High time for a combat log
I've never really liked the idea of a "log"; it feels too programmatic to be something you build as a player-facing interface. But something like a pie chart of "here's all the damage you took in the last five seconds before death" split up as physical/fire/cold/lightning/chaos or spell/attack/secondary etc might be useful occasionally. At least as long as we're going to have enemy abilities that you can't always tell the type from the graphic, which is forever.
At the very least, giving players optional access to information within the game rather than relying on external sources (wikis etc) is a good thing. |
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What makes players think combat logs are accurate in other games? Serious question.
I've broken games with combat logging by using too many hitlayer checks in my mods. The engine deals with it fine but the combat log will show things out of order or not at all. Hits, Statuses, whatever generally use INTEGER64 handles. This handle is gone the moment the engine is done using it. It also goes though easily 1,000+ checks before finalizing. Take 1k Checks per hit ^ Number of Enemies and enable logging so it actually saves this as a String. Has anyone used dev logging? It's really gross to look at. The log can hit 500MB in seconds. I don't want that extra CPU tax on my Client. Esp when it's in MS not NS so it's still probably not going to be accurate. "Never trust floating women." -Officer Kirac
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Don't you guys realize Combat Logs are hard to make for a game of this sophistication?
I mean they are Text Strings and would occupy a whole compressed 20K in memory, which isn't even probably a single Texture, but totally a waste of time, effort and resources for something so silly as knowing how much damage you were taking. GGG has to prioritize and that means making as many MTX's as they can to totally fill every pixel of your screen with powerful wonderfullness and nerfing skills so they can make crazy OP new ones so that you are fully driven to get the MTX. I mean, Everquest had combat Logs 25 years ago. WoW too later, and every other MMO that I can think of, but they were simplistic baby codez compared to the complexity of this cutting edge best in class program. And, I mean, they have no issues with the loss in memory/bandwidth/resources of their Chat system which generates more useless text strings from Spammers and Gold Sellers non the less, and for which there hasn't been Server Side Filtering of since the games inception. If GGG doesn't care about bandwidth costs and performance issues of Gold Seller Spam I can understand why they aren't too worried about Combat Logs. HEY LOOK! OVER THERE! A SQUIRREL!!!! Last edited by RockGod#3177 on Feb 4, 2023, 5:02:27 AM
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