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Re: Balancing a skill system

Posted: Sun Sep 11, 2011 1:48 pm
by nezkeys79
Eh? Is that the amount of exp or the character level? It's such a random figure. And over 2 thousand million? Really lol?

Re: Balancing a skill system

Posted: Sun Sep 11, 2011 3:35 pm
by test1
nezkeys79 wrote:Eh? Is that the amount of exp or the character level? It's such a random figure. And over 2 thousand million? Really lol?
Did a little research on the web....... interesting how something looking so random all of a sudden has meaning... hope this helps:
The number 2,147,483,647 is the eighth Mersenne prime
It is one of only four known double Mersenne primes
2147483647 The largest positive value of a signed integer on a 32 bit operating system. The data type time_t which is used on operating systems including UNIX and Windows is a signed integer. On January 19, 2038 at 3:17:07 GMT, the time_t values on 32 bit machines will be maxed out and set to -2147483647. This will make clocks set to December 13, 1901 20:45:52 GMT.
The number 2,147,483,647 is also the maximum value for a 32-bit signed integer in computing. It is therefore the maximum value for variables declared as int in many programming languages running on popular CPUs, and the maximum possible score (or amount of money) for many video games.

Re: Balancing a skill system

Posted: Sun Sep 11, 2011 4:34 pm
by nezkeys79
Interesting stuff but I have played many videogames(rpgs mainly) and none of them max where you said. It's usually 999/1000, 9999/10,000, or 99,999/100,000 etc etc. I seem to remember a 255 limit somewhere I think it was in one of the final fantasy games

Re: Balancing a skill system

Posted: Sun Sep 11, 2011 5:34 pm
by test1
nezkeys79 wrote:Interesting stuff but I have played many videogames(rpgs mainly) and none of them max where you said. It's usually 999/1000, 9999/10,000, or 99,999/100,000 etc etc. I seem to remember a 255 limit somewhere I think it was in one of the final fantasy games
Am I correct in assuming that you have no programming experience?
The final product, that we, the players see, looks totally different when you look at the code used to create the game. It is complex math and combined with the hardware we are using has set limits. It is within those limits that a programmer can set the limits for any given game, i.e. max for coins, exp, lvls etc.

Re: Balancing a skill system

Posted: Sun Sep 11, 2011 5:49 pm
by nezkeys79
I haven't got any programming experience but dont see what that has to do with the post you highlighted of mine. As I said before I have played many games where I have reached the limit of gold or items, and its usually one of the figures I said, NEVER over 2 billion.

Re: Balancing a skill system

Posted: Sun Sep 11, 2011 6:03 pm
by test1
nezkeys79 wrote:I haven't got any programming experience but dont see what that has to do with the post you highlighted of mine. As I said before I have played many games where I have reached the limit of gold or items, and its usually one of the figures I said, NEVER over 2 billion.

Very simple.... the programer decides on what the limits are

Re: Balancing a skill system

Posted: Sun Sep 11, 2011 7:11 pm
by Samuel
nezkeys79 wrote:I haven't got any programming experience but dont see what that has to do with the post you highlighted of mine. As I said before I have played many games where I have reached the limit of gold or items, and its usually one of the figures I said, NEVER over 2 billion.
Did you ever reach a level of 2 billion in a game? :shock:
How do you know the limit is not 2 billion then? ;)

For most of the non-programmer-players it looks like there is no limit at all.

Re: Balancing a skill system

Posted: Sun Sep 11, 2011 9:45 pm
by nezkeys79
No because in every rpg I have played (and trust me I have played a lot) I have reached the limit of level every time and its almost always 99.

Regarding gold its usually 999, 9999, or 99999 but One game I played I went over a million gold so not sure on that one

As for items quite a few had limits on each item(usually 99), and then an overall items capacity of 999 etc


I think the 255 was for stats on Final Fantasy

Re: Balancing a skill system

Posted: Sun Sep 18, 2011 9:46 pm
by lady black
I do not quite understand why you are arguing?,complaining?, whatever about the huge limit. Because I am quite sure that Samuel knows what he is talking about and that is indeed the limit for things in this game. If it is, then it is. Do you not like it because you will never be able reach it? "A man's reach should exceed his grasp, or what's a Heaven for." (Sorry, can't recall the source of the quote, or promise it is exact.) At my age, I will certainly die before reaching that limit, and probably would even if I played every waking minute for the rest of my life. More power to Ardor's Trail!
Primes I understand, but what is a Mersenne prime and especially a double Mersenne prime? (I may not be in my prime anymore, but I am still interested in learning new things.)

Re: Balancing a skill system

Posted: Fri Sep 23, 2011 11:02 pm
by test1
lady black wrote:Primes I understand, but what is a Mersenne prime and especially a double Mersenne prime? (I may not be in my prime anymore, but I am still interested in learning new things.)

Glad to see someone else, "still wanting to learn". I always run and do some sort of "looking up" when something comes up that I have no clue about. Even though I still don't know exactly what a Mersenne prime is, my youngest son takes computer science in college and here is what he had to say:
Mersenne primes are named after a 17th-century French monk and mathematician, Marin Mersenne.
A Mersenne number is a number of the form 2^p - 1, where p is a prime.

I just thought it was interesting that something seemingly random actually was not.