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Those long calculations are my major grief about the game. A glitch or an unbalance, I can understand, and get on with it, but that long calculations, it's just lazy and/or unsmart optimization, especially compared to other idle games I'd played. A few seconds is nice, 20 or 30, why not... But minutes as it takes sometimes, it's just a shame such a bad speed of calculation.
Hell, my phone is far quicker to calculate 2^(2^(2^(2^2))) and it's a way bigger number than anything we'll see soon in the game (>2e19728), so it's clearly bad optimization from devs.
But Idle Champions uses time based calculations and some of the variable move or adjust based on time. Soft cap is an example. Having champion's abilities change while offline is another. You end up having to run a simulation of what's happening during that time period. You wouldn't want to run the entire game calculation like in real time, so they take various approximations and extrapolate. They still have to do numerous checks of DPS calculations against formation/positional abilities to determine of the formation passes a level. They could reduce this down greatly and just be more generous with offline payout. But, they choose not to. If they did, it would reduce the calculation time for offline.
This is all speculation. I'm not a game developer, but it's easy to see there is more complexity in this game than other idle games. Each play through for each player is completely different, and not just because of random outcome during a campaign. It's far more complicated than that. So, I'm just making some guesses based on crude evidence and thinking about how something like time value calculations could be used. Favor to click wall is a curve and the intersection to monster health is where your click wall ends up. That sort of thing.
"Each run its different", "They calculate your gems each run", "I can pee further", etc etc... After +10k hours I dont care if each run give its own number of gems, instead I would greatly appreciate the game "simulate" 1st run (like now does) after game was turned off, and, like nothing changed with game closed, then Copy-Pasta following runs with an adjudicate average of gems, in theory this would be an improve specially in performance but i dont have any programming knowdlege, so idk exactly.
Anyway, our computers have teraflop calculation powers, they can make trillion of (simple) calculations per second. And in fact, my spreadsheet simulates all champions and variables, including legendaries, blessings, modron (for each potential DPS), and it gives me results in a second.
Let's take an exemple. As game balance is based on order of magnitude, you can use quite approximative numbers, 3 or 4 digits is enough, we don't anyway see numbers after the 2nd one. You must have more than 100% discrepency to have bad offline simulation (= wrong area), that's quite a margin. I'm not sure they use such simplified numbers still (I don't know how much digits they are taking into account, but probably too much). And in fact their calculation are broken anyway. The HoBG bug is now quite frequent when offline progress bypass by much our effective wall. A time, those calculations take me to area 2900, that's total non-sense. And I've seen other formations surpassing their theorical wall (like ending an area with mob e30+ hp above BUD).
So they're not working well neither in speed nor in accuracy. I just hope they continue to improve it.
NB: But that kind of *** also happens online and foreground. A time, I had a BUD spike of e800 with Hew Maan when moving things around my formation. That was clearly unintented and wrong calculation somewhere (as they existed/exists with ultimates, overkills, spread damages, double dipping, etc).
Anyone know by their streams or somewhere else if this is a temporary patch or a deffinitive change?
This, as it turned out, was the cause of my background parties repeatedly forming incorrectly. Once I swapped out those slow-attacking champions for fast-attacking ones, the 'problem' resolved itself.
I haven't tested that before, but the number of familiars available for me to field, while still maintaining my active party, is limited (especially during seasons), and it was easier to use benchslot 1 champions with quicker attack speeds, like Bruenor or Orkira. Turiel and Voronika have inexplicably awful attack speeds, literally for no reason. Other champions with slow attack speeds (but still faster than Turiel or Voronika) have secondary effects like stuns or knockbacks. But Turiel and Voronika's attacks do nothing.
It's another example of CNE not playing their own game. If they did, they'd know that background parties can't form until something gets killed, and all parties can start out with a slot 1 champion on the field, so all slot 1 champions should be have reasonably fast attack speeds (4-6s) to accommodate that.
They won't make an improvement, when you can buy two familars to get through their bad design.