AlienDiplomat wrote: »Poll needs a "makes no difference whether you move the decimal point a couple places" option.
Yolokin_Swagonborn wrote: »The inflated stats hide the fact that your character has about 1.5K (15K in inflated numbers) less resources in 1.6 than you had in 1.5.
These resources that you earned with your precious weekly game time were taken from you and locked behind the champion system. This is the part that people don't seem to grasp about the champion system:
- Investing champion points into stam,magicka, and health actually increases your stats in each.
- To get back to where you were in 1.5, you need roughly 300 champion points. (100 in each attribute tree).
This has interesting implications further down the line as hardcore players begin to accumulate more champion points than players that play less often.
- A player with 300 champion points has a significant statistical advantage in competitive endgame play over a player who does not - and I'm not even talking about champion point passives.
- Anyone who played PvP shortly after launch remembers the futility of fighting a VR10 at sub-VR level in cyrodiil. Well that feeling will return.
- Also get ready for "Trials group LFM. Must have 150CP"
Was this the replacement for veteran ranks we were promised? Oh wait, veteran ranks are still in the game indefinitely. And now we have an account wide version of veteran ranks with a different name and a longer timetable.
Sage described the reasons for removing the soft caps, overhauling the game and adding in what he called "granularity" (numerous times...) to the system, in order for players to see that things like a .1% added to their stats would have meaning. On the "back end" of the game, a point added into any given stat would be working once you invest the point, but you as a player would not notice the change if the numbers on the front end for the user did not change. You can hear Sage discuss this in the very first 5 minutes of the presentation.
"If you're adding 1%, we have to make that feel meaningful to you."
The failure here is, that for some people, adding 0.1% to 1000 doesn't feel more meaningful than adding 0.1% to 100. Because it actually is equally meaningless. If it doesn't make a difference in combat, I don't care whether it makes a difference in the character sheet. Had they stuck with the original numbers, they could''ve added an option to extend display past the decimal point, for people who really want to see all those minuscule increases.
Problem is it makes the math a little harder to do in your head, bigger numbers, bigger calculations, that's fact... Anyway. The opinion is that most people think it makes the game look uglier, and it does, again. Just my opinion. I can't stand WoW because of it's horrid out of date graphics and the absurd damage numbers, it also changed the entire game. We can't compare our new 1.6 builds to the old 1.5 builds without extensive math and testing.Really don't see a problem here. Haters gonna hate.
"I have 4,561 Stamina Regen!"
What the hell does that even mean in comparison to 1.5?!?!?!
Gargragrond wrote: »Big numbers are slower to read and process, and they look ugly. This will not change no matter how accustomed you become in the future. Brains will always process smaller number faster. Extra precision is not needed to see the differences provided by CP-system within reasonable precision.
This is purely UI -issue, nothing would change with game mechanics or balance if the last digits are stripped from the UI.
It is pointless to compare the new numbers with 1.5 values (no matter what scaling factors you use) as the core game mechanics has changed drastically. Why is blancing/nerfing issues always brought into conversation about usability as it has nothing to do with it.
Like.
Inflated numbers needed to be done with 1.6 and the CS.
So now when you get a bonus from the CS of 0,1% you actually think it makes a difference because your armor rose from 23546 to 23549?
0,1% is 0,1%. Anyone with half a brain knows that is barely an increase no matter what the number tells you.
Spottswoode wrote: »You realize, of course, that this logic defeats the purpose of democratic process. Most people just don't care. (Much as in politics.)You cannot consider your idea of a majority of players disliking the change. Every single player that doesn't vote should be considered as being ok with the change. Unless you can get every player to vote, this poll means little.AlienDiplomat wrote: »Poll needs a "makes no difference whether you move the decimal point a couple places" option.
Compounding interest disagrees.
Compounding interest disagrees? I don't follow....doesn't compound interest still follow if 1 compounds to 10,000 over 140 iterations then .0001 would compound to 1 with identical treatment....? Sorry I'm just not following
I agree with this...it feels slightly insulting to add extra numbers (for those of us who don't care about the numbers) at the same time I would be frustrated if I pumped points into it over and over and didn't see any change...I think the optional decimal points toggle mentioned earlier might have been the easiest solution. I know with the champion system on passives I advocated for either buffing the old bashing focus or adding an extra decimal point so that change was visible (you have places where 4 champion points would not change the number...which was frustrating).myrrrorb14_ESO wrote: »It's really just unnecessary.
This is a game thats rated MA. So I'm sure most of us can see that 0.2% is just 0.2% regardless of whether it is applied to 1000 or 10k. I just like things to be only as complex as needed for the task at hand. The KISS principal.
And yes I realize that they did not simply multiply everything by ten, they completely rebalanced the whole numbers used in the game.
Spottswoode wrote: »
Compounding interest disagrees? I don't follow....doesn't compound interest still follow if 1 compounds to 10,000 over 140 iterations then .0001 would compound to 1 with identical treatment....? Sorry I'm just not following
If the numbers were scaled down to .0001 instead of around .1 you'd have a point.
