Implement a REAL fix for bug #1178

    Valiant70

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    The explosive effect doesn't go more than one block on cannons and beams. That's not supposed to be the case. It's a bug.

    http://bugs.star-made.org/issues/1178

    The "fix" for this bug was to put a note in the config settings that the feature doesn't work. This makes me sad. I want real explosive cannon shots.
     
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    they should give it a seven block radius like punchtrough so that it isn't like machine gun missiles.
     

    Edymnion

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    The explosive effect doesn't go more than one block on cannons and beams. That's not supposed to be the case. It's a bug.

    http://bugs.star-made.org/issues/1178

    The "fix" for this bug was to put a note in the config settings that the feature doesn't work. This makes me sad. I want real explosive cannon shots.
    As a computer programmer by trade, I can perfectly understand the "Oh this is going to take more work to fix than I have time to give right now. Its not a showstopper, just document it and come back to it later."

    I mean, we all have our personal wants, but there's always a side we don't see.

    Not like its as serious as a certain "unintended consequence" that makes an opponent completely drop their shields at the press of a button...
     

    Valiant70

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    As a computer programmer by trade, I can perfectly understand the "Oh this is going to take more work to fix than I have time to give right now. Its not a showstopper, just document it and come back to it later."

    I mean, we all have our personal wants, but there's always a side we don't see.

    Not like its as serious as a certain "unintended consequence" that makes an opponent completely drop their shields at the press of a button...
    It's still a little silly and it alters the meta in a rather disappointing way. Sure, there's a lot to do besides fix one effect, but work has been done in effects since then. It's not like the Schine team doesn't have time to pay attention to effects.

    Given how long this thing has been lying around unfixed, it's probably a stubborn one that would take some hours (maybe quite a few) to track down and fix. I have enough trouble finding bugs in one class sometimes. Starmade probably has hundreds of classes, and maybe half a dozen or so are involved in a weapon impact. (purely speculation)

    The thing is, it needs to be fixed. It will eventually have to be dealt with. The bug makes a potentially really fun effect disappointing, so why not soon? Maybe during or after the rail update hotfixes someone could take a look at it again.
     

    Edymnion

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    It's still a little silly and it alters the meta in a rather disappointing way.
    I know this gets said a lot, but this is still an alpha. The metagame as it exists now will not be a thing when it finally launches. People who don't like bugs and playing around them should not play betas, much less alphas. You will only drive yourself insane.

    Gotta go zen hippy, "Its all good man, everything will work itself out in the end" and be happy that they've acknowledged that its an issue and that they will address it in due time.
    so why not soon? Maybe during or after the rail update hotfixes someone could take a look at it again.
    Well, without being able to see the base code, I can't really say. But a common one that crops up is that the problem isn't so much with that one small area, but how it interacts with everything else.

    Perhaps that code itself is working perfectly, but the code it is based on that is running a dozen other things as well is where the issue is. Thing is, its a big complicated block of code and everything else is running just fine off of it. The change that fixes this one issue might involve changing something else that would break more than it fixed.

    Or, perhaps a more likely answer, they don't exactly have a building full of coders and testers and bug fixers. They could hold their daily meetings in a phone booth (heh, do kids even know what a phone booth is anymore?). When you've got that few resources, you spend them on what gives the most immediate and substantial return for your investment. Fixing one enhancement for one weapon type isn't going to give them a vastly improved gameplay experience (not like how the movable rails are), so its low man on the totem pole. One of those "When I've got nothing better to do" kind of fixes.

    Whatever the reason, it is rarely as simple as "Oh, I just need to go change this 3 to a 4 and it'll work perfectly!".
     

    Valiant70

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    I know this gets said a lot, but this is still an alpha. The metagame as it exists now will not be a thing when it finally launches. People who don't like bugs and playing around them should not play betas, much less alphas. You will only drive yourself insane.

    Gotta go zen hippy, "Its all good man, everything will work itself out in the end" and be happy that they've acknowledged that its an issue and that they will address it in due time.
    Well, without being able to see the base code, I can't really say. But a common one that crops up is that the problem isn't so much with that one small area, but how it interacts with everything else.

    Perhaps that code itself is working perfectly, but the code it is based on that is running a dozen other things as well is where the issue is. Thing is, its a big complicated block of code and everything else is running just fine off of it. The change that fixes this one issue might involve changing something else that would break more than it fixed.

