Miiru_EU

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  1. Miiru_EU

    BILLION

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    Whilst the PCs we play the game on might do their sums in base two, the Developers don't.


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    Yes they do. All the power data works that way under the covers - and decent software developers are always more comfortable in base 2 than in base 10, for various good reasons.

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    It's also bad coding practice to let the value of a declared number incrementally grow all the way up to the capacity of the variable type you're using to hold that number (or even -1 of that number).


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    No it isn't.
  2. Miiru_EU

    BILLION

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    AFAIK the Cap is 2 Billion, not 1.

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    If it starts with a 2, then it will almost certainly be 2147483647 (2^31 - 1). The other likely number is 4294967295. It is extremely unlikely to be any round multiple of ten.
  3. [ QUOTE ]

    As an aside: if three bosses are escaping your Tank/Controllers to go smack a Blaster, you need to get different Tanks/Controllers. By level, 50 a Blaster should know better than to engage another unaggroed group of mobs. Likewise; by level 50, there is NO EXCUSE for poor aggro control on a group of mobs that your team is aware of, especially on a MoSTF run. If your Tanker just plain sucks, then certainly the Blasters can hold back. But that is merely treating the symptoms of your team's poor aggro control, not the root cause of it.


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    It shouldn't happen, but let's face it: things sometimes go wrong. You're halfway through a fight when somebody gets knockbacked into the next group, or a patrol comes along unexpectedly, or the controllers just get an unlucky streak and miss everything (or tanks, for those who rely on their auras). That's when blasters die, if they didn't notice and get out of the line of fire.

    If everybody could go an afternoon without making any mistakes then MoSTFs just wouldn't be hard.
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    Player is more important than AT. A good blaster will reduce the amount of time the AVs are alive, which means less risk of someone else dying. Remember blasters have more HPs than Defenders by a fair bit, so they're not all that squishy. Just bad players bring them a bad reputation

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    It's not just bad players. The main reason why blasters die a lot is that the three bosses or LTs who escape the tanks and controllers will invariably be pissed off about the blaster's opening AoEs and proceed to squish it. Controllers and defenders don't have the same problem because their aggro-drawing opening powers are mostly debuffy, so whatever goes after them isn't much of an immediate threat.

    The best way for a blaster to counter this is simply to hold off on their AoEs until the tanks and controllers have got things locked down. With a rezzer around they usually won't care enough to bother; obviously things are different under a 0-death limit.
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    Though I guess, in terms of what they try to achieve Miiru, i agree, more or less the same thing

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    Both terms only describe what they are trying to achieve - scoring or sorting based on how people have performed. There's any number of methods they can use to do that, they don't describe any particular set of rules.

    I'd suggest keeping it as simple as possible.
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    And 'Ladder' and 'League', as concepts, are blurred for me. Could someone elaborate on them, as if i've got it right, it should be much nicer to organise

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    They're basically the same thing. A ladder system is any system of scoring people's ability based on their past performance. A league system is any system of sorting people into matches against people of similar ability, based on their past performance.
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    You've hit the nail on the head though, Encouraging new players into PvP (which, at best, is enjoyable by accident, in the Zones), without drawing some imaginary line over which, once you step (too unbeatable), you're unwelcome.


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    There's nothing special about this game, in this respect. This is why the professional sporting leagues have multiple divisions, sorted by past performance: so that people of roughly equivalent advantage (training, experience, equipment, natural talent, whatever) are placed against each other. A person or team who keeps winning is simply not allowed to play against the new people - they have to play against people who have demonstrated similar capabilities.

    Nobody's ever come up with a better solution. Of course, that does mean you need to keep a significant number of people playing on a regular basis.