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Revert New Xenoarch #4640
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Revert New Xenoarch #4640
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please please please please please please please please pleaaaaaaaaaase |
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THE TESTS PASSED?! THE GODS SMILE UPON ME |
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As much as i like the new one, the old one is simply better |
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I dont play epi often nowadays but how about just hiding nodes you didnt trigger yet? Or otherwise improving on the new system instead of reverting to this dated system |
new system is fundamentally flawed, for a number of reasons (ex. multitrigger nodes and their 10-second delay) also, unrelated: requesting direction review on this one ASAP, the longer it takes to get this merged, the more likely it is that it's gonna end up in merge conflict hell |
direction review time, 24 hours, etc. you know the drill. |
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Direction Approved, However we will revisit Xenoarch with next upstream merge |
We... we will? >.> |
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Could we please provide more concrete details about the problems with new xenoarch? Revisiting xenoarch later will be much easier if we have a better grasp on the backlash. Currently we've only documented generic complaint ideas, with no concrete examples to help us improve the system. In my view, the only difference here that warrants a revert is the fundamental difference between old and new xenoarch: old is about completing a mysterious tree by navigating using a single node, while new has a focus on activating interesting combinations of effects (durability system) with more complex triggers. This fundamental difference is where I believe we should focus discussion. All the other problems you mentioned do not warrant a revert, in my view:
Can you give examples? Looking through the triggers.yml list, I really don't see any combinations that are weird (except maybe cold and heat, which is still possible with frezon and a welding tool), and I definitely don't see any that are impossible. I dispute the notion that the system feels "buggy" - I think the community is still learning how it works.
Can you provide examples? This is an incredibly easy problem to fix. A couple triggers being misunderstood isn't a good reason to revert the whole system.
We already have PRs fixing this. #4486 and #4705
This is very easy to remove; I agree we should remove it so we can add back some of that danger from the old system; that would be an excellent improvement over upstream. I am out of town this weekend but can PR it on monday. I imagine direction has discussed some of this. But documenting it concretly would help us succeed if we want to revisit this in the future. |
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I am personally on the fence right now; I appreciate the mystery of the old, but also the complexity of the new. But I am mainly concerned that this revert feels premature. In my experience in the short time this feature has been active, I've seen that players have not yet learned very basic facts about the system, for example:
This shows that the community is still learning the new system. It does not show that the system is fundamentally unlearnable / bad. The feature needs more time for the community to spread knowledge about it. I worry that we are judging the system before people have had a chance to explore what it has to offer. Frankly I think the new system has a lot of new roleplay potential, giving artis more use than just a research point battery. |
I think this could work if changed slightly: just hide the effects of new nodes, not their triggers. You need to know how to advance along the tree, but we could hide what effect will occur when you do advance, to add back some of that unpredictability (a positive element of the old system)! |
some specifics that I myself have both noticed from players and have experienced myself
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Thanks for your additions @AeraAuling , more details like that help us work on this. The low pressure + high pressure combo is impossible to trigger, yeah. I think it would be a pretty straightforward Size/M PR to add a whitelist / blacklist system for node trigger combinations. I can do that on monday (I'll do it in upstream if this revert goes through) |
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I do agree the atmos triggers are the most difficult triggers for scientists. I think upstream maybe intended that to incentivize more interaction with engineers. We could easily turn down the probability that those triggers appear, to reduce the problem. |
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Regarding research output: We could rebalance (increase) the arti research point values. If scientists feel they are not contributing as much due to nodes being harder to reach, increasing the reward value of the nodes is another way to increase research speed / make artis feel rewarding again. (an alternative to making nodes easier) |
Are there any other trigger types that often conflict / activate unintentionally? besides "low oxygen", "heat", "cold", "low pressure", "high pressure"? I don't see any that stand out to me in the list... |
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Personally, as a maintainer, I'd prefer modifying the current system over a giant reversion. A few things from my perspective:
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There is oxygen free too messing with low pressure and others, unless you mean low oxygen about it. |
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Ok so... sorry if this sounds maldy... just trying to paint a picture of someone who does like the idea and system surrounding it and actually likes artifact research... just not it's current state with the rest. Long TextWhenever anything with the new system fails or doesn't work as whatever we're planning on executing, or getting a certain combination which are simply not possible roundstart, I feel like the times when I've had certain trigger nodes from the old system... namely Radiation, Plasma Gas, and Psionic Disturbance (In order from least to most annoyance). The main problem here isn't so much that it's a bad system, on contrary I actually like it... just the amount of triggers which are simply not possible to do without relying and annoying other departments constantly (Atmos for gasses and Logi for a can NO2), has become way more in comparison to the three I mentioned earlier, especially now that you actually need to combined them in a way which makes it possible. All under the consideration that all of these triggers sometimes require the personell to have PPE which they simply don't have or usually get. Even worse all within a time span of 3-5 seconds or so, hoping that the monkey you killed actually dies within the time span, whilst also the auto activation triggers in a timely matter, and we don't have a trigger which require an atmospheric setup which requires atmos time to understand, followed by wrenching it. All while hoping that an Atmosian you ask is actually capable of building the setup you need, whilst not being held back by failing to set up the TEG, and that within the first 5-10 min of shift for the first artifact before a random anomaly outshines the need of it and complete research in the next 15 min... or we explode, whatever happens first. My personal gripes with this system would be better if...
The word for the current state... unresponsive and a fear of telling a Research Intern (with zero atmos knowledge) to go link up the pipes to waste, only for 'em to accidently pipe 'em into the distro of a freezon producing artifact ( Can happen accidently if you're not watching where some pipes run). TL;DR
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Just a note. This will not go before the August upstream merge. |
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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i will say, my current absolute biggest pain point with new xenoarch is the lack of glimmer multiplier. right now, artifacts are barely even worth doing compared to anomalies. #4486 was poised to bring this back but it's dead in the water, I think? |


About the PR
Reverts #4470, bringing xenoarch back to it's pre-rework state.
Why / Balance
The general reaction I've seen to new xenoarch is mixed at best, and I'm inclined to agree. On a technical level, it feels buggy, with some triggers being wonky to obtain alongside other triggers, some nodes being entirely impossible to trigger (without artifexium), some triggers being needlessly confusing in their wording and/or mechanical activation, and some deltav-specific mechanics still missing/not properly functional. On a conceptual level, the new system is extremely predictable and extremely safe, lacking the dangerous aspects of old xenoarch. There is a literal ten second timer you can use to escape the area before it does anything, and you can see exactly what the upcoming nodes do before you trigger them.
New xenoarch was a valiant attempt at improving the system, and it does succeed in some ways, namely the UI. However, I believe it didn't hit the mark.
Technical details
If we wanted to revert this cleanly, we should have done it before the upstream merge. Unfortunately, we're now post-upstream-merge, meaning I had to just let God take the wheel when resolving the merge conflicts. A lot of this code doesn't even exist on upstream anymore, and I get the impression the original new xenoarch PR didn't care too much about preserving deltav comments on imports and whatnot, so I'm just gonna leave it as-is for the sake of my own sanity.
I "tested" this in the sense that I confirmed it ran, and confirmed that the xenoarch interactions I could think of (artifexium, crushing, just normal xenoarch stuff) are still functional and don't crash the server. Something felt weird with the analyzer picking up new artifacts, but I couldn't reproduce anything so it's probably fine. CI/CD shall judge my soul. if anybody else wants to pull this PR and test it on their own, that would be awesome.
Notably, the UnlockNodeCommand has been nuked and I might've fucked up and nuked XenoArtifactUnlockNodeCommand too, but you can just right-click activate artifacts anyways so who care
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