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Thread: IMPROVEMENT IDEA - PRESETS for FORMATION/RUNES/WEAPONS

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  1. #1
    Ironheart
    Join Date
    Jul 2013
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    369
    Quote Originally Posted by mattp169 View Post
    YES YES YES YES YES YES

    Only issue is this
    Imagine you have all your gear and runes and heroes setup right now for baal.
    in 2 weeks your setup will be different GUARANTEED

    Now one would say "NO i use the exact same formation for baal every single time"
    No you dont! No one does
    YOu upgrade teh gear and runes daily.
    SO if tyoday you have a level 7 bane on your main for baal
    in 2 weeks you might be using a level 8 or 9 bane
    Today you may be using a level 20 HB sword on your main
    In 2 weeks it may be a level 27 Guardian sword

    Unfortunately because the weapon levels and rune levels are changing so frequently, it may be a massive issue for the programmers to be able to define presets for us
    Yes they could do formation
    but i doubt they would ever attempt rune and gear combo presets
    Every item tied to a character has a distinct ID, including runes. This is just the basics of database management for a game like this. It would be extremely easy to keep track of a rune or a weapon or a helm as it levels up, as you're only keeping track of the "association ID" between the player and the item. The only possible issue would be during an upgrade from say, Hope Bringer's to Champion's level, or Champion's to Guardian's, but to fix that you have a small piece of code that says, "While upgrading this item, find the item's old ID and replace it with the new ID of the item that replaced it during the upgrade." It's also possible that the item ID tied to the character/player doesn't change, only its "template" ID. "I am an item of template type Champion's Sword with ID 3, but now am a Guardian's Sword with ID 4 and my level has reduced by 3. I am associated to the player with ID 27, and that hasn't changed."

    In other words, there are plenty of ways to manipulate the data to maintain presets should the developers choose to. Please don't make comments about the difficulty of programming something if your experience is just dabbling rather than as your profession, as it seems (and I hope it is) to be.

  2. #2
    Ironheart
    Join Date
    Jul 2013
    Posts
    258
    Quote Originally Posted by Klepto View Post
    Every item tied to a character has a distinct ID, including runes. This is just the basics of database management for a game like this. It would be extremely easy to keep track of a rune or a weapon or a helm as it levels up, as you're only keeping track of the "association ID" between the player and the item. The only possible issue would be during an upgrade from say, Hope Bringer's to Champion's level, or Champion's to Guardian's, but to fix that you have a small piece of code that says, "While upgrading this item, find the item's old ID and replace it with the new ID of the item that replaced it during the upgrade." It's also possible that the item ID tied to the character/player doesn't change, only its "template" ID. "I am an item of template type Champion's Sword with ID 3, but now am a Guardian's Sword with ID 4 and my level has reduced by 3. I am associated to the player with ID 27, and that hasn't changed."

    In other words, there are plenty of ways to manipulate the data to maintain presets should the developers choose to. Please don't make comments about the difficulty of programming something if your experience is just dabbling rather than as your profession, as it seems (and I hope it is) to be.
    Exactly Klepto - as the item upgrades (change in attribute value not change of class) the item KEY in the database stays the same unless it is absorbed into a higher level item. If it is just changing the level from say purple to yellow of the same super class (e.g agility to nimbleness [i.e. generic category DODGE]) it just updates the preset key to the one superior in pedigree. If its a whole new class change (e.g. DODGE to BLOCK or HIT to HP) then the preset gets marked as "in need of user maintenance due to upgrade" and perhaps the GUI gets a RED FLAG indication to come make a decision to redefine that preset (but it goes ahead and keeps the new item key as a default until told otherwise so SOMETHING loads EVERY TIME). This is classic object oriented design where super classes absorb their siblings.

    It might be subject to some "gotcha's" to shake out the concept in beta for a month or two with user feedback but I think this is a MUST have to get optimum fun and utility out of the game. A real sophisticated programmer worth his salt could even program simulated attack or defense profiles to monte carlo the best power setup and formations automatically using thousands of simulations (in a second or two) for a given rune set and maybe make suggestions on minor rune improvements/upgrades to give PROFOUND game performance rather than the current manual trial and error heuristic. Could be a really FUN project for a top SW developer to take on and push this game into a new class of higher end offings online that would give a market advantage.
    Last edited by RiverBummer; 08-11-2013 at 01:46 AM.

  3. #3
    Ironheart
    Join Date
    Jul 2013
    Posts
    258
    By the way has anyone else noticed that this game is really just a fantasy genre of golf? We just have different course/fairways and traps/monster and clubs in the bag to make par and reduce handicap...

    Speaking of which - HANDICAP play might be a good thing to work in too for PvP rather than waiting around for the few "red" players to wander into wilds to encounter combat when there are plenty of noobs who might like to take a shot if given a fair handicap...

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