wouldn't take that long is a normal and skill based thing...
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Also programmers are regularly asked to implement something in a code without them knowing or understanding most of it... in fact that's the whole idea behind game programmers to begin with... All the work is separated and you're programming sections of code that has to interact with other sections that you have no idea what are in those other sections and have to work with an engine that is more or less a black box to you. |
One of the most pernicious class of bugs that this game engine has had over the years are bugs where players zone into the wrong instance. Over the years some of those bugs have been extremely odd: sometimes only affecting certain kinds of characters, or only affecting characters doing certain things. Historically, these bugs have been extremely difficult to find and fix.
Imagine how its possible for that bug to even exist. And now imagine its possible for player activity *within* an instance to affect how they zone into *another* instance. And now imagine a way for this bug to exist that wouldn't be blatantly obvious.
When you do, you'll have a better idea of the state of the game code.
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The game engine was written with a higher emphasis on efficiency than being a textbook example of structured code.
One of the most pernicious class of bugs that this game engine has had over the years are bugs where players zone into the wrong instance. Over the years some of those bugs have been extremely odd: sometimes only affecting certain kinds of characters, or only affecting characters doing certain things. Historically, these bugs have been extremely difficult to find and fix. Imagine how its possible for that bug to even exist. And now imagine its possible for player activity *within* an instance to affect how they zone into *another* instance. And now imagine a way for this bug to exist that wouldn't be blatantly obvious. When you do, you'll have a better idea of the state of the game code. |
Also that is one of the skills good testers have... guessing where a bug might be based on what they are experiencing in game.
Potential Alternate Solution:
Obviously, the devs won't do cables/webs/grapples that shoot out or any form of animation that requires interaction. OK.
Thinking about the actual movement when swinging, can this be turned into an inverted Super Jump. Today the arc of a jump has the apogee in the air at the top of the arc. What if this is inverted and the apogee was placed a few feet from the ground/rooftop and the ends of the arc are way in the air with a cap that then forces you to glide back down. This would work similar to SJ as you hold the space bar [or your mapped key], you continue to swoop up and down.
(I was also picturing a Batman-esque type of fly with gliding using a cape, much like the Arkham games)
Essentially what I'm proposing is gliding/soaring. It will give the same illusion of swinging without the ridiculous animation of wires shooting off into nowhere. If...yes IF this was implemented, your imagination can at least make you feel like you are swinging.
I could also understand if this was not a combat travel, but a detoggling travel power.
To me, this seems like something reasonable that could be implemented.
OH and yes I am a programmer, so I'm always looking for potential solutions to problems.
Although possible, the problem I see with that is; why would people take a power like that when they can just take fly instead and pretend they're the Batman (etc)?
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Although possible, the problem I see with that is; why would people take a power like that when they can just take fly instead and pretend they're the Batman (etc)?
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There is ninja run and beast run that are hybrid jump/ss variants.
So this would be one more...like I said I was addressing the ridiculous cables to nowhere problem but still providing the same movement.
You aren't giving an example and I'm fairly awesome at figuring out where bugs are even if they don't make much sense for most that they're there so there is no way for me to accurately measure what you call obvious to what i call obvious.
Also that is one of the skills good testers have... guessing where a bug might be based on what they are experiencing in game. |
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Yeah I thought that too at first, but then there's magic carpet and hover board...that are fly variants.
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Also if the devs were to reconsider their decision and work on a Swing power it will be as a non combat power. Clockwork O1 has flat out told us that
It requires the modification of every animation currently existing in the game to work with these movement modes.
Furthermore, it requires every new animation created in the game going forward to be created with these additional movement modes in mind, increasing the number of animations needed for every new power set, emote, etc. This is not a simple request, it is an exponential increase in time and work for every new animation that is put into the game. |
That's an example of the bug... it's not an example of where the fix is which is the thing in question which is your point.
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Um, nice try.
The best way to demonstrate the skill of being able to identify and suggest corrections for bugs in code without having to see or review the entire codebase would be to do it. Its possible. I have about a half-dozen of those. But I genuinely doubt there are more than a handful of people capable of actually doing that.
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Also if the devs were to reconsider their decision and work on a Swing power it will be as a non combat power. Clockwork O1 has flat out told us that
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Fail to do that properly, and you get the situation where if you trigger Elude while simultaneously falling, you whirlwind instead of backflip.
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You want an example of a bug fix to a subtle bug so you can declare if you would have thought it was obvious or not?
Um, nice try. The best way to demonstrate the skill of being able to identify and suggest corrections for bugs in code without having to see or review the entire codebase would be to do it. Its possible. I have about a half-dozen of those. But I genuinely doubt there are more than a handful of people capable of actually doing that. |
You expect me to imagine a way for something to be "not obvious" which is nearly impossible to do for yourself
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For example, both prior to and during I14 beta - aka Architect beta - I did *a lot* of testing of critter behavior. Lots of things struck me as weird, but a long standing issue that was generally known for a long time was the fact that critters did not always use all of their attacks. This was most troubling when it came to mastermind pets. Sometimes you'd upgrade a pet with an attack only to discover it never used it, ever.
