Notes on new team difficulty settings
Who do I have to *&^% around here to get more Targeted AoE recipes added?
Arc Name: Tsoo In Love
Arc ID: 413575
Also He is married and went on his honeymoon somewhat recently.
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Anyway... since it turns out it was just because Hassen*coughcough* wanted him to look at Hassen*coughcough*'s base as an example of base editors capabilities and suggestions for improvement it appears that no dreams were broken in the issuing of your correction. *whew*
(Very interesting base design from what i saw of the screenshots.)
Dr. Todt's theme.
i make stuff...
Code gnome plan:
Step 1: Cause drop rates to fall. Step 2: ______________? Step 3: Profit! Ebil code gnomes! |
This time it wasn't a Nemesis plot, it was a Red Cap plot (they're gnome-like, right?)
Synapse
so we should go farm Red-caps for purples?
How many people here noticed something was wrong with drops right away?
I noticed in my very 1st mish after adjusting my power colors.
I see in the other threads about the problem folks could tell that something was wrong as they went about their normal play routines. The problem was great enough that it didn't take data crunching minutiae to see it. It was fairly drastic drop off compared to previous drop levels.
Perhaps people who don't play that often didn't notice it as quickly.
I noticed my first run on test once open beta started and bugged it straight away. But I think I got ignored ...
CHAMPION!
Can't be that bad, just use flashback for running for purples, got around 5 this week so... no complaints here. Well except maybe for the fact 2 were the same and all rest were different sets lol...still good for influence.
Yes! First after a Red Name (finally)
Liberty Server (@enderbean)
Arcs on Live
#1460 Hometown Rivalry
[edit: Actually, I may have read that wrong. First impression of "branch" was more like "division" - art division, coding division, phantom division. After I posted, I thought "maybe he meant branch as in 'development branch' in source control." Joke fail. Bah!]
[edit: Oh, but mad props to you guys for persevering - both the players for data gathering, and the devs (Synapse) for continuing to look despite not uncovering it at first glance.]
I whined about drops, I data mined, now I just want to say thanks devs for finding the evil gnomes and thwarting their vile branch 20 conspiracy. Now its time to make them pay!
I just wish my villains could head to Croatoa for major gnome smackdown action. Guess I'll have to wait for Rogue.
I whined about drops, I data mined, now I just want to say thanks devs for finding the evil gnomes and thwarting their vile branch 20 conspiracy. Now its time to make them pay!
I just wish my villains could head to Croatoa for major gnome smackdown action. Guess I'll have to wait for Rogue. |
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
How many people here noticed something was wrong with drops right away?
I noticed in my very 1st mish after adjusting my power colors. I see in the other threads about the problem folks could tell that something was wrong as they went about their normal play routines. The problem was great enough that it didn't take data crunching minutiae to see it. It was fairly drastic drop off compared to previous drop levels. Perhaps people who don't play that often didn't notice it as quickly. |
About four function calls deeper, something was using a member of that structure to determine if you were fighting something grey (no drop). Uninitialized variables can be anything, but often have tendency to be zero, which would not cause a problem (actually any positive value would not matter).
This bug as been in since Issue 9 and was not caused by specifically by anything related to I16 (Whenever code is changed the tendencies of uninitialized variables can change). I suspect the changes made with I16 caused drop rates to be closely scrutinized.
"We all lose in the end, that is the intention" --Emanuel Lasker
This was caused by an uninitialized variable, in this case specifically it was a structure declared locally when awarding a drop table.
About four function calls deeper, something was using a member of that structure to determine if you were fighting something grey (no drop). Uninitialized variables can be anything, but often have tendency to be zero, which would not cause a problem (actually any positive value would not matter). This bug as been in since Issue 9 and was not caused by specifically by anything related to I16 (Whenever code is changed the tendencies of uninitialized variables can change). I suspect the changes made with I16 caused drop rates to be closely scrutinized. |
And no one of us noticed?
Would that meant that stuff like saaaaaay PURPLES was always meant to have a higher drop rate?
Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!
Hopefully it'll be on test today, and pushed live this coming Tuesday along with fixes to the 4 broken TFs.
Goodbye and thanks for all the fish.
I've moved on to Diablo 3, TopDoc-1304