Mythic's wonderful coding

Sparrow

Fledgling Freddie
Joined
Jan 10, 2004
Messages
394
Esselinithia said:
26: 26 as a limit doesn't look logical if you see the programming side of it, 32 would look like a natural limit, that is based on code itself. If it is 26 (or 25, and you had one effect that doesn't count) then it is a rule of the game. Mostly to reduce the effects of having two buffbots, and imho with the healer + shaman combo mids had an advantage, but the buff limit made them equal. It is here to prevent people with 3+ accounts use insane amount of buffs and get above everyone else.
The limit on total effects you can have, anything that gives you a buff/debuff icon, is 32. However, some time in the SI period it was changed so you could only have 28 positive effects, leaving 4 slots free for negative effects like mezz, that you'd otherwise be immune to.

Zebolt said:
Finally.

What I don't understand is why they had to put a cap on it in the first place and now raise it to 50 instead of removing it ^^
It's a question of code speed. It's a lot faster cpu-time-wise to have a static sized number of buffs when the server has to take care of up to 3000 players, rather than continually having to allocate smaller and larger areas of memory to store a person's buffs.
It might be feasible to do something in between, a fixed size area until it's full, but I guess Mythic chose the fastest solution, both when it comes to programming time and execution time.
 

Derik

Fledgling Freddie
Joined
Mar 3, 2004
Messages
85
They should reduce the buff limit to 8, to punish all the whiners and complainers. :p

And they should fix grapple so that it works. Thats probably too much to ask, though.
 

remi

Fledgling Freddie
Joined
Jan 14, 2004
Messages
1,427
Sparrow said:
It's a question of code speed. It's a lot faster cpu-time-wise to have a static sized number of buffs when the server has to take care of up to 3000 players, rather than continually having to allocate smaller and larger areas of memory to store a person's buffs.
It might be feasible to do something in between, a fixed size area until it's full, but I guess Mythic chose the fastest solution, both when it comes to programming time and execution time.



save cpu, lols, if we were working with pc's from the 90's perhaps. there are other things in this game that takes 1000 times the memory.

its just some optimization done 5years ago that turned into major gameplay design fault later on, to bad noone at mythic cba to fix it.
 

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