By "use the metric system" do you mean prefixes like kilo, mega, giga etc? If so that's only a standard for notation and it doesn't change the actual number the computer would need to remember.
Say your spells are doing 250,000-260,000. That could be written as 250k-260k but the actual number for when it hits will be something like 254,389. The computer can't just remember 254k because it will lose the 389.
I never understood why mana pools are in hundreds of thousands though. Right now when they are strictly tied to character level and spec, they can be easily made into small numbers like other resources (energy, focus, rage). I liked mana in Cata when you could actually go for it via talents, gems and enchants.
The item squish wasn't hard enough, so they need to do it again, perhaps next xpack.
Other than that, it worked out great. Who the hell cares about the size of numbers, when you're plowing your way through hordes of enemies?
Mother pus bucket!
Get weaker? What did the squish do other than change a few numbers? You still kill things just as fast. You can run old stuff with a buff that allows you to do MILLIONS of DPS to the Lich King and makes some things able to be solo'd by players who couldn't before. And you get weaker for a short time every expansion anyway, because that is the way it works. So I don't think you actually know how the games works.
WoD is a disgusting cluster of stupid mistakes, but the numbers crunch was not one of them. I can't wait for this expansion to be over. And if the next one is anything like it I will leave because they add another garrison, shipyard, or don't breadcrumb dailies properly. Or they offer a patch they say they have been working on since EARLY 2014 that has the same 5-6 daily quests EVERY SINGLE DAY.
If you are leaving over a numbers crunch then good riddance honestly.
It didn't solve any problem at all. Using the metric system does solve it. Do it the same way humans use it to do math in our heads. We're going to have to have a squish every other expansion at the rate we're going, might wait 3 expansions to squish if we're lucky. If you're in the game for the long haul, like I am, you shouldn't want to level just to be squished just to level, and get squished again and again and again. Fix the actual problem or move to the metric system. Just like we do for everything else.
No competent C/C++ programmer will use "bare" integer types whose size depends on the hardware architecture. Instead, they will use defined types like uint64_t (or some such) that are defined for the architecture in header files.
If you use such types, you can get a program to run identically on 32 or 64 bit hardware. There isn't even that much of a performance penalty from 64 bit arithmetic on a 32 bit machine. I am quite confident that arithmetic on health, damage, and stats takes up a negligible fraction of the CPU on both server and client.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
By "use the metric system" do you mean prefixes like kilo, mega, giga etc? If so that's only a standard for notation and it doesn't change the actual number the computer would need to remember.
Say your spells are doing 250,000-260,000. That could be written as 250k-260k but the actual number for when it hits will be something like 254,389. The computer can't just remember 254k because it will lose the 389.
the metric system has fuck all to do with how the game works with a 32 bit integer, the main way to solve the problem is to move to a 64 bit integer but that requires a ton of work done to the game engine.
You need to get it into your head the numbers for the game are only there as a basic function, they mean nothing in terms of player power.
Also Mega damage number don't solve anything either, infact it would make things even worse as boss hp is still limited to 2.147 billion and nothing apart from switching to 64 bit can change that.
it seems to me you have no basic understanding on how the game actually works with a 32 bit integer.
I'd rather have WOTLK Numbers.
But that's just me, I guess.
The game doesn't have to count numbers the way you say it does. They can make some changes in the code to make it work.
Ghostcrawler in the very beginning of this blog is describing what I want to use.
http://us.battle.net/wow/en/blog/388...aria-11-4-2011
If you want to keep saying it's impossible, fine, but i'm going to go with GC in any matter concerning wow.
Even if it were possible whats the difference in 6 m being on the screen rather than 60000, boss health is calculated with a 32 bit integer and it has a limit of 2.147 billion, unless they move to a 64 bit integer regarding boss HP then nothing can change that, so if players are doing 6 million damage hits on a boss with only 2.147 billion hp then its going to be a short encounter unless you introduce the garrosh mechanic for every single boss fight.
Numbers in terms of player power mean nothing, lets say WoW could be real life your not going to see 1 million dmg hits in the middle of the air, the numbers are only there to make the game work, nothing more nothing less.
As long as a mob takes the same time to die it doesn't matter in the slightest if your doing 1k or 1million dps does it. Your character is not any weaker than before.
Blizzard also need to think about performance issues also, a large portion of the player base play with computers less powerful than a toaster, the item squish improves game performance by limiting the amount of calculations the cpu needs to do, if your dealing with millions of dps and billions of hp then computer performance will suffer for low end machines, where people already stuggle with fps issues.
The question is are you any weaker? Answer is no, then why the hell are you even bothered if your not seeing massive damage numbers when it makes no difference.
Last edited by kenn9530; 2015-07-06 at 05:36 PM.
That's what I've been saying since they anounced the squish. People need to get over their precious 6digit hits (7for destrolocks) and just see how it feels.
When you obliterate a group of dangerous enemies w/o breaking a sweat then I feel powerful, no matter what numbers pop up (though I DO admit that I always like to see my critical hits popping up over the enemy)
So raiders can feel more special each raid tier. They need their specialness meter higher and higher, or else they don't feel like they gained any power.
Gear differences between tiers and difficulties need to be large enough so that previous tier gear can't possibly be the most optimal piece.
Like, if there was just a +2 or +5 main stat difference between between raid tiers and difficulties, then pieces with better allocated secondary stats from previous tiers would still shine, or old trinkets might still be considered better because they had better active effects, or so on and so forth.
“Do not lose time on daily trivialities. Do not dwell on petty detail. For all of these things melt away and drift apart within the obscure traffic of time. Live well and live broadly. You are alive and living now. Now is the envy of all of the dead.” ~ Emily3, World of Tomorrow
Words to live by.