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Jul 2 2020 07:05am
Quote (Cheeya @ 1 Jul 2020 18:53)
It’s generally accepted that it’s possible to spawn one less ep/Well than the map had on it due to the final chest being spawned on what should have been the final ep/well



yeah I had a well map that had no well in it :blink: :wallbash: :bonk:
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Jul 2 2020 07:16am
Quote (schmoogalaboo @ 2 Jul 2020 07:28)
I tried to explain this earlier, but I guess it fell on deaf ears



Rex gets that way sometimes :rofl:


Quote (NR1 @ 2 Jul 2020 09:00)
+6.53% Item Stat Quality
+75% Maximum Room Size

+20% to Proficiency Cap Per Fight
+23.46% Increased Monster Life
+23% to Experience Cap

20.48% Faster Cooking



This is a gorgeous exploring event <3 big rooms of more prof
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Jul 2 2020 07:18am
Quote (schmoogalaboo @ Jul 2 2020 11:28pm)
I tried to explain this earlier, but I guess it fell on deaf ears


This was your excuse (and I don't accept that the last square on a 10x10 map should interfere with other mods on maps from a coding point)

Quote (schmoogalaboo @ Jul 2 2020 01:51am)
This could actually be accurate. On a small map like that, your chances of finding another TC are decreased when you already have +6 on there (fewer spaces for random encounters).

If your map has +6 already, but there was 1 additional random TC on the map, you would expect 1x2.7=2.7 extra TC. We all know LS rounds down, so you would expect 2 extra TCs. It is also well known that maps can be missing a well or an EP, etc, if the way you choose to explore the map leaves that randomly assigned spot to the last explored spot and it gets trumped by the final TC.


As I stated before, I excluded the last square of TC (it should NEVER interfere with any mods on a Map PERIOD from a coding point)

When you you enter a catacomb/map you should be aware that there is a 0 base of anything (i.e. TC, Spin, TD, Well, EP etc) to spawn, so with an event, it should multiply the number (e.g. if you get 1 of anything, and the event multiplies it by X%, then it works, but, in no way should the last explored space on a Map interfere with other mods on a Map)... as NR1 stated in the quote I posted previously... the main point he made is simple... it DOESN'T affect Maps.

Quote (NR1 @ Jul 3 2020 01:00am)
+6.53% Item Stat Quality
+75% Maximum Room Size

+20% to Proficiency Cap Per Fight
+23.46% Increased Monster Life
+23% to Experience Cap

20.48% Faster Cooking


Basically another crap event... only good thing here is the Item Stat Quality for group & solo runs, other than that, groups benefit from 20% Prof Cap... woot... 1-11 maximum prof points per wave.
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Jul 2 2020 07:21am
room sizes are nice especially when not paired with monster difficulty for mirror maze purposes :P

Given our low activity we may not get one in but the options there seeing it's a weekend
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Jul 2 2020 07:22am
Quote (izParagonzi @ 2 Jul 2020 09:18)
This was your excuse (and I don't accept that the last square on a 10x10 map should interfere with other mods on maps from a coding point)



As I stated before, I excluded the last square of TC (it should NEVER interfere with any mods on a Map PERIOD from a coding point)

When you you enter a catacomb/map you should be aware that there is a 0 base of anything (i.e. TC, Spin, TD, Well, EP etc) to spawn, so with an event, it should multiply the number (e.g. if you get 1 of anything, and the event multiplies it by X%, then it works, but, in no way should the last explored space on a Map interfere with other mods on a Map)... as NR1 stated in the quote I posted previously... the main point he made is simple... it DOESN'T affect Maps.



Basically another crap event... only good thing here is the Item Stat Quality for group & solo runs, other than that, groups benefit from 20% Prof Cap... woot... 1-11 maximum prof points per wave.


What should or shouldn’t happen in YOUR opinion is completely irrelevant. We have already done the testing in the past using well maps and have found MULTIPLE DOCUMENTED CASES of well maps with one less well than they should have.

These are facts not open to debate. Get over it.
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Jul 2 2020 07:22am
Quote (izParagonzi @ 2 Jul 2020 09:18)
This was your excuse (and I don't accept that the last square on a 10x10 map should interfere with other mods on maps from a coding point)



As I stated before, I excluded the last square of TC (it should NEVER interfere with any mods on a Map PERIOD from a coding point)

When you you enter a catacomb/map you should be aware that there is a 0 base of anything (i.e. TC, Spin, TD, Well, EP etc) to spawn, so with an event, it should multiply the number (e.g. if you get 1 of anything, and the event multiplies it by X%, then it works, but, in no way should the last explored space on a Map interfere with other mods on a Map)... as NR1 stated in the quote I posted previously... the main point he made is simple... it DOESN'T affect Maps.



Basically another crap event... only good thing here is the Item Stat Quality for group & solo runs, other than that, groups benefit from 20% Prof Cap... woot... 1-11 maximum prof points per wave.


Why not? It's your decision which square you want to be the last square. If you enter a map and the location of all the EP's, TC's, wells, etc, is already determined and they are in fixed spots, it's up to you how you want to explore the map and it's just dumb luck that the square you finish on had one of your map features.
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Jul 2 2020 07:30am
Quote (Cheeya @ Jul 3 2020 01:22am)
What should or shouldn’t happen in YOUR opinion is completely irrelevant. We have already done the testing in the past using well maps and have found MULTIPLE DOCUMENTED CASES of well maps with one less well than they should have.

These are facts not open to debate. Get over it.


