change tier's (tier 1 best/tier X worst), make easier to understand
it would be easier to know if it is at max tier
sorry my english. Last bumped on Jan 29, 2025, 11:16:55 AM
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It was stated that this was done to allow them to easily add higher tiers later and to align the mod tier to the map tier system.
However, I agree that at the very least they need to add "/Tmax" to the tiers given in the mod list on items, so you know how good the mod actually is... |
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" yeah, facepalm moment. they think map and drop tiers ascending would confuse players, and that's more important than items conveying useful, concise, intuitive information. like how does their shit work that someone can't write a script to streamline the process for them? |
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" got it, i agree... |
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and i believe it is simple to solve
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Their explanation on wanting to align map tier and item tier makes no sense
If you have a sports team the best team in the world is ranked #1. This is the same as a mod tier on an item. The best item should be ranked #1. When talking about maps we are increasing by difficulty each map "tier". First we start at level 1 and as we progress we can get all the way up to level 16. A level 16 map isn't necessarily the best map so not calling it tier 1 makes sense. Having level 1 be the hardest difficulty would also not make sense. Just change the damn item tier back to tier 1 being the best. Last edited by kabooms#3788 on Jan 29, 2025, 10:00:19 AM
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" If you have a sports team the best team in the world is ranked #1. This is the same as a mod tier on an item. The best item should be ranked #1. When talking about maps we are increasing by difficulty each map "tier". First we start at level 1 and as we progress we can get all the way up to level 16. A level 16 map isn't necessarily the best map so not calling it tier 1 makes sense. Having level 1 be the hardest difficulty would also not make sense. Just change the damn item tier back to tier 1 being the best. Last edited by kabooms#3788 on Jan 29, 2025, 10:01:48 AM
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Tier is proportional to value/difficulty curve: first/lower = worse. Rank is inversely proportional: first/lower = better. Dealing with varying numbers of things is also comically simple regardless of wording choice. The tech exists: just have a script that checks the number of possible values and reverses it when moving things from the back end to the front end. This way, if you add more mods or more tiers, the script will automatically move everything accordingly. Another very transparent option: instead of showing only the mod tier, show us the mod tier and the maximum tier possible for that mod. So a T5 [+% phys. damage] for a weapon should be shown as Tier 5/8 |