Thursday, September 06, 2007

o_O

Some puzzling info on the next version update:

[...] The following issues will be addressed:

[...]

-All random number calculations for damage amounts are not being calculated properly

-Amount of damage is not being corrected properly when characters are equipped with two-handed weapons

-Both the attack and accuracy of monsters equipped with two-handed weapons are higher than intended.

OK... what the hell? Did someone finally decide to start debugging code? I don't get it. How could damage calculations have been out of whack for this long without being rectified? Or are these issues that were introduced with the last update?

Or do the developers simply want to screw with everyone's PDIF calculations? The world may never know.

5 comments:

FEon said...

Last update BUFF 2handed Weapons Gimp DW Q____Q

Paul said...

It's starting to sound like they overbuffed it. I predict an "adjustment" if this last update wasn't one already.

And if DW is gimp, then from what I saw last night with a /sea all, 95% of 75 WAR are gimp at the moment.

Moe said...

It's a love hate relationship.

Hyourin said...

Hey Fro.,

Heres my guess from a Software Engineer's perspective.

- All random number calculations for damage amounts are not being calculated properly

It could be a difference from the Use Case (what they intended on paper) and the code (the implementation). There are infinte ways to determine "random" numbers, however, in comp. sci. there is nothing perfectly random. The math could be left skewed.

- Amount of damage is not being corrected properly when characters are equipped with two-handed weapons

I know some friends whom said they did X damage on screen but it appears as Y damage on log. IDK. Thats a testing fluke. Maybe more beta and UAT testing.

- Both the attack and accuracy of monsters equipped with two-handed weapons are higher than intended.

Not enough BETA and UAT testing.

===========

As for your question on "this long". I think they only mean from the last update.

Paul said...

Thanks for the clarification, Hyourin I'm a developer myself, so I know how things can get skewed between spec and production.

The main mindbender for me was the implication that this had been wrong all along.

But apparently that's not the case, which is good.