    Or, perhaps a more likely answer, they don't exactly have a building full of coders and testers and bug fixers. They could hold their daily meetings in a phone booth (heh, do kids even know what a phone booth is anymore?). When you've got that few resources, you spend them on what gives the most immediate and substantial return for your investment. Fixing one enhancement for one weapon type isn't going to give them a vastly improved gameplay experience (not like how the movable rails are), so its low man on the totem pole. One of those "When I've got nothing better to do" kind of fixes.

    Whatever the reason, it is rarely as simple as "Oh, I just need to go change this 3 to a 4 and it'll work perfectly!".
    I fully understand how complex the solution may be, as I stated here.

    Given how long this thing has been lying around unfixed, it's probably a stubborn one that would take some hours (maybe quite a few) to track down and fix. I have enough trouble finding bugs in one class sometimes. Starmade probably has hundreds of classes, and maybe half a dozen or so are involved in a weapon impact. (purely speculation)
    However, I think this problem is far more consequential than it's being made out to be. Missiles are used far more than they would be if this were fixed. In the grand scheme of things, this is a pretty big gameplay difference. It drastically alters battle strategy and ship design because weapons other than missiles lack any blast radius (barring multiple outputs, which are far less effective per mass than explosions) making them less effective for hitting cores and inner systems, and less effective for block destruction in general other than (maybe) surface armor.

    My proposal is that it is worth the time investment to fix this problem sooner rather than later. I don't want to wait another year to use explosive cannons and beams, and I doubt anyone else does either.
     

    Edymnion

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    Odd, when I want to kill a core, I prefer beams and cannons WITHOUT explosive modules. Missiles are generally preferred for combat, in my experience, because they don't require aiming. They're virtually always used as either homing or heatseekers, I've never seen anyone use dumb fire missiles as anything but base killers.

    I prefer to use beams/cannons due to their ability to do pinpoint damage to very small areas, and to use punchthrough as a core driller. I at least don't WANT to have explosive on them, because it defeats my main purpose for them (to kill a ship with absolute minimum of damage, so that I can either capture it or salvage it). Even if explosive worked correctly on them, I still wouldn't want to use it.

    Missiles are great for bulk easy to use damage. Beams and Cannons are great for pinpoint surgical strikes. Pair a beam or cannon punchthrough turret with a turret with a 100% efficient stop effect, and its amazing efficient at taking out smaller ships. Stop beam holds them down, the punchthrough beam drills down to their core quickly and easily, leaving you with a 99% intact ship to claim for yourself.
     

    AtraUnam

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    On the upside the community cares enough about the game that people are willing to reference the bug tracker in order to express their concerns.
     

    Lancake

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    The reason why it's capped to 1 radius is because the game just doesn't support large radius damage per projectile. Missiles are using an inaccurate system but it's optimized, it's an old though and needs some serious reworking. Note that you can't fire 10 missiles per second per group either. The game simply can't handle 100+ groups of AoE projectiles, with the max fire rate of 10 shots per second this would be 1000+ AoE hits per second. This could potentially be 50 000 blocks destroyed per second constantly.

    It's similar how punch through was uncapped before, a single projectile could destroy 200-400 blocks. Multiply this by 100 groups and more than 1 shot per second and you could crash every client in your sector.

    It's capped now, but I'm sure we will be able to get this explosive radius up to 3/4 once a few systems get reworked.

    PS: I did not read a single post in this thread so I don't know what has been said already, sorry.
     
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    I really agree with the issue brought up in this topic. The weapons systems in general need some love!
    And cannon really need a good rework in the way they work.

    People who don't like bugs and playing around them should not play betas, much less alphas. You will only drive yourself insane.

    Gotta go zen hippy, "Its all good man, everything will work itself out in the end" and be happy that they've acknowledged that its an issue and that they will address it in due time.
    With all due respect, if everyone thought like that, it would make the devs' lives much harder.. Having people whining about bugs now is much better than having people whining about bugs when the game has gone gold!
    Besides, they're using a bug tracker, which means they have a way to get rid of duplicates and non-issues themselves. And the frequency at which they get reminded about something might actually help gauge what is more pressing, and whether a bug is actually fixed or not.

    Well, without being able to see the base code, I can't really say. But a common one that crops up is that the problem isn't so much with that one small area, but how it interacts with everything else.

    Perhaps that code itself is working perfectly, but the code it is based on that is running a dozen other things as well is where the issue is. Thing is, its a big complicated block of code and everything else is running just fine off of it. The change that fixes this one issue might involve changing something else that would break more than it fixed.