Spottswoode wrote: »
Compounding interest disagrees? I don't follow....doesn't compound interest still follow if 1 compounds to 10,000 over 140 iterations then .0001 would compound to 1 with identical treatment....? Sorry I'm just not following
If the numbers were scaled down to .0001 instead of around .1 you'd have a point.
I believe the actual numbers are way down there....and we currently only see the rounded versions (this is not just a blind belief this is from deriving the formulas for my calculators http://asolutionaday.com/elder-scrolls-calculators/warrior/lady/elemental-defender-star-calculator/ ...put in some different values and you will see.
@ArmitasWe have had tons of polls, and they have all said the same thing. Of those that voted, the majority of them disliked these numbers.
I personally despise them. It's going to be dumb in 8 years when we ask what someones armor is at and they reply "One hundred and forty two thousand three hundred and twenty four."
We are already at the inflation that should have taken years to acquire.
Lord_Kreegan wrote: »As @Soulshine indicated early in this thread, ZOS stated that they wanted to give more granularity to the numbers so players could see the impact of changes. The downside of that, of course, is that players also see the lack of impact of changes (in terms of magnitude).
There are two other significant factors, although ZOS hasn't commented on either one of them. Previously, they were probably using floating point (real) numbers even though we only saw rounded integer values on our stat-sheets. With the large values, ZOS can use true integers. From a computational persepective, that saves a lot of CPU cycles.
Integer calculations on a computer are much faster than floating point calculations. This game is pseudo-real time, so speed is a priority. Given the issues seen in Cyrodil, this might have been of interest.
Storage of integers is also much more efficient memory-wise than storage of real numbers, so long as the numbers are appropriately bounded. Given that ESO seems to be a memory-pig, that was likely of interest, too.
This is just speculation, of course.
playerid_skillid <- x
targetid_health <- targetid_health - playerid_skilled
Problem is it makes the math a little harder to do in your head, bigger numbers, bigger calculations, that's fact... Anyway. The opinion is that most people think it makes the game look uglier, and it does, again. Just my opinion. I can't stand WoW because of it's horrid out of date graphics and the absurd damage numbers, it also changed the entire game. We can't compare our new 1.6 builds to the old 1.5 builds without extensive math and testing.Really don't see a problem here. Haters gonna hate.
"I have 4,561 Stamina Regen!"
What the hell does that even mean in comparison to 1.5?!?!?!
Lord_Kreegan wrote: »There are two other significant factors, although ZOS hasn't commented on either one of them. Previously, they were probably using floating point (real) numbers even though we only saw rounded integer values on our stat-sheets. With the large values, ZOS can use true integers. From a computational persepective, that saves a lot of CPU cycles.
Integer calculations on a computer are much faster than floating point calculations. This game is pseudo-real time, so speed is a priority. Given the issues seen in Cyrodil, this might have been of interest.
Storage of integers is also much more efficient memory-wise than storage of real numbers, so long as the numbers are appropriately bounded. Given that ESO seems to be a memory-pig, that was likely of interest, too.
This is just speculation, of course.
Lord_Kreegan wrote: »There are two other significant factors, although ZOS hasn't commented on either one of them. Previously, they were probably using floating point (real) numbers even though we only saw rounded integer values on our stat-sheets. With the large values, ZOS can use true integers. From a computational persepective, that saves a lot of CPU cycles.
Integer calculations on a computer are much faster than floating point calculations. This game is pseudo-real time, so speed is a priority. Given the issues seen in Cyrodil, this might have been of interest.
Storage of integers is also much more efficient memory-wise than storage of real numbers, so long as the numbers are appropriately bounded. Given that ESO seems to be a memory-pig, that was likely of interest, too.
This is just speculation, of course.
Going a bit off-topic, because it has nothing to do with how values are presented in the client.
The argument that integer calculations are faster than floating point is not that crystal clear. If you compare instruction-to-instruction, then that may be true. But today's CPUs are able to do other things while waiting for results, and given how memory intensive an MMO server must be, it probably has more trouble with caches than math.
Another thing is that you can't just replace floating point numbers with integers and watch the same formulas work. There are mechanics in the game that need to calculate percentages. For example "heal for 35% of your missing health". In floating point you compute the healed amount with one multiplication. How do you do that with integers? You need fixed point arithmetic, and it will become 2 or 3 operations: multiplication, possibly addition for proper rounding, and a shift. It may still be faster, but the cost would be high (precision aside, I mean mainly development cost). I'm pretty sure this is not what happened.
Like.
Inflated numbers needed to be done with 1.6 and the CS.
So now when you get a bonus from the CS of 0,1% you actually think it makes a difference because your armor rose from 23546 to 23549?
0,1% is 0,1%. Anyone with half a brain knows that is barely an increase no matter what the number tells you.
0,1% may always be 0,1% but if your initial number is higher the resulting number is higher as well.
100,1 couldn't be displayed properly, 1001 can. That's the only difference.
