Please, introduce Awakening levels beyond A8 to challenge uber-builds (e.g. >200M DPS)
I think it would be a great addition to the game to have another thing (besides delve) with infinite scaling difficulty.
I also think that the game should not be balanced around these OP builds and that it should not be part of what looks like you should do to "complete the game". Finally, it should not give corresponding rewards because that will only move the problem upwards. (power creep) Therefore i again suggest: Make a practice arena where you can fight any boss in the game but you dont get any rewards or achievements. The bosses can be infinitely scalable and there can be a an e-peen highscores list. |
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" you 'just' change method signature for pretty much entire combat engine? 'just'? you know what is the result? your application slows down to a crawl (because both your manual and compile/runtime optimizations are gone - the dynamic range of values simply cannot be predicted), starts eating a fuckton memory storing mostly nothing but zeros (there is a reason why we both have direct and exponent/fraction number representation). you cannot replace these long long with doubles/floats because math precision goes to sh.. (along with performance). game engine works in fixed-width time frames. you can do by an order of magnitude more int based operations than long/double based ones. by making hp pools larger you simply kill the game pace because you cannot perform all calculation. this engine ALREADY lags, it would outright DIE the moment you do this 'just' change doing stuff on integers and trying to keep the 'realm' of math outcomes inside int size is THE way to go. and because that means ALL intermediate values must stick to it you have to be careful (esp in a game with SO MANY multipliers - like 'treat it as 600% base value or something) ofc you can write your own data types but unless you KNOW that you need it it is always the bad choice so instead of dancing around few stupid builds and pretending these are fine - kill them with fire, problem gone. |
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" You dont change the method signatures, you as a competent programmer abstract the data types of your application to custom ones that are defined and centralized in 1 place, this is a 1 line change plus qa testing. All of the "lag" happens on server side, d3 has already proven that there's nothing wrong with calculating combat numbers in the billions. |
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da fu?
what is this gibberish? if it was that easy and no-cost solution we would have ALL our software run on nothing but long long long long long. it is just one line and abstraction and stuff :) i do not know if you had ever coded anything, i had. no sane developer is going to even consider this 'solution', it is bollocks |
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I didn't say use long long for everything. You use the smallest data type that you need. If you want add higher level content then you need to expand your code to support bigger numbers. Once again d3 does this already, there is no "lag" when you play that game. It's not that hard to understand.
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if only interpolation techniques existed to display value 100 as '1bil'. if only..
it is the dynamic range that you care about, everything else is just display and that has no limits. simple tricks, there are lots of them |
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" Except that doesn't work in d3. The "dynamic" range of combat numbers can be anywhere from a couple hundred to 100 billion+ in the same fight. Go party with a naked gear player. You can't interpolate that into a small range between the 2 players no matter what you do. |
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oh please
you get search results from several billion webpages in less than 10ms and you tell me such trivial thing is impossible? ill let you solve this one yourself. if you are entering sw dev job market - imagine you get this type of question on job interview or even phone screen interview. i do not know how is d3 coded, no idea, they never disclosed anything. but display numbers just like view statistics and several other numbers are just hot air made to look, not to be relied upon. they might even use some mutation of big int/long whatever in d3. they might. but if - they use it from day 0. POE uses regular ints. changing them to longs or whatnot is COLOSSAL change in terms of performance and memory footprint (not your local PC memory, but shared instance memory where it directly affects hosting costs) and you are asking for all this because you are fine with literally few bullshit builds that should be killed with fire as they taint this game |
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Ok master genius, since it's so trivial why don't you shed light onto everyone how it's done.
You play a character that does 100 billion hits. You party with a support player that hits for 100 damage max. Why don't you describe this "trivial" interpolation technique for everyone, so that both you and your support are doing proportionate damage to the same mob? Don't tell me to google this, you said it's trivial, you give us your solution since it's so easy. And don't tell me to ignore the support's damage, because d3 doesn't. Oh wait you can't. This idea doesn't work in a large + volatile range of numbers. And by the way complaining about memory footprint on a server is a joke. Hardware is literally the cheapest part about hosting software. |
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" If you want a challenge, feel free to take off your gear and blindfold yourself. Carry on my waypoint son, there'll be peace when maps are done.
Lay your portal gem to rest, don't you die no more. 'Cause it's a bitter sweet symphony this league. Try to make maps meet, you're a slave to the meta, then you leave. |
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