    Or, perhaps a more likely answer, they don't exactly have a building full of coders and testers and bug fixers. They could hold their daily meetings in a phone booth (heh, do kids even know what a phone booth is anymore?). When you've got that few resources, you spend them on what gives the most immediate and substantial return for your investment. Fixing one enhancement for one weapon type isn't going to give them a vastly improved gameplay experience (not like how the movable rails are), so its low man on the totem pole. One of those "When I've got nothing better to do" kind of fixes.

    Whatever the reason, it is rarely as simple as "Oh, I just need to go change this 3 to a 4 and it'll work perfectly!".
    Personally, I'm more inclined to think its more of a logical issue than coding issue. Its because the way the game works right now, the explosive effect is basically a beefed up punch-through effect. Punch-through penetrates blocks until all the damage of the shot is absorbed(according to the wiki, but it seems it stops before that..), in a straight line from the impact point. And explosive has a fixed damage radius with fall-off, and it apparently penetrates in all directions from that impact point up to the explosive radius, or at least, that's how it works on the missiles. Because of the fall-off, it acts in a similar way to the punch-through effect, each blocks in the radius taking successively less damage. Particularly given blocks have such low health that the fall-off doesn't matter too much.

    The problem here is, what's the point of the punch-through effect if the explosive effect is much more effective already at digging holes and at punching through in all directions? Its redundant.

    If they'd change the way they're handling weapons ballistics a little, and make armor effective at absorbing damage they could fix this. Thus, I'm thinking they must be keeping that for a combat overhaul upgrade.

    Odd, when I want to kill a core, I prefer beams and cannons WITHOUT explosive modules. Missiles are generally preferred for combat, in my experience, because they don't require aiming. They're virtually always used as either homing or heatseekers, I've never seen anyone use dumb fire missiles as anything but base killers.

    I prefer to use beams/cannons due to their ability to do pinpoint damage to very small areas, and to use punchthrough as a core driller. I at least don't WANT to have explosive on them, because it defeats my main purpose for them (to kill a ship with absolute minimum of damage, so that I can either capture it or salvage it). Even if explosive worked correctly on them, I still wouldn't want to use it.

    Missiles are great for bulk easy to use damage. Beams and Cannons are great for pinpoint surgical strikes. Pair a beam or cannon punchthrough turret with a turret with a 100% efficient stop effect, and its amazing efficient at taking out smaller ships. Stop beam holds them down, the punchthrough beam drills down to their core quickly and easily, leaving you with a 99% intact ship to claim for yourself.
    See, the thing here is that this game isn't a homing and heat-seeking missile simulator. Other weapons aren't meant to be used for harvesting pirate loot more easily. And you've said it yourself, the game will change, and you probably won't be able to use those weapons to do surgical strikes either, except maybe for the beam weapons. There's no need to advertise the use of those weapons in a specific way to attempt to quell others' justified concerns. That's actually a fallacy and it interfere with the actual debate.
    If the dev team had explicitly said those weapons were meant to harvest pirate ships, then you'd be right, but that's not the case AFAIK.

    However, I think this problem is far more consequential than it's being made out to be. Missiles are used far more than they would be if this were fixed. In the grand scheme of things, this is a pretty big gameplay difference. It drastically alters battle strategy and ship design because weapons other than missiles lack any blast radius (barring multiple outputs, which are far less effective per mass than explosions) making them less effective for hitting cores and inner systems, and less effective for block destruction in general other than (maybe) surface armor.

    My proposal is that it is worth the time investment to fix this problem sooner rather than later. I don't want to wait another year to use explosive cannons and beams, and I doubt anyone else does either.
    Yeah, missiles are ridiculous as of now. There is so many reasons to use them over anything else..
    But its a problem with several causes, and even if they properly fix canons and beams, it will take a little more than that to solve all this.

    Its impossible to dodge missiles, they fly faster than anything can, and outrunning the shooter to get out of missile range is hard, given all ship are capped at around the same speed limit. (overdrive is costly in terms of space and not all that common) They're usually fired in volleys and shooting them all down is very hard even for turrets.(especially when missile defense turrets die the second you get in a fight!) They also got a very long range, insane penetration, and the damage per module is out of this world for homing missiles!
    There is no missile warning or tracking for those getting shot at, they currently blow up anything, docked or not, inside a ship near the hull, and they can home in into astronauts..

    Some of these are meant to change eventually, some are bugs, but they're all contributing to making missiles overpowered compared to all other weapons. Not to mention, missiles typically don't need effects to be effective, while other weapons like cannons will need effect along with a slaved weapon system to be of any use. And several weapon combos aren't working properly as of now. The long-range canon shoots out of visual range, and there is no zoom or anything of the sort to help with that. And the shotgun effect is working oddly right now..

