**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Best Of
Re: Rank down tickets
The grind is mentally taxing (and time consuming) and if it’s something you’ve done already, it’s not exactly appealing to do again and again.Then progressional games are probably not for you. The idea that someone has already gathered the materials to rank up a champ so they don't want to do it again, they just want to recycle those materials over and over again is precisely *why* there are no ubiquitous rank down tickets.
Sure, it might be fun for players to be able to rank down old champs and immediately rank up newer ones without having to earn those resources again. For a while. But this causes three separate problems, all of which would, without any exaggeration at all, kill the game.
First, rank up rewards are one of the primary incentives to actually playing the game. Rewards can only do that when they have substantial value. If you didn't need to earn rank up materials, you could just rank down another champ and recycle those materials, the need for those materials would be far lower, and the incentivizing power of rank up materials would be drastically reduced. We already have players constantly complaining that the rewards in content are not enough to make doing that content interesting. What happens when *nothing* you can put in the content is something anyone needs? The only alternative would be for every new piece of content to include rewards that have never been released before, that players could not possibly recycle. And that would require power inflation on a ludicrous scale.
Second, allowing players to recycle rank up materials offers veterans an enormous, almost insurmountable advantage compared to newer players. The advantage veterans get for being veterans is always depreciating, and deliberately so. If veterans always had a giant pile of resources that was always radically larger than newer players, it would be pointless for players to join the game. But because veteran advantages are temporary and depreciating, it is possible for new players to catch up to older players if they play more, if they spend more, if they do more. The rank up materials we spend get permanently locked into the champions we spend them on. To remain competitive, we have to keep playing and keep earning. If we don't, eventually newer players will take the materials they are earning and invest them in newer champs, and higher rarity champs, and we will be left behind. As we should be.
If we instead let veterans keep their huge material advantages by allowing them to constantly recycle them, eventually no one will want to join that game and play, because it would be pointless. And a game that can't attract new players is a dead man walking.
And third, rank down tickets eliminate the consequences of choice. Choosing who to rank up and when to rank them up is a choice, and all games are about choices. Whatever choice we make, we have to live with, so we try to choose wisely. If we could undo any rank up choice we made, we wouldn't care about which choices we made. We could just do whatever, and if we change our minds later we could just rank down and rank someone else up instead. Which would make the act of ranking champs up far less interesting. Who cares who you rank up, because it doesn't matter. Who cares which champ you choose, because it doesn't matter.
At the end of the day, we're all just tapping on panes of glass to move around a bunch of pixels on a screen. We don't own anything, we don't get anything, we don't really achieve anything important except what we *believe* is important. Doing Necropolis itemless is only interesting because we think it is. Tell someone who doesn't play MCOC, or video games in general, that you did that and see how amazing they will think that is. Anything that undermines the value of anything in the game is a long-term existential threat to it. When players think what they do doesn't really matter, they eventually stop doing anything at all.
DNA3000
3
Re: Possibly the goofiest MCOC bug so far
All of those are, in fact, type conversion errors, not text (UTF-8 or otherwise) encoding errors.I don’t think there is any interpretation going on behind the scenes. Just a UTF-8 encoding / decoding issue with decimal points. Check the links below:That's true, but the OP is an example of the tag being cast to a float, so there's clearly some sort of type interpretation happening behind the scenesThat is hilarious. Time to go create tag 'null' and see what happensIt will still read the string as ‘null’. But I get the joke. If there was a rule to convert the string ‘null’ into a null value, the whole leaderboard would crash.
https://stackoverflow.com/questions/68122865/string-ecoding-returns-wrong-values-33-48-becomes-33-47999999999999488
https://github.com/apple/swift-corelibs-foundation/issues/4255
https://forums.swift.org/t/floating-point-precision-issue-when-decoding-json-value/54690
Since this has gone from being a joke to being a programming course, might as well go all in. For the benefit of
I'm going to quote the issue in the first linked StackOverflow article as an exemplar to explain the issue. The question in the article states:
"Here in myObjectValues contains a Decimal value of 33.48. If i try to encode this mydata to string, the value returned is 33.47999999999999488."
