Bugged HPE values in battle reports

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CaedusZ
Posts: 29
Joined: Mon Nov 06, 2023 9:31 am
Location: Germany

Bugged HPE values in battle reports

Post by CaedusZ »

Hello everyone.

After noticing an issue with wrong HPE values in battle reports I want to address you to fix it.

Description of the bug:
In the battle reports HPE calculation if the first calculated digit to the right of the decimal is 0, then the report drops that digit and it shows up as 0.X instead of 0.0X. In an arbitrarily picked battle that lead to 12 out of 20 values being shown wrong.

Origin: This bug seems to have been around for a long time, even mentioned at Sun Jul 04, 2021 in the thread for new v01.01.00 public patch. According to Joels answer there "The HPE bug has been around on our list for a long time and is a low priority item as it is a display math glitch only."

I do understand the arguments made for this being irrelevant are as follows:
1. The bug doesn´t inflict units performance but is just a visual glitch.
2. It doesn't matter as the other figures (total hits, destroyed, disruption and damaged are calculated independently and are the important ones, by dividing their values by the amount of ready elements you are able to get a meaningful number.
3. What matters in battle is not hits per element but total hits.

All of these arguments are objectively right, but please let me explain why this bug should not have a low priority.
1. HPE does matter to the player base. As you can see here in the forum, there are a lot of questions regarding HPE, like how to improve it. Even though it doesn't directly means efficiency, the player base apparently still does see the value as an implicatory for such.
2. In general an impact value per element is important to compare different but related weapon systems, for example to choose the right caliber guns for building new troops. The displayed HPE is - at it is the fastest accessible value, often is chosen as a meaningful influencing factor. Of course, it would be more correct to do the calculations by yourself and actively calculate destroyed or damage units per element. But why would you even come up with the idea of additional manual work if there already is a variable close enough related to that to base decisions on?
3. The game wants to shine by the great calculations of interconnecting variables. It does so a lot in the background, but the player only sees the served results on the surface - so from a player’s perspective these values just should be right.
4. As the bug is known for several years, even with low priority I just can't understand why you would knowingly expose your players to wrong information, which isn't even easily detectable.
5. Another resulting issue is trust. If I can’t believe in the values stated there, then which values are correct? - Furthermore hurting trust in you as a developer, at least spoken just for me.

I hope you do understand now why the issue matters - especially to new players who don't have the experience or knowledge to do calculations by themselves.

Best regards.
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