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kalendraf

Member Since 24 Mar 2011
Offline Last Active Aug 29 2014 09:31 PM

Posts I've Made

In Topic: Warrior vs Engi DPS video

29 August 2014 - 08:59 PM

Necro'd a thread where the last post was over a year old, to essentially pat yourself on the back.  :huh:

Hope you didn't strain too many muscles reaching that far back.   :P

In Topic: 2nd Birthday gifts

29 August 2014 - 04:19 PM

View PostI post stuff, on 25 August 2014 - 10:39 AM, said:

lvl20 scroll is nice, can't have enough of those.
Please enlighten me as to why.  I have all of last year's scrolls in a stack and now this year's scrolls in another stack (since they apparently won't combine) eating up precious inventory space.  I already have 8 level 80 toons (one of each class), and I can't figure out what the heck to use these for.

In Topic: Thoughts on the September Feature Pack?

29 August 2014 - 02:28 PM

The apparent emphasis on levelling items and improving the content for newer players is rather bewlidering to me.  While it's important to make the game attractive to attract new players, it's also important, probably more so, to provide the needed updates to retain and satisfy existing players.  Thus far, these changes don't appear to adequately address that latter need.

In Topic: RNG vs fixed numbers in MMOs

20 August 2014 - 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

20 August 2014 - 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.