OnisBigStick
OnisBigStick
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@Reinami said:
I am a software engineer professionally and have been for nearly 10 years.
It's not that hard. They have spaghetti code.
But seriously. Programming does not work like that. Things don't have impact on other things unless they are directly tied to it. For example, this is my speculation as to why they "nerfed" blast mine by making it so it doesn't return to you if it wasn't broken by the killer, when they released wiretap.
it is obviously because wiretap and blast mine used the same logic and code to "put something" on the generator. Blast mine worked entirely by being "kicked" by the killer whereas wiretap was cancelled by a killer kicking it, but had an additionally effect. The reality is though, they basically refactored blast mine to be generic so they could make other perks like wiretap work, but then realized that wiretap would be OP if they gave it back to the survivor if the killer didn't kick the gen, so took it away. Then didn't realize they "nerfed" blast mine in the process. And because they take forever to do anything, here we are with a nerfed blast mine, even though it was already underpowered to begin with.
When, in reality, it would be really simple to add logic to the "generic" version to add a flag that is like "returnsOnCooldown" to check if the thing is still on the gen when the cooldown is up, and if it is, it returns it to the survivor. Then just have wiretap set that flag to false, and blastmine set it to true. Or, if they speculate that they wouldn't want that behavior on any other perk, they add the check specifically into blast mine's code. This should be a simple task, that should literally take an engineer maybe 20 minutes to implement and write tests for it. But they don't. Why? The only reason that they wouldn't is because either:
A) They think it isn't that important for blast mine (which shows they know very little about their own game)
B) It is actually extremely difficult to do this (spaghetti code)
C) They literally don't know that this problem exists (which shows a massive problem with the company as a whole)
I would suspect it is A or B.
This is just this one problem though. The reality is there are tons of problems with this game that could easily be fixed with simple number tweaks, yet they take ages to do them. Months if not years. For example, the solo queue system for survivors to get icons that show what they are doing. Such a system is extremely simple to implement. And shouldn't take more than a few weeks for a single engineer. The logic for it is extremely simple. Check what action the survivor is doing, then set a flag, then based on that flag, an icon appears for other survivors. Why is that so hard to do and taking a year at this point? They say because they are doing other things. But like, WHAT are they doing? Rarely anything changes from patch to patch outside of a handful of perk changes every few months along with a new killer and survivor. Every 2-3 years they do a big sweeping change, and that's about it.
The only explanation for this is that it is far more difficult for them to do these things than it should be.
If i were them, i would be tweaking things constantly, either switch their patches from being every what, 2 months? to every 2 weeks, and change a few things every time, or during these 2 month patches, they should be making changes to dozens of perks at time. I mean, really think about it, how many VIABLE perks are there for both sides? Maybe a dozen? Out of what, hundreds?
My point is, what on earth are they doing with all of this time they have?
The programmer who wrote Wiretap commented on Twitter that the change to Blast Mine was intentional. So what I think happened is that they indeed made BM and Wiretap share some code, and then the programmer went to the designer and asked if it was worth it to make a special case for Blast Mine and the designer said they should behave the same so changed the BM design.
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I think this was fixed in the last patch.
From the patch notes:
>Fixed an issue that may cause succeeding a Brand New Part skill check not to give generator repair progress.