Thas is video of that fight . Plz forgive my game play i m not that good at lots of thing in this game https://youtu.be/kKT10vPCw30
Yeah that’s a new one. Since it’s activating both when you attack into her block and normally it looks to be an interaction with the Biohazard node itself. That definitely shouldn’t trigger it though.
This looks like a design error. If I had to take a guess as to what is happening here, biohazard is acting as an invisible ability owned by the *player* such that when you make contact it triggers bleeds and poisons on yourself. Because the game engine thinks it is a player ability when it fails it counts as an ability accuracy failure and triggers Domino's critical failure.
This shouldn't happen intentionally, but if that is how biohazard is implemented in that situation then it is also logical that it does happen.
Unfortunately, it might take a while for someone to look at this, because I think a lot of Kabam developers are on vacation at the moment.
I mean... Thing is, that would need to be a temporary problem thar came up in like the last micro-update or so.
Biohazard could always be manipulated by aar, which means it acted as the opponents ability.
You could be right here, but it's really weird lol.
I'm not sure where that fight is taking place, but it is possible the bug only exists in that one fight. I don't think biohazard is a "global" thing in the game that is guaranteed to work in the same way everywhere, I think it is something the designer puts onto each map and into each fight and has to set it up correctly as intended, and it is possible someone typoed something in that one fight design, so it works correctly elsewhere (with regard to AAR).
I don't have direct evidence that's happening, I'm just theorizing what might fit the facts seen in the fight. It could be something else entirely.
Thas is video of that fight . Plz forgive my game play i m not that good at lots of thing in this game https://youtu.be/kKT10vPCw30
Yeah that’s a new one. Since it’s activating both when you attack into her block and normally it looks to be an interaction with the Biohazard node itself. That definitely shouldn’t trigger it though.
This looks like a design error. If I had to take a guess as to what is happening here, biohazard is acting as an invisible ability owned by the *player* such that when you make contact it triggers bleeds and poisons on yourself. Because the game engine thinks it is a player ability when it fails it counts as an ability accuracy failure and triggers Domino's critical failure.
This shouldn't happen intentionally, but if that is how biohazard is implemented in that situation then it is also logical that it does happen.
Unfortunately, it might take a while for someone to look at this, because I think a lot of Kabam developers are on vacation at the moment.
I mean... Thing is, that would need to be a temporary problem thar came up in like the last micro-update or so.
Biohazard could always be manipulated by aar, which means it acted as the opponents ability.
You could be right here, but it's really weird lol.
I'm not sure where that fight is taking place, but it is possible the bug only exists in that one fight. I don't think biohazard is a "global" thing in the game that is guaranteed to work in the same way everywhere, I think it is something the designer puts onto each map and into each fight and has to set it up correctly as intended, and it is possible someone typoed something in that one fight design, so it works correctly elsewhere (with regard to AAR).
I don't have direct evidence that's happening, I'm just theorizing what might fit the facts seen in the fight. It could be something else entirely.
Sounds quite convoluted and somewhat tedious, but then again that's programming.
It isn't really programming. In fact, I'm reasonably sure "Biohazard" isn't a thing that any programmer directly created. Instead, programmers create the raw building blocks of effects and abilities and content creators create the abilities and effects we interact with using those building blocks.
In broad strokes a programmer creates the framework for a generic effect where there's a trigger "if X then" and then there's some action "then apply modifier Bleed to target" and then a content creator can create the Biohazard node using those primitives ("if struck then bleed; if block then poison"). If a content creator wants to make a node that they can't make using the primitives that already exist, that's when they ask a programmer to extend the options available to stick into that generic framework.
In my experience they usually don't even write those things directly: it is done with Mad-libs style spreadsheets. An effect has columns, one for "trigger" and one for "effect" and the content creator just fills in the blanks. So if you want to trigger bleed 50% of the time you hit the target, the spreadsheet has to have a column for "trigger" and another one for "chance to occur." If those columns don't exist, a programmer has to add those features into the game engine, and then a toolchain dude or dudette has to add that column to the spreadsheet and change the conversion macros to convert that column into the right data in the right place in the output files for the game engine to fetch.
This multiple layers of abstraction make it much easier to create content for a game like this (because you aren't mucking around with the actual code of the game, and you don't need programmers to do this), but sometimes creates opportunities for mistakes to happen you wouldn't expect. For example in another game I saw an interesting bug where a developer was trying to create an effect where the player would be healed for X damage every second. However, instead of setting "Period" to one second (meaning: tick once per second) they set "Duration" to one second. This caused the game engine to think that the player was supposed to have a "heal effect" that actually lasted for one second. Which the game interpreted as "add X to the player's health CONSTANTLY for one second." Constantly, in terms of the game engine, meant about 8.5 times per second - as fast as the game could apply that effect. Needless to say, this was a very fun bug to beta test.
Thas is video of that fight . Plz forgive my game play i m not that good at lots of thing in this game https://youtu.be/kKT10vPCw30
Yeah that’s a new one. Since it’s activating both when you attack into her block and normally it looks to be an interaction with the Biohazard node itself. That definitely shouldn’t trigger it though.
