Republic Veteran
Join Date: Jun 2012
Posts: 1,009
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.
Starfleet Veteran
Join Date: May 2013
Posts: 7
# 2
12-20-2013, 01:36 PM
I agree, there are those of us that should be able to help, given certain people's background.
Republic Veteran
Join Date: Jun 2012
Posts: 1,009
# 3
12-20-2013, 02:30 PM
Giving the amount of sobbing over the FAW problems I figured there would be more interest in this.

Apparently not!
Captain
Join Date: Jan 2013
Posts: 3,158
# 4
12-21-2013, 05:08 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.
Captain
Join Date: Jun 2012
Posts: 1,427
# 5
12-22-2013, 11:27 AM
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.
Career Officer
Join Date: Jul 2012
Posts: 684
# 6
01-11-2014, 03:51 PM
Quote:
Originally Posted by tom61sto View Post
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.
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