So, Anthem. It’s both amusing and sad to watch it go through a cycle that looks very much like The Division. It generates a lot of buzz, it launches with poor to fair sales and is then beset by a series of bugs, especially related to progression and exploits. It’s not identical, but it seems to be following the same sort of pattern. The bug, in this case, is one where the starter rifle, in combination with end game gear, kills things in fewer shots than an end game weapon, despite reporting much lower damage numbers. Engadget article. It’s based on a reddit post by one YeetLordSupreme.
What really stands out and bothers me, though, is that bit with the damage numbers. The reddit post features a gif from beatpeet42 of this effect in action, included here:
The damage done, as visible on the health bar, is roughly the same between these two weapons. However, what’s reported to the player is that one of them hit three times for 1442 and the other three times for 238. 4326 ≠ 714. It has been confirmed as a bug and not working as intended.
Hey everyone – Thanks for the feedback on this. I have confirmed with the team that this is in fact a bug related specifically to the default items on a loadout in combination with higher level gear you have equipped. It’s not functioning as intended and the team is working on it for an upcoming fix. – UNTDrew, Community Manager
Now, I realize level scaling and gear scaling is a thing. In my personal opinion it is, on the whole, a good thing. What bothers me is that the numbers don’t reflect anything meaningful unless they’re also scaled properly. In this case I think maybe the number displayed is probably closer to what they damage should have been, but it’s also possible that the numbers are correctly displayed and that the invisible “health pool” number itself is what’s different. Something along the lines of display numbers being client side and actual damage numbers being server side.
Of course, this brings back numbers like Time-To-Kill or Shots-To-Kill as a better measure of a weapons effectiveness than the displayed weapon power. Destiny 2 uses TTK quite a bit, especially in PvP. It’s also pointing out an obvious gap in expected result vs actual result. You could have the best, most accurate, damage spreadsheet ever and if it’s not bugged in the same way, you would never notice if you didn’t test it.
That’s the other side of this. I see a lot of people who feel like this should have been picked up in QA testing. I honestly don’t know how reasonable it is to expect any developer to run damage simulations of every possible gear configuration, or how helpful that tool would be if they developed it. It took a week and a half or so for this to even come to light with an entire player base playing it. I think maybe it’s obscure enough that we can let it slide, especially since it’s allegedly being fixed in the near future.
Completely unrelated to any of that, CCP wants to have a super massive space battle that breaks their previous record in Eve. Not in Eve itself though, in Eve: Aether Wars. I have no idea what that is, but I’m assuming it’s a little more arcadey in nature. The test itself is being called a “tech demo” and occurs in conjunction with GDC. They want to get 10,000 people. If you care, you can sign up here, announcement here. What time of day they wish to do this hasn’t specified yet.
I don’t know if I intend to participate, but I threw my name in the hat because it’s at least something write about, and I enjoy poking around in the most random stuff. Y’all stay safe, and don’t forget to scale all your damage numbers.