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Old 04-20-2008, 10:28   #22
jdegre
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Quote:
Originally Posted by Acronoid View Post
I disagree. EU is not a very complicated system. The viewer may get this view, but actually the code must be quite simple and fast. I also disagree the analysis in small parts. I prefer to analyse the different systems in work in EU in total for each system, and try to analyse the relation between them if existing. Subdividing to much leads to fragmentation and to many pieces of the puzzle.
the analysis of how EU works have involved the effort of hundreds of people during several years. some parts are already more or less clear (with the help of hints from MA), while others are still very controversial and stalled from some time. it is great that you think it is so simple, and you're welcome to contribute with your insight.

Quote:
Originally Posted by Acronoid View Post
If all systems would be in calculation directly in code at any given time, it would mean a stress on the servers and server database of such size that it would be impossible for more then 10-20 ppl to be active in the system.
i'm sorry but this reasoning is completely flawed. "it must be fast, therefore it must be simple", right?. there are thousands of examples of computing systems which are extremely complex and very very fast.

all the "systems" or aspects that i mentioned as examples (loot system, armor decay, effect of attachments in weapons, general weapon efficiency, skill system, etc.) are involved and must be "calculated" for every single mob you hunt at any given time, regardless of how much you think the servers might be stressed

Quote:
Originally Posted by Acronoid View Post
I could explain my views and discoveries about the EU "dynamics" but I'm still experimenting and nobody want to read a 50 page reply I guess.
hehe, i'd love to read it, so go ahead please. in fact, your comment reminds me the famous cite from fermat: "I have discovered a truly marvelous proof of this, which this margin is too narrow to contain."
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