They did it so that we would be like "wow +600!", but if it's added to a pool of 6,000,000 then it's really insignificant anyway. It's almost like they feel we are stupid and need to see big numbers in order to appreciate the value. The truth is the inflated numbers only complicate things. Look at some of the most successful systems like D&D and MTG. They don't need to use huge numbers to get the point across.With the new inflated stats introduced in 1.6. I'd like to hear the opinions of the community on who likes the change and supports it, vs who dislikes it and wishes it was changed back to pre 1.6 numbers.
Personally I dislike the change and see no reason for why it was done. To me it just over-complicates everything and was unnecessary. I hope they consider changing it back.
Does anyone know if ZOS explained themselves on this subject?
What do you guys think?
TO ZOS: If this poll results show a large majority of players dislike the change, I hope you guys will consider reverting back to the more simple stats that most of us came to love..
ZoS did explain very thoroughly the reasons behind the change, in a lot of detail, but unfortunately much of that explanation was given at the Guild Summit presentation last year rather than fully spelled out in more official communication for all players.
Sage described the reasons for removing the soft caps, overhauling the game and adding in what he called "granularity" (numerous times...) to the system, in order for players to see that things like a .1% added to their stats would have meaning. On the "back end" of the game, a point added into any given stat would be working once you invest the point, but you as a player would not notice the change if the numbers on the front end for the user did not change. You can hear Sage discuss this in the very first 5 minutes of the presentation.
Especially true since there aren't anymore caps.dylanjaygrobbelaarb16_ESO wrote: »anyone who thinks they just added zeros really has no clue at all.
Maybe that was the point all along...Problem is it makes the math a little harder to do in your head, bigger numbers, bigger calculations, that's fact... Anyway. The opinion is that most people think it makes the game look uglier, and it does, again. Just my opinion. I can't stand WoW because of it's horrid out of date graphics and the absurd damage numbers, it also changed the entire game. We can't compare our new 1.6 builds to the old 1.5 builds without extensive math and testing.Really don't see a problem here. Haters gonna hate.
"I have 4,561 Stamina Regen!"
What the hell does that even mean in comparison to 1.5?!?!?!
Why?You really can t understand that the inflated stats are needed for better and clear values of champion system right?
Again...Why?Like.
Inflated numbers needed to be done with 1.6 and the CS.
eventide03b14a_ESO wrote: »They did it so that we would be like "wow +600!", but if it's added to a pool of 6,000,000 then it's really insignificant anyway. It's almost like they feel we are stupid and need to see big numbers in order to appreciate the value. The truth is the inflated numbers only complicate things. Look at some of the most successful systems like D&D and MTG. They don't need to use huge numbers to get the point across.With the new inflated stats introduced in 1.6. I'd like to hear the opinions of the community on who likes the change and supports it, vs who dislikes it and wishes it was changed back to pre 1.6 numbers.
Personally I dislike the change and see no reason for why it was done. To me it just over-complicates everything and was unnecessary. I hope they consider changing it back.
Does anyone know if ZOS explained themselves on this subject?
What do you guys think?
TO ZOS: If this poll results show a large majority of players dislike the change, I hope you guys will consider reverting back to the more simple stats that most of us came to love..
ZoS did explain very thoroughly the reasons behind the change, in a lot of detail, but unfortunately much of that explanation was given at the Guild Summit presentation last year rather than fully spelled out in more official communication for all players.
Sage described the reasons for removing the soft caps, overhauling the game and adding in what he called "granularity" (numerous times...) to the system, in order for players to see that things like a .1% added to their stats would have meaning. On the "back end" of the game, a point added into any given stat would be working once you invest the point, but you as a player would not notice the change if the numbers on the front end for the user did not change. You can hear Sage discuss this in the very first 5 minutes of the presentation.Especially true since there aren't anymore caps.dylanjaygrobbelaarb16_ESO wrote: »anyone who thinks they just added zeros really has no clue at all.Maybe that was the point all along...Problem is it makes the math a little harder to do in your head, bigger numbers, bigger calculations, that's fact... Anyway. The opinion is that most people think it makes the game look uglier, and it does, again. Just my opinion. I can't stand WoW because of it's horrid out of date graphics and the absurd damage numbers, it also changed the entire game. We can't compare our new 1.6 builds to the old 1.5 builds without extensive math and testing.Really don't see a problem here. Haters gonna hate.
"I have 4,561 Stamina Regen!"
What the hell does that even mean in comparison to 1.5?!?!?!Why?You really can t understand that the inflated stats are needed for better and clear values of champion system right?Again...Why?Like.
Inflated numbers needed to be done with 1.6 and the CS.
piotreb17_ESO4 wrote: »You cannot consider your idea of a majority of players disliking the change. Every single player that doesn't vote should be considered as being ok with the change. Unless you can get every player to vote, this poll means little.
Like every poll this is just a representation of view of players. However like in every poll, every single player that doesn't vote should be considered as having no special opinion (missing in-between choice) on that subject.