if we crit for 50k i can actually live with that ... i just dont wanna see "2k crits"
"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?"
This has always been a silly excuse. While it's possible/likely that some values have started to exceed the computational range of their types (32-bit integer, 0-~4 billion), nowadays floating point computations are extremely fast (so fast that they aren't even a selling point any more), and 15 digits can be represented precisely with IEEE double precision floating point, which is the most commonly used floating point type.
There are other very good reasons for the change, gameplay and aesthetics being the most important ones.
Not sure if any ones mentioned it yet but theres already an addon that does this
Its called GodLike! and here it is http://www.curse.com/addons/wow/god-like-svenson
It hasnt been updated since 4.3 but it should still work.
Theres also an addon that does that too its called Comix and here it is http://www.curse.com/addons/wow/comix-the-return
Last edited by pung9; 2014-02-28 at 11:16 PM.
Guess what? That's not even true, watcher tweeted about it yesterday. There was no technical limitation forcing the squish.
https://twitter.com/WatcherDev
Read the tweet.
Watcher @WatcherDev 13h
@FlawlessLogic1 You can blame me if you like. It's a design call, not a technical one. We don't want to see +13759 Strength helms.
@Supersubwoofer 13h
@WatcherDev @FlawlessLogic1 so it was a lie when they told us it was a technical limitation. Great. Stay classy blizzard developers.
Watcher @WatcherDev 11h
@Supersubwoofer Designers aren't programmers, and not every inaccurate statement is a lie. It WAS a technical hurdle, but not insurmountable
Last edited by SL1200; 2014-03-01 at 12:08 PM.
He said:
"It was a technical hurdle"
So, stop lying please? Of course it was surmountable; just a small matter of programming, right? But that would have a cost. The squish was the better solution.
One cost not squishing would have is that the communication protocol between clients and servers would have to be redesigned. The data packets have a certain number of bits for the various numbers flying around, and these fields would have to be expanded. This has a cost in programming time, in reliability (think of all the new bugs that would be introduced), and would have an ongoing cost in bandwidth and latency, which would affect gameplay.
"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?"
You forgot the most memorable one:
M-M-M-M-M-MONSTERKILL...kill....kill...
You'll only not feel epic for a month or so at most. Then the numbers will just make sense again. The item squish is absolutely mandatory at this point in the games life.
Strange...
When I played WoW and started raiding, a Mage had 3k hp and spells were hiting for less than 1000 damage and yet the game still felt extremely epic... way more epic than today when I think back of the time I've seen Ragnaros poping out of the magmalake.
Numbers are totally irrelevant in this game; it's relative scaling that matters. I bet you're one of those people who inspects random people to see if you're better than them.
He said the technical obstacles to avoiding the squish weren't insurmountable. That doesn't mean the technical obstacles weren't still real, and it doesn't mean it was worth the cost of surmounting them. I pointed out some of the technical issues there. The cost of those issues would be nontrivial. Avoiding those costs is a technical reason for prefering a squish. The existing software works and is mature, so if the problem can be adequately fixed by a higher level design change, there is much to be said for taking that approach (especially if it has other desirable properties from a design perspective, as I will agree it has.)
"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?"