I'm pretty sad about it to be honest.
It's just harder to keep track of bigger numbers. That's it. Why SHOULD we have numbers like 659204242 rather than a simple 659? All of those trailing numbers make up a fraction of a percent of the damage, and while that number is an exaggeration, we're soon going to be dealing with player hits in the millions and perhaps even tens of millions that will have plenty of ultimately uninformative numbers in them. They might as well get cleaned up, and sooner is better than later.
I seriously don't understand the complaint that people will feel "weaker". Power, in the context of WoW, is completely relative. A 400k crit isn't powerful because 400k is a high number, a 400k crit is powerful because it one-shots a mob of my level. Feeling weaker because numbers have been globally reduced is just going out of your way to judge it at face value.
For all intents and purposes, the result is the same as the megadamage solution. The only difference is that they're not stroking your ego by calling your damage "mega". Heaven forbid
Last edited by Eats Compost; 2013-10-15 at 11:22 PM.
I like that the stat squish is winning despite the biased poll phrasing.
A string is just an array of chars. Each char takes 1 byte. So if you have a text with 255 chars (and it text has to have at least 1 byte so it knows which text it belongs to) it means you sent/received 8 32 bits integers. Now multiply it by those chats in s, trade, general, localdefense, guild, party, other channels, ...which is much more than combat values.
I like the idea of a squish, I dislike Blizzard balancing and the chaotic nightmare we'll have to play through as we beta test it for them on live servers for a couple years.
On a good note after we live through it for those years we can rest assured that they will forfeit the idea in favor of another system that we'll beta test on live server for a few years after that.
The thing is, if blizz says it has to happen, it has to happen. I seriously doubt they would be trying to push this through if it wasn't needed. A company don't upset their user base for lols.
I know people have previously run assembly progs that show little time cost difference between larger number calculations and smaller, but what we all don't know is the specifics of blizzard's engine. It might be a limitation of lua, or some server side scripting engine. It might be a limitation of the data base software, the network event layer, the client engine. I do believe that the limitation exists, and that the cost to raise that limitation is far greater then the cost to change the perception of the userbase, and squish ilvls (that would certainly require a lot of work to do, balance and QA. We'd be looking at a lot of man hours).
I like the idea, makes the game seem more polished and fluid. Wary about implementation.
Your character isn't getting weaker.
Take any boss fight and divide all numbers by 10. The boss will still go down at the same time as before, but now, instead of having to deal with 9 Billion health, you have to deal with 900 million.
And if you get really crazy and divide everything by 100, then you won't have to worry about your crits taking up your precious viewing room.
Because we all know you clog your HuD with addons.
There's something I don't understand about this whole issue, I've seen so many people that are against the squish come forward and say that the 'hardware limitation' issue isn't one and it's bullshit and yada yada, even when Blizzard EXPLICITLY stated that it WAS starting to become one. Why do these people continue bringing that argument forth? Same with the soloing old content bit, Blizzard EXPLICITLY (again) stated that it wouldn't reduce relative character power, so why bother arguing this point over and over and over again?
At least be intellectually honest and only argue on stuff like that you like big numbers which, while I am not of the same opinion, at least is a valid one.
Do not underestimate us.
i dont really care but id rather they stay as they are (i guess some people get confused with big numbers?) also it seems like a huge waste of time on the devs part
it will feel stupid to go from 3-4 Million Damage Chaos bolts and 1 million HP to 2000 damage chaos bolts and 1000 HP -.- I mean, i know its all relative, but I dont see a problem with big numbers.
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100k dmg vs 101k dmg = 1% difference
10k dmg vs 11k dmg = 10% difference
The problem is that when numbers get too big, they might as well be ANY number. The 100k vs 101k ratio doesn't feel like a difference at all, whereas the 10k vs 11k difference is noticeable. Doesn't matter if a boss has 1,000,000,000 health or 1,000,535,257 health. It's just taking up more space on screen and is basically negligible.
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