![]() |
|
|
|
#1
|
||||
|
Quote:
| |||
|
|
||||
|
#2
|
|||
|
Swimming skill is probably the easiest way to see this in action.
| ||
|
|
|||
|
#3
|
|||
|
Got two fear resists in a row on treeants in SK, died to being nuked to death.
| ||
|
|
|||
|
#4
|
|||
|
There's a first cast bug with pvp on blue or something.
Big stun or cascading darkness will land on high MR first cast. Not sure how to do it. Great for botb. Dunno how that might impact pve. | ||
|
|
|||
|
#5
|
|||
|
The RNG in use is inherently streaky. I would really like to see the implementation of it in source code, and also how they gather and process entropy. Anyone who has ever done tradeskills can see that it goes like this:
no 'you have gotten better' no 'you have gotten better' no 'you have gotten better' no 'you have gotten better' no 'you have gotten better' 'you have gotten better!' 'you have gotten better!' no 'you have gotten better' 'you have gotten better!' 'you have gotten better!' no 'you have gotten better' no 'you have gotten better' no 'you have gotten better' no 'you have gotten better' no 'you have gotten better' no 'you have gotten better' no 'you have gotten better' no 'you have gotten better' no 'you have gotten better' and so on. Whatever the implementation of the RNG is, it's not very good.
__________________
The Ancient Ranger
Awake again. | ||
|
|
|||
|
#6
|
|||
|
yeah the grouping consistency almost makes me think there is some kind of persistence or other incremental stuff going on in the chain, because if that is just straight up the output of the RNG itself, it's terrible.
__________________
The Ancient Ranger
Awake again. | ||
|
|
|||
|
#7
|
|||
|
I always thought it was some sort of macro killer. In UO, people would "coffee-cup" a skill to maximum: Literally resting a coffee cup on a keyboard to auto macro a skill, and go to bed.
I always thought it was intentional, for non-combat skills. What I hate is the string of misses while melee-ing. ESPECIALLY when the enemy is fleeing. It seems harder to hit them from behind than it is from in front. | ||
|
|
|||
|
#8
|
|||
|
It has occurred to me that it might have been designed to be streaky...I suppose it's possible. Without streaks you'd get a nice smooth, predictable distribution, and you wouldn't have surprise streaks of 6 fails/fizzles/misses/collapses in a row very often. If the distribution is spiky then you never know when you are going to get slapped down hard by a bunch of sudden failures...it makes the game a bit harder and in a sense 'more random' than a nice smooth bell curve.
__________________
The Ancient Ranger
Awake again. | ||
|
Last edited by fadetree; 11-18-2019 at 04:31 PM..
|
|
||
|
#9
|
|||||
|
Quote:
Quote:
| ||||
|
|
|||||
|
#10
|
||||
|
Quote:
| |||
|
|
||||
![]() |
|
|