Opinion is opinion, yours is valid, so is mine, get over it for fuck sake and accept the fact that not everyone has to agree to your whims... as a coding point and what is written in the code is fucking wrong... 10x10 - 1 for Map mods is fucking simple to code in, so they are lazy coders that don't give a flying Fudge what you or I think... is that your excuse. Take a back seat on the taxi ride and overpay because they take you the long way around.

Quote (schmoogalaboo @ Jul 3 2020 01:22am)
Why not? It's your decision which square you want to be the last square. If you enter a map and the location of all the EP's, TC's, wells, etc, is already determined and they are in fixed spots, it's up to you how you want to explore the map and it's just dumb luck that the square you finish on had one of your map features.


Simple coding issue should have been fixed... as for that Cheeya stated, I knew this over 2 years ago before they stopped Events, and yet when it came back into effect, they could not even fix the coding... talk about lazy coding and as all players have to do is just accept it and move on... doesn't mean to say that it can not be brought up again in discussions years later when it isn't fixed.



EDIT: To make the point really simple for people to understand, a catacomb cleared on the last square will give you a MAP... doesn't matter if there is a well, set of EPs, Trap Door or a spin on that last square... you still get a Map... why doesn't it work on MAPS?????? Anyone have a clue??? NO right.

Dble EDIT:

Quote (schmoogalaboo @ Jul 3 2020 01:35am)
It just seems to me as if you're looking at exploring from a linear perspective. In order to avoid the issue, maps would have to be coded to reevaluate the location of map mods every move your make when in all likelihood, as it is right now, they are in fixed locations from the moment the map is generated


It is not hard to use coding like Excel and "IF" statements... it is so damn basic.

This post was edited by izParagonzi on Jul 2 2020 07:38am
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Jul 2 2020 07:35am
Quote (izParagonzi @ 2 Jul 2020 09:30)
Opinion is opinion, yours is valid, so is mine, get over it for fuck sake and accept the fact that not everyone has to agree to your whims... as a coding point and what is written in the code is fucking wrong... 10x10 - 1 for Map mods is fucking simple to code in, so they are lazy coders that don't give a flying Fudge what you or I think... is that your excuse. Take a back seat on the taxi ride and overpay because they take you the long way around.



Simple coding issue should have been fixed... as for that Cheeya stated, I knew this over 2 years ago before they stopped Events, and yet when it came back into effect, they could not even fix the coding... talk about lazy coding and as all players have to do is just accept it and move on... doesn't mean to say that it can not be brought up again in discussions years later when it isn't fixed.


It just seems to me as if you're looking at exploring from a linear perspective. In order to avoid the issue, maps would have to be coded to reevaluate the location of map mods every move your make when in all likelihood, as it is right now, they are in fixed locations from the moment the map is generated
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Jul 2 2020 07:37am
Quote (izParagonzi @ 2 Jul 2020 09:30)
Opinion is opinion, yours is valid, so is mine, get over it for fuck sake and accept the fact that not everyone has to agree to your whims... as a coding point and what is written in the code is fucking wrong... 10x10 - 1 for Map mods is fucking simple to code in, so they are lazy coders that don't give a flying Fudge what you or I think... is that your excuse. Take a back seat on the taxi ride and overpay because they take you the long way around.

Simple coding issue should have been fixed... as for that Cheeya stated, I knew this over 2 years ago before they stopped Events, and yet when it came back into effect, they could not even fix the coding... talk about lazy coding and as all players have to do is just accept it and move on... doesn't mean to say that it can not be brought up again in discussions years later when it isn't fixed.


Lmao we all know Paul’s coding isn’t perfect. This isn’t new... not sure why you are so resistant to facts. My statements have not been opinions. We as a community have covered this issue already. Nothing has changed since that testing took place. It is not our fault you weren’t there to be part of it.

Regardless, the fact of the matter remains that the final chest CAN and DOES (occasionally) remove one of the expected map mods. This is most often seen on small maps where the base number of that mod can easily roll a 0 or wells where they only spawn if stated. As I’ve already said, we have proof of multiple instances of maps spawning one less well than a map stated.

Argue about it all you want but it’s still going to happen.

Quote (schmoogalaboo @ 2 Jul 2020 09:35)
It just seems to me as if you're looking at exploring from a linear perspective. In order to avoid the issue, maps would have to be coded to reevaluate the location of map mods every move your make when in all likelihood, as it is right now, they are in fixed locations from the moment the map is generated


The bolded part is all you need to understand for the final chest covering a map mod to make sense.

This post was edited by Cheeya on Jul 2 2020 07:39am
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Jul 2 2020 07:56am
Quote (Cheeya @ Jul 3 2020 01:37am)
Lmao we all know Paul’s coding isn’t perfect. This isn’t new... not sure why you are so resistant to facts. My statements have not been opinions. We as a community have covered this issue already. Nothing has changed since that testing took place. It is not our fault you weren’t there to be part of it.

Regardless, the fact of the matter remains that the final chest CAN and DOES (occasionally) remove one of the expected map mods. This is most often seen on small maps where the base number of that mod can easily roll a 0 or wells where they only spawn if stated. As I’ve already said, we have proof of multiple instances of maps spawning one less well than a map stated.

Argue about it all you want but it’s still going to happen.



The bolded part is all you need to understand for the final chest covering a map mod to make sense.


Sent you a reply... as I stated in it, I believe that one of the issue is because a TC encounter STOPs all actions and you have to either Press "G" or click "Engage" to continue on exploring. Instead, you should be able to drive on by without stopping, like you do when you encounter a Well or Emblem Totem, you can still drive past it... not with a TC though.
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