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Member Since 24 Mar 2011
Offline Last Active Yesterday, 09:46 PM

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In Topic: RNG vs fixed numbers in MMOs

Yesterday, 09:48 PM

There isn't necessarily a one size fits all approach for this.  The main issue with RNG often relates to it's magnitude and frequency.   For example, depending on the nature of the game, here are situations where RNG might be ok versus ones that are definitely not ok (ranges are intended as examples):

A ) Check occurs often, chance of success is relatively high (30% or more) = perfect place to use normal RNG
B ) Check occurs often, chance of success is moderate (10% to 30%) = RNG is probably ok, but alternative approach could be considered for fairness.
C ) Check occurs often, chance is low (1% to 10%) = RNG might be ok, but an alternative approach is likely better.
D ) Check occurs often, chance is miniscule (below 1%) = RNG should not be considered.  An alternative method should be used instead.

E ) Check occurs infrequently, chance of success is relatively high (30% or more) = RNG is probably ok, but alternative approach should be considered if check occurs only at very long intervals.
F ) Check occurs infrequently, chance of success is moderate (10% to 30%) = RNG might be ok, but an alternative approach should probably be used instead for fairness.
G ) Check occurs infrequently, chance is low (1% to 10%) = RNG should not be considered, and an alternative method should be used instead
H ) Check occurs infrequently, chance is miniscule (below 1%) = This combination should be avoided entirely!  For fairness, the game mechanics should not permit combinations where a chance is too low with infrequent checks.

Note - my definition here of often vs. infrequent are intentionally vague. For a general idea, "often" would be a check that occurs many times per hour in the course of normal gameplay.  Infrequent would be something that occurs very rarely, or requires significant time or resource expenditure by the player to make it occur.

How do those relate to GW2?  The following are intended as examples and the exact percentages may not fit the example ranges listed above:
A ) Chance of landing a critical hit (depending on build of course).  Perfect place for RNG
B ) Chance of a mob dropping a random item (of any type).  Other RNG could determine the specific type of item.
C ) Chance of a node producing a special item when harvested.  For example, getting a gem while mining an ore node.
D ) Chance of a lockpick from piles of silky sand  (often category might be a stretch here - is based on a player participating continually in DryTop events)
E ) Chance of getting at least 1 ecto while salvaging a rare with a mystic kit.
F ) Chance of a Black Lion Chest producing a scrap
G ) Chance of Mystic Forge producing something useful (exotic with rare skin, valuable rune/sigil)
H ) Chance of Mystic Forge producing a precursor

In Topic: 2nd Anniversary Predictions

Yesterday, 07:29 PM

View PostCalypso589, on 20 August 2014 - 06:28 PM, said:

What difference would sliders make if the differentiation among the base models already complicates things? For example, charr are a hunched race. That is the design of the species. You can give the player a slider but the player will never be able to use it to "straighten" a charr and make it walk upright like a human would.

This would conflict with the artistic vision/direction of the concept behind the Charr. And yes, we as players DO have to respect that.

A slider would be giving players the ability to make it HARDER on the devs to design good looking bi-racial armor. That's why there's preset bodies.

My point is, Anet basically said that if you pick "X" race, you understand that you're not going to look great in absolutely everything nor do you NEED to.

Ceremonial armor from the gem store for example looks hilarious on my charr. lol
With sliders, the armor will tend to scale directly with the body as it scales up.  For example, as a shoulder of the body moves from minimum to maximum position for the body, the armor for the shoulderpad will scale similarly.  This armor model can easily be tested at minimum and maximum points to ensure that the outer limits work, and generally that will lead to all the points in between scaling correctly.  As a result, you only have to develop the armor model once, then test it for each of the sliders at the min/max points, and it's done.  The result is an armor that supports scaling across a huge variety of bodies set by body sliders.

However, in GW2, given that the character gen has no body sliders and instead has a set of fixed bodies, it appears that body sliders don't exist at all.  (Some of the armor clipping issues that only occur for certain body selections seem to confirm this too.)  As a result, GW2 doesn't seem to have a simple armor scaling mechanic to easily to create armors to fit each body type.  Instead they need to create a separate model for each of the body types for each race.  For just humans, this equates to having to create 20 different armor models (10 for females, 10 for males).

Regarding other races, since the races are so different, each could be given a separate model with separate sets of sliders that are applicable to that race.  Only the body sliders that make sense for a given race would need to be incorporated.  In general, those sliders will tend to be of the length / width dimensions at various points along the body (neck, shoulders, chest, stomach, waist, hips, legs, etc).  So any suggestions that sliders would somehow affect reduce the racial differences between armors is a non-issue.

In Topic: 2nd Anniversary Predictions

Yesterday, 06:01 PM

The issue with skins complexity in GW2 is related to number of races (5),  and number of body types for each.

In Skyrim, bodies are mostly all similar humanoid shapes (Khajiit and Argonian being the most different), and variations for the base body type are handled via sliders.  As a result, new armor models in Skyrim can be created for a single base model, and it will generally fit for all the races and variations via the slider scaling.  (Note this doesn't factor in all the 3rd party bodytype mods that have been created since the game was released.  However, if you've dealt with Skyrim mods, you'll quickly realize that you need to pick the right armor mods for the body type mod you're using.)

In GW2, there doesn't appear to be a slider mechanic.  If GW2 actually has or had body sliders, this function was inexplicably removed from the character creation, and players were only given a limited choice of a few preset points within the sliders.  (This might be how they implemented it, but if so, that would mean that they drastically gimped character creation and overall character diversity as a result.  Hopefully that isn't the case)  Working on the assumption that each body type of a race is unique, that means that a single armor would need to have several versions created just for one race.  And this would need to also be done for each race.  IIRC, humans have about 10 body types, but there are only about 5 for sylvari.  Just between those two, it means that creating a single new armor for only humans and sylvari might require creating 30 separate armor models to accommodate the small variations between each body type for males and female versions.

The reason they can create the backpieces, gloves, shoulder pads, headgear and boots more easily is because those items have little to no variation between the body types of a given race.  As a result, it might only require creating about 2 models (male and female) for each race for a set of gloves, shoulders, etc.

I'd really love it if ANet would give us more armor options (body & legs specifically), but the main issue here seems to be related to some of their early head-scratching design decisions related to the character models themselves.  I am still baffled as to why ANet didn't opt to use and provide body sliders (like most other modern RPGs have), since it seems like that flexibility would help solve the issue with creating future armors, and add some much-needed diversity to character physiques.

In Topic: Which Class / Build for cleric stats weapon

Yesterday, 04:18 PM

I once posed a similar type of question in my guild's forums, but for gear with a different stat combination and in PvE, not WvW.  I'm not sure which class can best utilize the Healing stat in WvW.  Healing tends to be the red-headed stepchild of stats in GW2, though there are some builds that find ways to utilize it.  Engineer might be worth a look - some WvW builds like bomb-heal may be able to make use of it.

In Topic: Returning and looking for Input re: Human/Norn, Rage/Bear, Elites Skills etc.

18 July 2014 - 05:39 PM

I'll echo what the others have said.  I have a Norn warrior, but I only end up using Signet of Rage (most often) or Battle Standard (for specific group content where the rez ability shines)