Turns out a major part of the problem was recharge buffs, but that was a very non-obvious bug. There's no logical reason to expect that improving the recharge of powers would make a critter not use certain ones. The *obvious* logical thought process was this: since the critter's attacks were recharging faster, it might end up using the same attacks over and over at the expense of other attacks. But it often happened that the critter stood around and did nothing when recharge buffed, even if it attacked just fine when not recharge buffed.
That was a very non-obvious bug, and it took a lot of very careful testing to figure out what was ultimately happening.
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Why would you think this was nearly impossible for me to do? I can think of lots of examples, because I have practical experience to draw upon.
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For example, both prior to and during I14 beta - aka Architect beta - I did *a lot* of testing of critter behavior. Lots of things struck me as weird, but a long standing issue that was generally known for a long time was the fact that critters did not always use all of their attacks. This was most troubling when it came to mastermind pets. Sometimes you'd upgrade a pet with an attack only to discover it never used it, ever. Turns out a major part of the problem was recharge buffs, but that was a very non-obvious bug. There's no logical reason to expect that improving the recharge of powers would make a critter not use certain ones. The *obvious* logical thought process was this: since the critter's attacks were recharging faster, it might end up using the same attacks over and over at the expense of other attacks. But it often happened that the critter stood around and did nothing when recharge buffed, even if it attacked just fine when not recharge buffed. That was a very non-obvious bug, and it took a lot of very careful testing to figure out what was ultimately happening. |
Why would you think this was nearly impossible for me to do? I can think of lots of examples, because I have practical experience to draw upon.
For example, both prior to and during I14 beta - aka Architect beta - I did *a lot* of testing of critter behavior. Lots of things struck me as weird, but a long standing issue that was generally known for a long time was the fact that critters did not always use all of their attacks. This was most troubling when it came to mastermind pets. Sometimes you'd upgrade a pet with an attack only to discover it never used it, ever. Turns out a major part of the problem was recharge buffs, but that was a very non-obvious bug. There's no logical reason to expect that improving the recharge of powers would make a critter not use certain ones. The *obvious* logical thought process was this: since the critter's attacks were recharging faster, it might end up using the same attacks over and over at the expense of other attacks. But it often happened that the critter stood around and did nothing when recharge buffed, even if it attacked just fine when not recharge buffed. That was a very non-obvious bug, and it took a lot of very careful testing to figure out what was ultimately happening. |
Ladies and Gentlemen, I give you Arcanaville. Doing what Durakken thinks is impossible.
though you might say that i'm just saying it's obvious to piss you off or seeing it as obvious in retrospect, but i'd say given what i know that'd be one of the top 5 or 10 things i'd likely try to check.
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Shame on you.
Nice. Trying to premptively cast aspersions on anyone calling you on what you did after reading her response.
Shame on you. |
and this is where I point out that this is why you can not come up with something that is not obvious to you, because what I'm describing, the bug becomes obvious as to where it's from. Something is not obvious only when you don't know what is causing it and everything you can think of from the data presented isn't the solution. This is also why "obvious" is subjective...
So basically I'm saying that what Arcana is calling not-obvious, to me, is fairly still within the obvious range, though maybe not the first try.
Not buying it for a second. In my personal experience the only times I've seen seen people say something like that is when they knew they were doing exactly what they were claiming not to have done.
Giving you the benefit of doubt at best you are assuming it would have been obvious to you.
It would be nice if we could test your self proclaimed powers of deduction by listing a few issues and letting you tell us what you think is the problem and then compare that to the actual cause of the problem.
.....*breathe*....
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!! HAHAHAHAHA!!!! HAHAH!!!!!
They didn't even know how taunt worked! A player had to tell them how!!
HAHAHAHAHHAHAAHAHAHAHHHHHHHHHHAAAAAAAAAAAAAAAAAAAA AAAAAAA
*dead*
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Not buying it for a second. In my personal experience the only times I've seen seen people say something like that is when they knew they were doing exactly what they were claiming not to have done.
Giving you the benefit of doubt at best you are assuming it would have been obvious to you. It would be nice if we could test your self proclaimed powers of deduction by listing a few issues and letting you tell us what you think is the problem and then compare that to the actual cause of the problem. |
Any way to display deductive abilities would require more than what anyone would be willing to do on either side and even if I wanted to show that I do work that way I wouldn't for second care to do it in this community because I don't believe for a second the people that would even remotely want "proof" would be honest and it wouldn't solve anything either way.
We've all seen the simplest things turn out to be nightmares for the devs after something was added caused completely unexpected problems in completely unrelated areas, and that's only the stuff that turns up after it's been put on the test servers and gone live. We've all watched things get delayed or pulled from an issue for unexplained problems.