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Post by Ringel on Mar 16, 2012 0:50:05 GMT -5
You are right Tuism. I tried it again and he worked fine. I must have missed something.
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Post by Ringel on Mar 17, 2012 10:29:27 GMT -5
Bug: If the designers really intend an even distribution of rares (maybe they don't?), then there must be a bug in the rare (and possibly uncommon) generating algorithm that generates fewer blue Templar Rares and few Black Assassin rares than should be generated. The statistics are pretty clear about this (and I'm knowledgeable about stats).
The numbers show that algorithm is more complex than pick a rare 1 to 42.
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Post by Tuism on Mar 17, 2012 11:07:47 GMT -5
Tbh, I really don't think there were supposed to be an equal chance of all cards, rares, uncommons, org whatever. Just as in magic, rares would be divided in rarity too. Or it would actually be a pretty... Flat field. We just don't know how the rarities are supposed to be calculated, cos clearly I have 1 Juno, someone has 14. If they wish to share it with us, it would be nice, but I don't see why they should/would
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Post by Ringel on Mar 17, 2012 11:14:40 GMT -5
According to Hurdler's post it is random. All Templar rares are supposed to be equally rare, according to Hurdler. All Assassin rares are supposed to be equally rare too. Of course Assassin rares and Templar rares aren't comparable to each other because they depend on what packs you buy.
This is how it works in magic. All cards at the same rarity are equally rare. All commons are equal. All uncommons are equal. All rares are equal. All mythics are equal (no mythics in this game). Commons aren't equal to uncommons. Edit: It isn't exactly how it works in magic, because magic cards are printed, but the same principle applies.
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Post by ltgab on Mar 17, 2012 11:26:44 GMT -5
Bug: If the designers really intend an even distribution of rares (maybe they don't?), then there must be a bug in the rare (and possibly uncommon) generating algorithm that generates fewer blue Templar Rares and few Black Assassin rares than should be generated. The statistics are pretty clear about this (and I'm knowledgeable about stats). The numbers show that algorithm is more complex than pick a rare 1 to 42. No, your sample is too small to give any indication of such a thing. To have a good sample you would need to have at least 1% of the population. Taking only gamecenter numbers here, with 100,000 players, you would need a sample of at least 1,000 players. I'll check with Thierry if I can run some basic stats on the server, but nothing show me there is a bug there.
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Post by Ringel on Mar 17, 2012 11:32:51 GMT -5
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Post by Ringel on Mar 18, 2012 15:40:05 GMT -5
When I have my headphones in sound and music seem okay, but when I don't sound and music cuts out/in unpredictably. Never in the middle of a piece, but when deciding to play a piece or make a sound.
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Post by phlage on Mar 19, 2012 11:48:48 GMT -5
If I use my Dantes to safe each other, only one safe resolves (the last one).
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Post by Pete on Mar 19, 2012 13:15:12 GMT -5
If I use my Dantes to safe each other, only one safe resolves (the last one). Yo dawg, ima heard you like to roll one dante playin it safe so your other bro Dante can be safe, and then use that safe dante to make your other Dante safe.
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Post by Ringel on Mar 19, 2012 14:26:01 GMT -5
This isn't a bug (I think)
One Dante makes the other safe. Now the safe Dante makes the first safe-- instead of losing one point of resolve, it loses safe instead. So 2 Dantes cannot make each other both safe at the same time.
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Post by Tuism on Mar 19, 2012 15:51:59 GMT -5
This isn't a bug (I think) One Dante makes the other safe. Now the safe Dante makes the first safe-- instead of losing one point of resolve, it loses safe instead. So 2 Dantes cannot make each other both safe at the same time. Great point! Losing Health in any form cancels out the safe. I actually went to test it before arriving at this conclusion, d'oh!
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Post by phlage on Mar 19, 2012 19:02:43 GMT -5
This isn't a bug (I think) One Dante makes the other safe. Now the safe Dante makes the first safe-- instead of losing one point of resolve, it loses safe instead. So 2 Dantes cannot make each other both safe at the same time. Haha ouch. I blame lack of sleep due to new baby.
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Post by ltgab on Mar 22, 2012 15:12:02 GMT -5
Hi guys,
We did a hotfix today for the 3 fingers tap not working on the Iphone/Ipod version when you have the zoom activated. There are also some performance issues fixed.
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Post by Tuism on Mar 24, 2012 3:27:46 GMT -5
It's been like this for a long time but recently it's starting to really bug me bug time.
The timing between launching anything that sets a target and the targeting interface coming up and you being able to select a target is buggy. Sometimes it doesn't appear, sometimes you can select too fast and the thing cancels and you have to relaunch, etc. it makes any kind of precision impossible.
Can this be improved?
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Post by thest4lker on Mar 24, 2012 22:35:05 GMT -5
Threat Vs. fierce update. Everytime I have had a threat agent blocked by a fierce agent the threat has killed the fierce agent before any fierce damage is calculated (I.e. fierce agent doesn't score anything)
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