The people that create these threads are following an extremely shallow line of thinking. They don't realize that if everyone else is hitting for the same DMG you are then when you get that 50k crit it's still as epic as 500k when everyone else is hitting for 500k crits.
It's not the matter of 1 million crit chaos bolts, it's the matter of the bosses. Heroic Garrosh already has like, effectively 2 billion health on 25man Heroic based on how many times he heals to full and 25% and such, it's only going to get exponentially bigger in WoD. The 32 bit client caps out at 2,147,483,648; probably close to how much damage you have to deal to Garrosh. The system literally cannot handle any bigger numbers.
You just lost The Game
This has nothing to do with whether the client has been compiled for x86-64. It has to do with the int datatypes used in the program itself, and more specifically in the communication protocols between the client and server. The bit layouts in those communication encodings aren't using 64 bit ints, I am sure.
"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?"
I just want to know what the lore is concerning the squish.
But do we know whether or not the health values of each mob is stored on the client or downloaded from the server? I know things like movement speed, player position, models and such are stored client side but I don't know anything about where the mob HP numbers are stored.
You just lost The Game
Ya, having bosses heal themselves because you cannot give them a proper health number is totally epic.
It's not a matter of engine size. 32 bits is the standard size of a long integer. The maximum size of such a number is ten digits long. Which is a big number, but with the exponential rate at which numbers have been increasing, apparently it's not big enough. So once it even looks like it's thinking about scraping the ceiling, and this is during internal calculations, not just what gets put out on the screen, they've got the option of doing a number squish -or- scouring the entire engine and retyping all the ints. Then going through the database and doing the same thing. And doing it again for the next expansion. Besides that, once you've got a ten digit long number, you can't compare it to other numbers visually.
The decision of which way to go would not have been half as difficult for me as it apparently was for them.
Last edited by Drilnos; 2014-02-28 at 10:18 PM.
You mean like it's been used with Pinball machines, and Arcade game machines for like decades?
No, not really.. If I wanna play a game with such sound effects, then I play one of those I've mentioned.
But the thought of it is funny.... lol
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I would not be surprised lol
"The pen is mightier than the sword.. and considerably easier to write with."
"The pen is mightier than the sword.. and considerably easier to write with."
"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?"
Devs explained yesterday that one of the reason for the squish is because they use an unsigned binary system. Switching to signed would let them keep it as is without the hassles that unsigned binaries bring to such big numbers, but, of course, there are other reasons on top of that which they have and won't reveal.