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-   -   FAW Process Chart -- Lets Assist With Troubleshooting. (http://sto-forum.perfectworld.com/showthread.php?t=961751)

themarie 12-19-2013 11:40 PM

FAW Process Chart -- Lets Assist With Troubleshooting.
 
Ok so I'm not exactly clear what happened with FAW. It's one of my favorite powers to use so I'm a bit cross that we're having so much trouble.


How would a "properly functioning FAW cycle" look in terms of a flow-chart, as opposed to what we have now? Lets spell out exactly what we had before when it worked right, and the different iterations of "broken." I want to see it laid out.

Once we establish that, it's a question of breaking it down into code. My guess is there are function calls that rely on variables in other processes, events and services that interact with the FAW cycle in unpredictable ways.

dontrell94 12-20-2013 02:36 PM

I agree, there are those of us that should be able to help, given certain people's background.

themarie 12-20-2013 03:30 PM

Giving the amount of sobbing over the FAW problems I figured there would be more interest in this.

Apparently not!

doffingcomrade 12-21-2013 06:08 AM

Interest, yes. Actual ability to do anything about it, not so much. While I would certainly love to go through the code and fix it myself, that isn't on the table. At a user level, the only thing you can do is go back to your cannon boats.

tom61sto 12-22-2013 12:27 PM

Last I heard dev talk about the mechanic itself, it was referred to as "magic", and was actually drawn backwards from the enemy to the originating ship, though this was when it was still incapable of missing (Season 5 IIRC).

On inheritance of mods to FAW, that was discussed more recently. Basically, you hit FAW, the beams in use become it's own with it being originating entity, but up until recently the mods only effected things when the user fired the beams. Skills and consoles were properly inherited, though. A fix from Neverwinter dealing with 'chain lightning' changed that giving FAW the ability to use the mods too.

All that I've seen said about the crit issue is that the fix to keep a player's procs from hitting themselves is what broke that. If FAW still runs backwards from the enemy to the player, that makes a certain amount of sense.

sirboulevard 01-11-2014 04:51 PM

Quote:

Originally Posted by tom61sto (Post 14172891)
Last I heard dev talk about the mechanic itself, it was referred to as "magic", and was actually drawn backwards from the enemy to the originating ship, though this was when it was still incapable of missing (Season 5 IIRC).

On inheritance of mods to FAW, that was discussed more recently. Basically, you hit FAW, the beams in use become it's own with it being originating entity, but up until recently the mods only effected things when the user fired the beams. Skills and consoles were properly inherited, though. A fix from Neverwinter dealing with 'chain lightning' changed that giving FAW the ability to use the mods too.

All that I've seen said about the crit issue is that the fix to keep a player's procs from hitting themselves is what broke that. If FAW still runs backwards from the enemy to the player, that makes a certain amount of sense.

Jesse Heinig was in Organized PVP about 2-3 weeks ago talking about FAW. Basically the function was very haphazardly put together and it finally broke around Season 8. The only update he really gave us was that Borticus was going in and writing a whole new version of the FAW function from scratch for improved stability.

lucho80 01-11-2014 06:16 PM

I know you guys are trying to help, but I think the devs have to really go back to all the code and chart out clearly how everything is working now and how it should work since the whole "magic" comment really means: "We looked at the code and now can't remember how everything fits together".


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