Discussion in 'Developer Depot' started by Chris, Apr 5, 2017.
Cant wait to see how he ties this in with his HUD! Well done Umuri!!!!
If this means we can have a Vulkan renderer on Linux next release, will it be on by default? It will definitely be worth adding some info to the /debug output which says what renderer is in use.
WTF is a "speed tree"?
SpeedTree is a product that produces realistic trees based on predefined models, but can react to in-game effects (like wind, or breakage). Since these are models, they are very quick to implement.
Portalarium worked with SpeedTree to create the Puzzle Tree model, part of the Make a Difference campaign.
Ring of Fire moved to a fixed 5 meter radius instead of a size that varies with skill level.
Added Ring of fire to the Unlearn list
Might as well add Fire Reach since that is affected as well.
cool! thank you! I would suggest they turn down the tree effects in wind, I have an Island PoT with a lot of trees and even mild wind looks like a hurricane.
So. Can the API tell us the distribution of adventure level among recently active players?
I'd like to see some hard numbers on this so-called gap.
Hey @Chris - saw you mentioning long wait times when doing imports w/ Unity - are you guys using Incredibuild or anything similar? In a previous life, I deployed this around a studio and it sped up things quite dramatically. It's distributed computing - uses the idle time on workstations around the office.. not cheap tho.. there might be open-source alternatives..
Should I start a new thread about it?
You'd be better off asking in the existing thread I think.
Decay system changes going in today. After actually doing all the math for the numbers, the current system is the correct option. It does NOT penalize casuals as some claimed. In fact the opposite is true. The more time spent grinding, the more time a death will cost you. Also, since it only builds up for a max of 1 day, not logging in for several days does not penalize anyone. Same for people going on vacation or being deployed. Being deployed for 6 months and returning means you'll still have exactly 1 day of accumulation.
Also, despite popular belief, the top players do die... a LOT. I did a check on the top XP player in the game and he had died over 30 times in the past 30 days. Each death probably cost him around 8 hours of play time. I looked at several in the top 10 and they all were similar in that they died a LOT.
So what am I going to be changing? A few things:
First, I'll be leaving the max accumulation of decay at 24 hours. This means players don't have to worry about taking a week off.
Second, to soften the blow on deaths and spread out the cost a bit, each death will only apply half the current decay amount. So if you haven't played in a day (or a week) you would have 24 hours built up. First death will apply 12 hours of decay leaving 12 hours of decay. Second death will apply 6 hours and leave 6 hours. Third death, 3 hours...etc
Third, For R42 only I will be making all skills 100% return on XPs _IF_ the skill is over 80. The reason for this is because...
Fourth, For R43 I will be changing the amount of decay to be tiered.
Skills under 40 will not decay
Skills 41-80 will decay as half rate
Skills 81-100 will decay at full rate (current amount)
Skills 101+ will decay at double current rate
I'll be on air to discuss this and other stuff on NBNN in a bit!
All the Above Quoted from Chris...
So I expect we will see a lot of people locking skills at 80 or 100, just to avoid additional decay. Its like there is more reason NOT to get a GM, which seems odd.
I guess this is one way to make having GMs meaningful.
Starman approves of Chris's changes. In fact they work perfectly for me since I set all skills to 40, the more important ones I set to 80 and my main stuff goes to 100. Chris's changes will greatly benefit me and cause me little need to change.
Question on the math though:
Assume no xp pool
Assume every skill is set to "-"
Will decay apply to each skill independently or will it calculate to one big number and then apply to skills individually.
so, if you have 5 skills:
20 --> 20
40 --> 40
60 --> 59
80 --> 79
100 --> 99
20 -> 20
40 -> 40
60 -> 60
80 -> 80
100 -> 98
For example, if every skill is set to "-" how do you guys do the math for which skill gets actually hit with decay?
hint for people, I think one of the best things you can do when you are maxed out is to set every skill to maintain and then take you #1 skill and just dump all your xp into it over time (this skill would be stone arrow for me). That way, some day it may be sitting at 120 so then you take a death without a XP pool, that skill at 120 may say drop to 119, and then you can just keep working on it. You will take a penalty in R43 with it being over 100 but at least you are using the XP. I would prefer that 10 mil XP be in that one skill vs having a 10 mil xp pool.
So question there if people will find it unfair with the sharp changes at 40-41 80-81 100-101
f(N) = 0 if N < 41
f(N) = 2 if N > 100
f(N) = (N-40)/30 could been a solution if want less sharpness in the curve
@Chris If a skill goes from 100 to 101 to I get x2 decay on all exp in the skill or just the exp over what I needed to get to skill level 100? For example my current swords skill is 103. Will I need to drop it to lvl 100 to avoid paying x2 decay on all of the exp in the skill or would dropping it to lvl 100 only save me x2 decay on the exp from 101-103?
My original plan WAS to lock all skills at 80 , and this change to decay supports that decision
I considered making it a formula and not completely against it. I chose not to for two reasons. First, math is hard for players and since this has player facing ramifications, I wanted to keep it easy to understand. Second, players like having targets and they like round numbers.
120 taming to get a 2% chance for a ferocious red. Not to mention you need summoning up there to be be slightly effective. I sure hope future tamable creatures don't require more than the spider.
Can someone with access to some graphic tool make a picture with the following graphs in.
f(x) = 0.5*1.1^x for 40 < x < 80
f(x) = 1.0*1.1^x for 80 < x < 100
f(x) = 2.0*1.1^x for 100< x
A picture of all these graphs in one picture will visualise how your decay depends on your skill level
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