They insisted on complicating things, gaining no performance benefit and incurring a significant performance penalty.
But have you ever wondered why so many people are so biased to do something like this?
As a videogame developer.… In reality if you were to go hunting a mammoth, things you traditionally carry would be relevant. Games try to capture that, but this is difficult, and mistakes are made, and something ends up overpowered. Then there’s also the health being single variable. In reality there would be different types of “health”, which can combine super-linearly or sub-linearly. E.g. you have a ship, and you keep shooting at one section. You made a hole, it is flooded, ship didn’t sink and you can shoot at this section all you want it is not going to sink. You need to shoot at another section. Or you can have a tank with reactive armour, that’s the total opposite, you need to hit same spot twice to take it out.
I’m… not actually sure what point you are making. I don’t think I disagree with anything you’re saying, necessarily, I’m just not following the thrust of your comment.
I will note that playing a hunter in WoW is sufficiently abstracted from any realistic hunting of any realistic creatures that trying to apply such logic to gameplay is… misguided. To say the least.
The point is, it’s an adaptation. Also, my anekdote… I used to play Spring RTS (and did a bit of development for). The behaviour that you describe is almost unobserved—instead everyone’s loudly discussing what single thing (out of an unit class) is the most OP at a given time/map and should be “spammed”. But then, it’s open source and hard to install, so maybe there’s a cut-off on IQ or age.
But have you ever wondered why so many people are so biased to do something like this?
As a videogame developer.… In reality if you were to go hunting a mammoth, things you traditionally carry would be relevant. Games try to capture that, but this is difficult, and mistakes are made, and something ends up overpowered. Then there’s also the health being single variable. In reality there would be different types of “health”, which can combine super-linearly or sub-linearly. E.g. you have a ship, and you keep shooting at one section. You made a hole, it is flooded, ship didn’t sink and you can shoot at this section all you want it is not going to sink. You need to shoot at another section. Or you can have a tank with reactive armour, that’s the total opposite, you need to hit same spot twice to take it out.
I’m… not actually sure what point you are making. I don’t think I disagree with anything you’re saying, necessarily, I’m just not following the thrust of your comment.
I will note that playing a hunter in WoW is sufficiently abstracted from any realistic hunting of any realistic creatures that trying to apply such logic to gameplay is… misguided. To say the least.
The point is, it’s an adaptation. Also, my anekdote… I used to play Spring RTS (and did a bit of development for). The behaviour that you describe is almost unobserved—instead everyone’s loudly discussing what single thing (out of an unit class) is the most OP at a given time/map and should be “spammed”. But then, it’s open source and hard to install, so maybe there’s a cut-off on IQ or age.