However, one of the respondents correctly points out that the person asking the question is wrong. myObjectValues does *not* contain a Decimal value of 33.48, because the explicit data type of myObjectValues is double. In other words, it is a 64-bit floating point number. Doubles are essentially binary notation numbers (with some exponent stuff not important here). How do you represent 33.48 *exactly* in binary? You can't, any more than you can represent 1/3 in decimal precisely. When you set a double precision variable in Swift to "33.48" the compiler has to round that number off to the closest possible value you can shove into a 64 bit float. And that value is, in Swift, apparently 33.47999999999999488. So when the code tries to convert this numeric value into a string, the string gets filled with the best possible representation of the actual value stored, which is "33.4799999999999948".
So of course that's likely to be what's happening here. Some part of the game code took the alliance tag, converted it to a number, then converted that number back into a string, and during the round trip the 2.800 got turned into 2.799999... and then to the expanded string. The question is why? Why convert the alliance tag into a number in the first place? It is just a bunch of characters. Most alliance tags can't be converted into a number. If the game tried to do that constantly, most of our alliance tags would show up broken in the leaderboard. So that's not what's happening.
What's more likely to be happening is the alliance tag is being read by a parser. A parser is what we typically call a bit of code that is used to read a bunch of data with a (possibly) unknown structure, and try to infer that structure from the contents of the data itself. So "ABCDE" gets converted into a string with the contents "ABCDE" in it, but "2.800" gets converted into a number with the value 2.8 within it. The code is guessing you meant the data to be a string of characters in the first case and a number in the second case. It is what Excel does by default when you type into an empty cell. Excel tries to figure out if you typed a number, or a word, or a date, or whatever.
But that's overkill for the alliance tag. The tag is always meant to be a sequence of one to five unicode characters. That tag should never be interpreted as anything other than a unicode string. So any code that reads it should just read the data and interpret that as a sequence of unicode characters and nothing else. By asking "I wonder what this might be" you get the results above.
So why go through all the trouble to do more work than necessary? Best guess, someone decided that rather than write whatever code was necessary to handle the alliance tag, they would grab some code that already did what they needed and reuse it. But whatever code they reused did more than what they needed: it not only could read and write and otherwise pass around unicode text, it could also parse the data looking for data other than text and handle it appropriately. This overkill then gets exposed when someone creates an alliance tag that precisely matches one of the things the parser is looking for.
To summarize, the "2.800" in the alliance tag is not a number. 2.800 is not a number in this context. It is a sequence of bytes representing unicode 2, unicode decimal, unicode 0, unicode 0, unicode 0. But the code used to read that data decided that in fact "unicode 2, unicode decimal, unicode 0, unicode 0, unicode 0" should be interpreted as the 64-bit float whose mantissa is 0110011001100110011001100110011001100110011001100110 and whose exponent is 10000000000. And then some other bit of code took that value and converted it to text for display, and ended up with 2.799999...
DNA3000
4
Re: Art Team: HELP ME
I'll be monitoring this closely, cause if Kabam caves to your tactics, then this guy stays in a sweatshirt until I get a 7* Onslaught.
I raise your sweater to a hotdog.
HotboiFieri
11
Re: Art Team: HELP ME
I'll be monitoring this closely, cause if Kabam caves to your tactics, then this guy stays in a sweatshirt until I get a 7* Onslaught.
mgj0630
28
Re: Art Team: HELP ME
Another day has passed Kabam. Thor needs your help. Yes my pug’s name is Thor.
HotboiFieri
10
Re: Does anyone know how many tokens for 7* nightcrawler?
Can I buy more than one if I purchase the valiant daily offer for the next 60 days?Yes
Pikolu
2
Re: Does anyone know how many tokens for 7* nightcrawler?
Can I buy more than one if I purchase the valiant daily offer for the next 60 days?
Madbonė
1
Re: Does anyone know how many tokens for 7* nightcrawler?
So if anyone didn't get the answer from the video,it's 30 for the 6* and 120 for the 7* and to get 120 without spending takes 3 months and comes from completing a lot of content.just hope it's not another "trick" where the last 10 are in some content with "death every 20 seconds" nodes
Re: Does anyone know how many tokens for 7* nightcrawler?
Until you get the official post, go here:Advertising for your own post that doesn't have the requested info?
https://forums.playcontestofchampions.com/en/discussion/361500/nc-runestone-thoughts#latest
Re: Tested out the Luke Cage Bufff
Were you also testing his sustainability and whether he can tank 3 combos?He is pretty tanky, but only if I had him awakened for the indestructible passive. But mostly his damage output