It's fun watching them kill their own game. Yes please, waste resources on an item squish and cash shop.
It's fun watching them kill their own game. Yes please, waste resources on an item squish and cash shop.
Sorry but I don't believe in lies. I know it's a lie because I do know how it works. They can say whatever they want. They can give any other excuse but saying "because decreases performance" is a lie.
I don't believe blindly what I'm told. But believing what they say just because they say is ignorance.
Then they should decrease the increase which would be fine to me.
He used a bug.
Last edited by Thyranne; 2013-07-30 at 02:16 PM.
If you've played wow you might've noticed that damage, healing and health numbers in wow never use decimals. Because they are integers.
There's nothing about "1838 + 161% of spell power" that requires a float. Floats are used in programming for really big numbers in situations where you are fine with losing decimal accuracy - simply put, they are stored as a base and an exponent, which means the bigger a number gets, the less accuracy you get in the least significant digits. The largest storeable single precision float is astronomically huge (something in the vicinity of 3.4 * 10^38) and has no relevance to this game.
item squish is a waste of time really. big numbers are what makes more gear fun :/
I really wish they could properly explain how a squish will help performance.
Because most people with some basic knowledge about how computers calculate things knows that as long as you're within an integers boundaries, there is no (noticeable) difference in computing time.
Sadly, it's a lot easier to fall into the "logic" that "bigger numbers must mean longer calculation!"
I don't really care how high numbers are, what I do care about is soloing older content and I'd be delighted to know how they plan on keeping the balance, although 1-60 needs way less squishing than higher levels.
You can't divide all numbers by 10, even though that's somehow a favorite argument in this debate. Okay, so my level 35 warrior will have 300 hp and my 90 paladin 70,000? Gee, that accomplished a lot.
Last edited by MasterHamster; 2013-07-30 at 02:37 PM.
It is a very well known fact supported by the client, empirical observations and numerous blue posts that health and damage values in wow are integers. There are no floats in these calculations beyond implicit conversions used to get a rounded integer out of a division (not that that is in any way relevant to the current matter). They "need" to do the item squish because they can support bigger numbers only by going for solutions that involve more memory being consumed by EVERY NUMBER in wow, and/or making all users still playing on 32-bit computers or operating systems very unhappy. It's simply the most practical solution.
I get the distinct impression that you don't even know what these words really mean or how they are used in the real world. Sorry, but as an actual programmer I can only shake my head at this and move on from this thread.How do you put 161% of 10? Cast it, which costs performance.
PERSONAL OPINION: On the matter as a whole, I do think the number squish will be annoying and aggravating to me. I would much prefer they keep scaling numbers the way they have now (there's no difference in readability between 1k, 1m and 1b damage or health). As they said, they implemented it internally already but it "felt wrong". I can accept that it's a passable solution to a very real problem they are facing but that doesn't make me happier about it.
Item Squish will cause more sub loss than gain. Too many players play for larger numbers, even if the numbers are relatively the same strength in the world, they are still smaller and feel incorrect after playing so long with bigger numbers. Blizzard tested this on an internal build and said they won't do it because they felt it didn't feel right. Now they are saying they will. What the heck? If they felt it didn't feel right, why give into the public that hasn't tested it and thinks it would?
It's not hard to do an number condense, making things easier to read but keeping the numbers the same. Reducing "player stats" is not the way to do it, people will feel weaker, relative or not. They simply need to start showing 1,430 as 1.43k, 1,320,000 as 1.32m, 1,758,495,596 as 1.75b, etc in damage/heals on the screen, skills, gear, etc. Just change how number are presented to the player, not the actual numbers themselves. There is no need to an item crush. This format will always make any number easily readable and will take much less development time. It will also not piss off the people that play FOR bigger numbers, many people treat the game like Diablo. Do they realize how pissed Diablo players would be if the numbers were reduced across the board?
With 4 difficulties, and now a complete number change, they really are going out of their way to kill any immersion this game had.
So an art team is all that is required to not slow the game down? Typically in game development, the art team finishes their job way before any other team... Item squish would be a huge task to do correctly and not effect soloability. It would not be a simple recalculation, it would be a very long step by step process.
Last edited by tyrindor; 2013-07-30 at 02:46 PM.
If you don't think people are going to log in after the squish, see how weak they are and log out never to return you're naive. Blizzard is very much aware of this and it's why they've been scared to do it. Hell look how many people quit and freaked out over the new talent system. Blizzard has said themselves the biggest reason people are putting in the "Why are you quitting?" field is "too many changes". Something huge like an item squish would drive so many out, only to appease like 5 people in this thread who think the numbers are, "silly".
The interview never mentioned anything about performance, maybe you are replying to another poster?
Bigger numbers does not mean longer calculation to the CPU, you are correct. Current CPUs large pipelines and architecture can crunch large numbers in little no problem.
Someone mentioned float. Calculating floats however ARE slower than integers that's a fact, even though modern CPUs (GPUs particularly since floats appear most prominently in graphics) have made calculating floats much faster.
And although you like to solo older content, that's not and never was part of Blizzard's design, nor they have come out and promised anything of the sort "We support people soloing older content". It was a simply a side effect due to all the exponential scaling and Blizzard never coming around to fix that.
Changing old boss mechanics to help people soloing them and putting in pets and transmog to me = supporting soloing old content.
We won't sell items on the store, just tokens that let you loot items. Huge difference. WHAT?!?The Lesser Charms that may be added to the Asian store are there as a convenience item for players that may not have time to do their daily quests that week or players who just want to save time. There are no plans to add items to the store that will increase player stats.
another buff for mages and a fuck u for hunters:/
numbers inflation makes everything that more messed up and harder to manage both for them and the players the higher you go. An Item squish is really needed at this point.
And its not really that intensive. Programmers will have an easier and quicker time dealing with the smaller numbers in terms of output and feedback from their calculations and so shall we.
Also given the large differences in the asian market and the very different subscription method they have, the tokens being purchasable could help them a lot. Even if its only for a chance bonus roll.
Last edited by Tenjen; 2013-07-30 at 03:28 PM.