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REMOVE SKILL RUST FROM GAME OPTIONS #59884

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REMOVE SKILL RUST FROM GAME OPTIONS #59884

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sonphantrung
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@sonphantrung sonphantrung commented Aug 4, 2022

Summary

Infrastructure "REMOVE SKILL RUST FROM GAME OPTIONS"

Purpose of change

Resurrect #55173
Original desc:
Since skill rust was transformed into a useful and important gameplay mechanic in #50176, there is no good reason to keep it in the game debug options.

Describe the solution

Basically the same thing as the former repo (can't playtest rn, machine has no good capability of compilation)

Describe alternatives you've considered

NONE

Testing

The code is practically the same, so test results should be the same

Additional context

  • Doing git apply/ git am is a PAINFUL process, so I basically just copied the same code ;)

@sonphantrung sonphantrung marked this pull request as draft August 4, 2022 14:11
@github-actions github-actions bot added [C++] Changes (can be) made in C++. Previously named `Code` Code: Infrastructure / Style / Static Analysis Code internal infrastructure and style json-styled JSON lint passed, label assigned by github actions astyled astyled PR, label is assigned by github actions labels Aug 4, 2022
@RelMayers
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What's a reason to cut out stuff out of debug options?

@anothersimulacrum
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It's a name of the section of the options, not legitimate debug options.

@RelMayers
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"What's a reason to cut out a option out of debug options?" Do we want player unable to customise their gameplay in any other way than just making a fork?

@Holli-Git
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"What's a reason to cut out a option out of debug options?" Do we want player unable to customise their gameplay in any other way than just making a fork?

If someone cared enough they could just make a mutation that allows you to not have skill rust. It's not something you need to make a whole fork over

@anothersimulacrum
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What's the reason to have 3 different methods for a system to work when we only actually care about and want one, and so the others only impose a maintenance burden?

This option existed because skills rust was a thing we wanted, but was not implemented in a satisfactory way. This mechanic is implemented in a satisfactory way. There is no reason for this option to exist, and it existing just means it diverts problems to people changing it instead of reporting the problem.

@RelMayers
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RelMayers commented Aug 5, 2022

INT based skill rust was nice for some runs, currently it has been removed completely. Removing option might cause people diverting from DDA to BN instead of them reporting problems. Also is there need to test everything in experimental at once?

@sonphantrung
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  • Unless you’re playing w/ StatsThroughSkills, you don’t necessarily have to constantly regrind your skills constantly to unrust it: Why bother constantly regrinding skills when you don’t need to? Tbf, you’ll never forget the ability to craft things, interacting w/ vehicles w/ the new system
  • My only issue w/ Skill Rust here is that: Many actions aren’t calculated properly w/ theoretical skills (Computers for example, hacking on computers while having 0 practical and 6 theoretical should take theoretical skills into calculation, instead of just calculating practical skills, since I got some ideas on Hacking after all!)

@Mo-rang
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Mo-rang commented Aug 5, 2022

But i like the capped option 😥

@sonphantrung
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And finally, after #58851 got merged into the base game, you now have LOTS of time to regain your skills if you want to

@RelMayers
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Could you address concerns rather than ignoring them all together?

@Maleclypse
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  • Unless you’re playing w/ StatsThroughSkills, you don’t necessarily have to constantly regrind your skills constantly to unrust it: Why bother constantly regrinding skills when you don’t need to? Tbf, you’ll never forget the ability to craft things, interacting w/ vehicles w/ the new system
  • My only issue w/ Skill Rust here is that: Many actions aren’t calculated properly w/ theoretical skills (Computers for example, hacking on computers while having 0 practical and 6 theoretical should take theoretical skills into calculation, instead of just calculating practical skills, since I got some ideas on Hacking after all!)

I do think both of those issues should be addressed in any fix being merged. Stats through skills because it's a mod that is packaged with the game and if this causes wonky behavior in it that's an issue. And honestly computers is currently broken by skill rust in my playthroughs. I'm fine with removing options but those two items should be fixed before or at the same time we are removing the options.

An easy fix for stat's through skills would be to shift the stat gain from practical to theoretical.

@chrispikula
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chrispikula commented Aug 5, 2022

Is the skill training speed option being removed as well? I tend to like it as I find current skill gain unrealistically fast.

@anothersimulacrum
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I'm not sure that's necessarily incorrect behavior for stats through skills, though it may warrant nicer handling.

@I-am-Erk
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I-am-Erk commented Aug 6, 2022

As the originator of the rust change, I would suggest that we do this after stable. Doing it now raises the possibility of having to deal with presently minor rust issues that then may get elevated to blocker level. Since all the listed issues are not severe enough to block IMO, I'd prefer to let people disable them with the option and not have them slow down release.

@chrispikula digressing, but I do plan on dramatically slowing skill gain after stable. I don't want people to conflate the rust change with skill gain changes like they conflated crafting time changes with proficiencies.

@x-qq

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9 participants