This looks like a design error. If I had to take a guess as to what is happening here, biohazard is acting as an invisible ability owned by the *player* such that when you make contact it triggers bleeds and poisons on yourself. Because the game engine thinks it is a player ability when it fails it counts as an ability accuracy failure and triggers Domino's critical failure.
This shouldn't happen intentionally, but if that is how biohazard is implemented in that situation then it is also logical that it does happen.
Unfortunately, it might take a while for someone to look at this, because I think a lot of Kabam developers are on vacation at the moment.
I mean... Thing is, that would need to be a temporary problem thar came up in like the last micro-update or so.
Biohazard could always be manipulated by aar, which means it acted as the opponents ability.
You could be right here, but it's really weird lol.
I'm not sure where that fight is taking place, but it is possible the bug only exists in that one fight. I don't think biohazard is a "global" thing in the game that is guaranteed to work in the same way everywhere, I think it is something the designer puts onto each map and into each fight and has to set it up correctly as intended, and it is possible someone typoed something in that one fight design, so it works correctly elsewhere (with regard to AAR).
I don't have direct evidence that's happening, I'm just theorizing what might fit the facts seen in the fight. It could be something else entirely.
Sounds quite convoluted and somewhat tedious, but then again that's programming.
It isn't really programming. In fact, I'm reasonably sure "Biohazard" isn't a thing that any programmer directly created. Instead, programmers create the raw building blocks of effects and abilities and content creators create the abilities and effects we interact with using those building blocks.
In broad strokes a programmer creates the framework for a generic effect where there's a trigger "if X then" and then there's some action "then apply modifier Bleed to target" and then a content creator can create the Biohazard node using those primitives ("if struck then bleed; if block then poison"). If a content creator wants to make a node that they can't make using the primitives that already exist, that's when they ask a programmer to extend the options available to stick into that generic framework.
In my experience they usually don't even write those things directly: it is done with Mad-libs style spreadsheets. An effect has columns, one for "trigger" and one for "effect" and the content creator just fills in the blanks. So if you want to trigger bleed 50% of the time you hit the target, the spreadsheet has to have a column for "trigger" and another one for "chance to occur." If those columns don't exist, a programmer has to add those features into the game engine, and then a toolchain dude or dudette has to add that column to the spreadsheet and change the conversion macros to convert that column into the right data in the right place in the output files for the game engine to fetch.
This multiple layers of abstraction make it much easier to create content for a game like this (because you aren't mucking around with the actual code of the game, and you don't need programmers to do this), but sometimes creates opportunities for mistakes to happen you wouldn't expect. For example in another game I saw an interesting bug where a developer was trying to create an effect where the player would be healed for X damage every second. However, instead of setting "Period" to one second (meaning: tick once per second) they set "Duration" to one second. This caused the game engine to think that the player was supposed to have a "heal effect" that actually lasted for one second. Which the game interpreted as "add X to the player's health CONSTANTLY for one second." Constantly, in terms of the game engine, meant about 8.5 times per second - as fast as the game could apply that effect. Needless to say, this was a very fun bug to beta test.
Your knowledge about back end functioning of game is great.
Kabam obviously doesn’t care. There really isn’t a need to set an example for new comers that they should revive old threads that Kabam doesn’t respond to.
Comments
I don't have direct evidence that's happening, I'm just theorizing what might fit the facts seen in the fight. It could be something else entirely.
In broad strokes a programmer creates the framework for a generic effect where there's a trigger "if X then" and then there's some action "then apply modifier Bleed to target" and then a content creator can create the Biohazard node using those primitives ("if struck then bleed; if block then poison"). If a content creator wants to make a node that they can't make using the primitives that already exist, that's when they ask a programmer to extend the options available to stick into that generic framework.
In my experience they usually don't even write those things directly: it is done with Mad-libs style spreadsheets. An effect has columns, one for "trigger" and one for "effect" and the content creator just fills in the blanks. So if you want to trigger bleed 50% of the time you hit the target, the spreadsheet has to have a column for "trigger" and another one for "chance to occur." If those columns don't exist, a programmer has to add those features into the game engine, and then a toolchain dude or dudette has to add that column to the spreadsheet and change the conversion macros to convert that column into the right data in the right place in the output files for the game engine to fetch.
This multiple layers of abstraction make it much easier to create content for a game like this (because you aren't mucking around with the actual code of the game, and you don't need programmers to do this), but sometimes creates opportunities for mistakes to happen you wouldn't expect. For example in another game I saw an interesting bug where a developer was trying to create an effect where the player would be healed for X damage every second. However, instead of setting "Period" to one second (meaning: tick once per second) they set "Duration" to one second. This caused the game engine to think that the player was supposed to have a "heal effect" that actually lasted for one second. Which the game interpreted as "add X to the player's health CONSTANTLY for one second." Constantly, in terms of the game engine, meant about 8.5 times per second - as fast as the game could apply that effect. Needless to say, this was a very fun bug to beta test.
OP: