GGG - Stop using double standards

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Chris wrote:
Whether or not a change affects existing versions of the unique entirely depends on what type of property was changed. It's not something we have a great deal of control over without substantial effort.

Thank you for your mention about this.
Ofcourse this is not a simple stuff to change items if puting a new mechanic around it. If only change a numberic values, you make a legacy version of items, but if you make a new mechanic - you not create a legacy item. That is confused me. They both should be legacy or they both shoul't to be legacy.
And we see changes like CoE or now Acuity, people is confused so hard. Like @Rhys said, you should to make a legacy version of this gloves.
That is how i see this problem.
Aaron Ciccheli, a guy who made millions running Diablo and PoE RMT sites, owns a significant portion of GGG. How's that for a conflict of interest? 7.5% of your supporter pack money goes to this guy.
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Gary_GGG wrote:
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Lichalfred wrote:
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Chris wrote:
Whether or not a change affects existing versions of the unique entirely depends on what type of property was changed. It's not something we have a great deal of control over without substantial effort.


Can anyone put in a way it can be understood?


If numerical values on the item changes, then it won't affect previous versions. If the way that the item functions changes eg the Crown of Eyes change, then it will affect previous versions.

How does that work when modifying a mod, such as adding a 60% modifier?
You make my ochinchin go doki doki.

Last edited by GooberM#3961 on Dec 12, 2014, 6:18:27 AM
Well, textually there is a line added and can be treated as a mod.

But no matter whether you tread it as a new mod or a change to the old mod, GGG dont change MECHANICS or what the mod DOES - it DOES instaleech on crit and continues doing so.
In the announcement thread Chris said that there are only a few items NOT getting the legacy treatment:

* Acuity
* Rampage gloves

They changed the mod, because the current mod is probably something like this in the code:

leech_duration = 0 (instead of damage / (max_life * 0.2))

To:

leech_duration = 0
leech_amount = leech_amount * 0.6

Which are two different things, you have to agree.
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
Last edited by Mannoth#4185 on Dec 12, 2014, 6:18:05 AM
I play in standard ... items always become legacy. If GGG wants no legacy versions => nerf them all. I hate things only half done.

I farm then buy my Acuity 200ex and GGG nerf it ? Well done now all my efforts was for nothing.
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Pibadi wrote:

people is confused so hard


People are confused? You are confused, along with that other guy. That's all.
P̯̹̙̥̉̏ͦͯA̠̝̰̣̯͕͚̲̭͈̥̠͑̓̿ͦ̾ͯ̍ͅͅȚ̜̦͕̞̞̠̮͎͔͙͔̺̺͉̟̿̿̏ͬ͛͋̍ͮ̌̚H̹͕͚̟͍̘̤̱̻̬͓̬̮̫̦͖̳̹ͮͨ̒̉ͮ̿̈ͪ̇̿͆ͭ̃ͭ̃ͭ̚ ̲̫̞̤͓̳͑ͬ̾͌ͯ͐͂̿͗ͨ͋͑̍͐͗̾̄O͕̮̻͔̳̠͉͖̳͖͈̻͇͈̣̙̪͈ͨ͐̒̽ͣ̋ͅF̣͎̞̞̯̝ͦ͌̆ͥ̈͐̾ͣ̔ͮ̐̀̏ͪ̚ ̟̩͙̙̩̮̻̼ͬ͑ͥͦ͗̿E̼̭̩̜͕̱̤̭̞͖̳͍̝̤̼͓̗ͩͫ̌ͬ̊̋̄͑͗̽X͕̰̪̱̲̩̙̦͓͓̯̠̤̝̝̯̣̥̀̋̌̍̚Ȉ̖̟͔̩̝̊̿ͪͅL̺͓̻̰̀͋̅ͮͧE͔̼͚͕̮̻̟̩̪̖̫̪̦͙̎̑͆̏ͨͅ
Last edited by lukeiy#6623 on Dec 12, 2014, 6:21:03 AM
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Gary_GGG wrote:
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Lichalfred wrote:
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Chris wrote:
Whether or not a change affects existing versions of the unique entirely depends on what type of property was changed. It's not something we have a great deal of control over without substantial effort.


Can anyone put in a way it can be understood?


If numerical values on the item changes, then it won't affect previous versions. If the way that the item functions changes eg the Crown of Eyes change, then it will affect previous versions.


Well, that demands an additional clarification. The WAY Acuity works doesnt change - instaleech on crit. Crown of eyes did apply MORE modifiers and now it DOES NOT. The numerical adjustment doesnt change the WAY it works. Otherwise you HAVE to un-legacy all the other uniques changed in numerical way.
Last edited by Lichalfred#4690 on Dec 12, 2014, 6:23:06 AM
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Mannoth wrote:
In the announcement thread Chris said that there are only a few items NOT getting the legacy treatment:

* Acuity
* Rampage gloves

They changed the mod, because the current mod is probably something like this in the code:

leech_duration = 0 (instead of damage / (max_life * 0.2))

To:

leech_duration = 0
leech_amount = leech_amount * 0.6

Which are two different things, you have to agree.

Than you should read this
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Rhys wrote:
Another way to create legacy items (at least for Uniques) is if we add or remove entire mods from the item.

So, when they add "leech_amount * 0.6" - they add new mod. No? If no, then they change the number from 100% effectiveness to 60^ - then they should to make legacy anyways. No?
Aaron Ciccheli, a guy who made millions running Diablo and PoE RMT sites, owns a significant portion of GGG. How's that for a conflict of interest? 7.5% of your supporter pack money goes to this guy.
In this case the source code (that interpreted the value) changed. Therefore the items still have the same value and all are affected because 1.3.0 runs on the new source code.

If the value changed then only new items would have that change. This is the case for most of the unique balance tweaks.

I gotta sleep now - cya tomorrow guys!
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It's not a numerical change, it's a mod change.

It has all to do how the mod was initially introduced in the game, if in the backend it didn't have the possibility to alter the effectiveness of the leech, but just reduce it's duration to instant then yes, they had to introduce a new mod.

Which is what i feel like is being done, the existing mod doesn't support the effectiveness factor, therefore it is being replaced by one that does.

Edit:

Read what Chris said, they changed the code in a way i explained before.
They didn't add a new mod ("Leech applies at 60% effectiveness"), but changed the existing one.
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
Last edited by Mannoth#4185 on Dec 12, 2014, 6:27:09 AM

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