[quote=“Kevin Granade, post:36, topic:13979”]NO. IT. WAS. NOT. That system literally threw away important data about dispersion in the name of “making it easier to understand”, while doing nothing of the sort. It simply threw all sources of inaccuracy into a bucket and then massaged them to get a result that vaguely resembled the output you were looking for, but mostly ignored the inputs. Additionally, any theoretical gains from “simplifying” the distribution were negated by an over-complicated and self-referential system for setting maximum effective gun ranges that was riddled with bugs and oversights, and didn’t actually verify anything important about accuracy.
The “throw the error sources in a bucket and treat it like an arbitrary distribution” system is a dead end, you can’t do anything meaningful with it except force the distribution to be what you want it to be, becuse you’ve thrown any additional inputs that you could use away.[/quote]
That’s all a bunch of assertions targeting the implementation details that only show you didn’t think about it.
Ignores the inputs? This is what everything else in the game does: extracts a final value and uses that. It’s not like your mess of a system does anything else - it only delays the final calculation instead of summing them up on the spot.
The “over-complicated and self-referential system for setting maximum effective gun ranges that was riddled with bugs and oversights”? It was actually amazing at informing the player how effective the gun will be, helping NPC AI, providing the most important data about gun accuracy as a single nice value. It tells the PLAYER what PLAYER needs to hear, something so lacking in this game that without lurking github and forums or reading code you can’t feasibly begin to understand what is happening in many of the systems in the game.
Instead you replaced it with an intentionally bad approximation, so that anyone not checking github will be at an even greater disadvantage than before. Ironic, considering some of the 0.D milestone PRs were accessibility related - even people without working eyes get to be misled! And all of that with no warning that it’s an approximation too.
If you didn’t like the clean, natural distribution system because it ignored inputs, you could have passed them along to do something interesting with them.
Instead you reverted it into a mess where Simo Häyhä equipped with a standard issue police pistol is about as effective at ranged combat as a jackass with a piece of metal hammered from broken lockers tied to a stick. And it only gets worse when you compare equal skills.
Oh and you didn’t do anything interesting with the inputs either. You only use them to mess up the distribution in such a way that a single bad variable (which you didn’t bother to reveal to players in any way, instead choosing intentionally misleading display) pretty much guarantees inaccuracy. This certainly is harder to understand than throwing them all together and just treating them all in the same way.
The problem with accuracy stems from the fact that dispite my repeated demands to establish some kind of baseline accuracy tests (as a prerequisite for overhauling how dispersion worked), mugling instead decided to add a bunch of code to the game to output graphs to convince themselves that the accuracy numbers at one specific point in time were good, and then YOU, Coolthulu decided to just merge the bullshit changes instead of holding them to that requirement.
I did fuck up a bunch of times in the development. I misunderstood you and others, missed some moderately important details (limb re-breaking, for example!), implemented things that turned out badly thought out or badly implemented.
But merging that amazing change (set of changes) was not a fuck up. Even with all its shortcomings, it was the single best thing that happened to ranged combat since 0.A (and probably earlier, but I haven’t seen much of that).
The system unfucked the mess that the ranged combat was since aiming update and maybe even before. It made ranged combat WORK.
And now you regressed it all into… what we have now. Without considering the consequences at that - clearly evidenced by you saying “As a result the player-visible change to accuracy should be minimal to nonexistent.”.
A ton of work that went into statistical analysis to ensure things don’t suck? Gone, with nothing to replace it. And shockingly, things suck now.
Honestly, at this point it looks more like some sort of personal vengeance or dominance assertion. When a whole host of github lurkers and contributors ask you not to fuck things up, you fuck things up and skip the usual no self merging thing.
When you’re given a set of numbers to fix this - which you asked for - you ignore them and all you have to say are accusations and excuses that all avoid the central point that things are a giant mess now, in pretty much every way worse than what was before, with examples that cover both game mechanics and real life.
All you have to say about the system targets some internal details, none of your arguments translate into meaningful examples - unlike the system you accuse of “not making sense”, which handles them just fine.
You weren’t like this before. Around ~0.B, it seemed like you genuinely want to make this game better, not “more yours”.