    There are a couple more, but I'll stop here ^^;
    Hopefully, fixing this bug will get us closer to a weapon overhaul.
     

    Edymnion

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    With all due respect, if everyone thought like that, it would make the devs' lives much harder. Having people whining about bugs now is much better than having people whining about bugs when the game has gone gold!
    Besides, they're using a bug tracker, which means they have a way to get rid of duplicates and non-issues themselves. And the frequency at which they get reminded about something might actually help gauge what is more pressing, and whether a bug is actually fixed or not.
    There is a difference in my mind between getting reminders that something is an issue from a constant stream of new people, and getting the same person bringing it up over and over again.

    If you know that they know there is an issue, then I see no point in bringing it back up. Your job as a tester is done, they are aware of the issue, move on to the next thing. The rate at which new people find the bug, and hence how core it is to the majority's playstyle, that is important information to have.

    I see no benefit from basically saying "I don't think you're moving fast enough on this!" when we don't know what kind of issues are going on behind the scenes.
     

    Lancake

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    It's not a bug, it's completely intended that it is for now capped at 1. Once the missile damage system is reworked and is more accurate, the same system can be used for cannons and beams, until then you'll have to wait.
     

    Edymnion

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    Please. PLEASE. Do not try to speak for us.
    Did you actually read what I said, or just see a key word and react to it?

    I said how often it is reported by new people. As in if they know they added 10,000 new people and 5,000 people tried to report it, then it must be something very common to the way the majority of people play. If 2 people tried to report it, then odds are the majority of people haven't even noticed its there.

    I think I can speak for the majority of players when I'm saying "See what the majority of players are saying, instead of listening to one person who keeps bringing a topic back up."
     

    Winterhome

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    Did you actually read what I said, or just see a key word and react to it?

    I said how often it is reported by new people. As in if they know they added 10,000 new people and 5,000 people tried to report it, then it must be something very common to the way the majority of people play. If 2 people tried to report it, then odds are the majority of people haven't even noticed its there.

    I think I can speak for the majority of players when I'm saying "See what the majority of players are saying, instead of listening to one person who keeps bringing a topic back up."

    The majority also don't use Damage Pulse, Push Pulse, Astrotech Beams, Shield Drain, Shield Supply, Power Supply, Power Drain, or any other similar systems. Does this mean we should totally ignore their existence?
     

    Edymnion

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    The majority also don't use Damage Pulse, Push Pulse, Astrotech Beams, Shield Drain, Shield Supply, Power Supply, Power Drain, or any other similar systems. Does this mean we should totally ignore their existence?
    No, but it still means that more weight should be given to 10 people making duplicate threads on the same issue than we should give to 1 person making 10 threads on it.

    I honestly fail to see what is apparently so controversial about this. Multiple people saying the same thing is more important than one person saying it really loudly.
     

    Winterhome

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    No, but it still means that more weight should be given to 10 people making duplicate threads on the same issue than we should give to 1 person making 10 threads on it.

    I honestly fail to see what is apparently so controversial about this. Multiple people saying the same thing is more important than one person saying it really loudly.

    Multiple people *have* been saying it. For almost a year.
     

    Edymnion

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    Multiple people *have* been saying it. For almost a year.
    Lets go back to where this started, because I think we're coming at this from different directions.

    This started when it became clear that the OP's suggestion boiled down to "You already know this is a problem, but I don't think you're fixing it fast enough!" I responded with "Well it is an alpha, if the presence of bugs bothers you that much, might not wanna play alphas." Which went to "Well if everybody thought that bugs would never be reported and they wouldn't know anything was wrong until it went gold!" I responded with the idea that its more important to the devs to see duplicate threads by different new people than it is to see the same threads from the same people over and over again, because it reflects the playstyle of the majority better (and hence the importance of getting it fixed).

    At which point you jumped on me for speaking on behalf of the majority for saying that the higher the percentage of people reporting the same issue indicated more people were running into it, and hence greater indication that it affected the majority of players instead of a very vocal minority.

    That it is more important from a developer's standpoint that X% of the userbase is reporting it as being a significant issue than it is that the same dozen people have been saying it for months if no one else has ever reported it as being a problem.

    Do you see where I am trying to come from with this? A majority of people reporting something as a problem is a better indicator of it actually being a problem than a small minority that just keeps bringing it up.