“We don’t want big numbers clogging up the screen” - Joe Piepora
A year after the Dev stream, those numbers only went up and it looks like they are gonna be even bigger in Season 4…
Why? What is the problem to lower the numbers? What is wrong with hits for 100 dmg instead of 1000000000? Just lower the numbers of dmg and lower the monster’s HP. Simple as that.
By lowering the numbers:
PROS:
Game looks clean and you can accually see the monsters or your character (you are not forced to disable the numbers).
The extremely large damage numbers and monster HP values introduce more complex calculations, which strain the CPU and GPU. With lower computational demands, the game engine can render frames more quickly, resulting in smoother gameplay and higher FPS.
The server load would be significantly lower due to the smaller calculations required for damage and HP management, resulting in fewer lags.
CONS:
None.
The summary: More FPS, less lags, lower server load.
So I will ask again, Blizzard, why do you keep these extreme numbers?
It’s not less digits. It’s still more. When calculated, that 1T number is still 1,000,000,000,000. Simply displaying the number as something different than in the code, just adds more code, while the number remains the same.
1.) They having a hard time balancing everything out to the numbers they intended and the community keeps finding busted builds. Seasons only increase this likelihood.
2.) It’s easier for them to just tack on more scaling content as new content cause they already know how to do this pretty well.
3.) The community gets upset every time they nerf anything trying to bring the numbers down to what they were hoping for like in Season 1.
Regardless of all of this Diablo has always been about making powerful builds anyway right? Yet there’s kind of a sliding scale that upsets people. You’re either too weak and things take too long or your too strong and things get nuked too fast. Where is the in between?
Hopefully the armor tweaks help though, DR rarity, and buffs to the Pit, NMD, and bosses. I guess we’ll see if it feels a bit better than PTR today.
I understand you’re trying to contribute to the discussion. Don’t worry – failing is okay; you will learn from your mistakes (hopefully).
“^” is used in Python and Lua. I’m pretty sure those are not the languages used in Diablo 4.
Exponentiation, or raising a number to a power, is usually handled with pow() in C and C++, or Math.Pow() in C#.
Diablo 4 is using C#, so, reducing damage numbers and monster HP from billions to thousands will improve performance by reducing rendering, computational, and memory overhead.
It’s awesome to share insights, but let’s make sure we’re providing accurate information to avoid confusion for others reading the forums, especially when smartasses like you share IQ with other smartasses.
Someone is still in 2010. Anyway thanks for the binary lesson, but in the realm of Diablo 4’s C# wizardry, we’re lightyears beyond basic binary math on 32-bit systems. Keep up, champ.