Devs, please try to avoid this in HoI4

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podcat

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It took many years of many many many hoi players before anyone noticed it. If it was noticed 3 years ago and we didnt fix it I can understand the tone, but clearly it wasnt particularly important since nobody did. There is no such thing as perfect software. That said I feel pretty bad for never noticing it either, the combat logic for HoI3 is large and sprawling and has been building up over the years so its easy to miss things that get hidden under the randomness of dice in battle.

If we have appeared silent on the issue its because we have been discussing it in the beta forum.

Will we fix it? Honestly, probably not. It would take months of balancing of all unit stats again if we did so and the end result would likely end up quite similar. We are choosing to put that effort into making sure the combat model in hoi4 doesnt have embarrassing problems like this instead. My suggestion is to select your anti-air based on its air attack value rather than its defense when playing or modding hoi3.

Devs, please make sure during prerelease testing that at least all unit values are working as they should.

How much pre-release testing are we talking here btw? 5 years? You are of course free to start playing HoI4 in 2020 instead to make sure everything is truly polished to the limits of human understanding. There can be no such thing as a bug free release. There will be bugs in hoi4 but they will be small and hard to notice or they will have been fixed. Paradox of today is a different company from 4.5 years ago. heck our designer had to double duty as the only QA because we couldnt afford to hire more people back then ;D
 
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podcat

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Hm yes, Paradox have accumulated some $$$$ over the years I suppose, lol.

lol, well there is no big pile of gold, but we have accumulated a lot of talented employees to help out with making solid releases
 
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podcat

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Long time to notice a flaw/bug =/= good balancing.
If it means one thing than it is that either 1) the system is to complex or 2) you can't spot it without really looking for it.
Considering that 1 is highly unlikely in this game it is 2 and that means that devs should pay extra attention to those things.

Its obviously a clear case of 1. But 2 only also happens for overly complex systems.
 
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podcat

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They recieved clear requirements (+ detailed explanation of what users need to do in that system) ages ago and they werent changed. After their update which went directly to our live system (instead of beta server, where we can test it without any impact), system is currently significantly slower + 20% of our tickets dont load required data from databases.

Core problem with this project is that management choose "cheaper" contractor - company what did this work before (and we were happy with results) was considered "too expensive".

off to find some WW3 game and NUKE INDIA....

unfortunately you get what you pay for :/

That said I bet they wouldnt agree on requirements being clear, but hey they could just be shit. There are a lot of bad programmers in this world.
 
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podcat

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Now let me rephrase the question and ask if we knew the detailed formulas for all combats would this bug have been discovered long ago?

Probably, although it requires someone to test what we describe. If nobody built AA stuff and reflected on how the algorithm worked it still wouldn't have been noticed.

Non transparent mechanics like that is obviously bad, so we are working on making it easier to understand what is going on
 
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