Excellent. Now do it in WoW again.
I really liked the 100 levels in d4. I don‘t like infinitely scaling paragon levels
Stat squishes are horrible, they break so much about games. Who cares if a number is big, just abbreviate it and avoid destroying other aspects of the game. Wow is a mess after its squishes.
For the record, stat squishes are not done so players can see smaller DPS numbers popping up on screen, they are done when stat inflation gets so high that some important game variables, like boss health, get dangerously close to cause an integer overflow, that is, the number becomes higher than the maximum allowed in that stat. WoW needed that in Warlords of Draenor because they still shipped 32-bit client binaries for the game back then - in fact SoO Garrosh heals in between each phase transition because otherwise his health in Heroic (the max difficulty for SoO before 6.0 pre-patch renamed it to Mythic) would surpass either 2,147,483,647 (max value allowed in a signed 32-bit integer variable) or 4,294,967,294 (max value allowed in an unsigned 32-bit integer variable) by quite a bit. By Shadowlands WoW no longer shipped a 32-bit client binary - they ditched it with Battle for Azeroth and have been 64-bit only since - but they likely weren't yet confident enough that they refactored the whole game to use 64-bit variables only so they squished again. Pandaria Remix, however, proved WoW can now run stable even with huge number crunches, so don't expect another stat squish for at least the next 10 years.Bottom line is, IF a stat squish is coming to Diablo 4 it's likely because boss health is getting dangerously close to 18,446,744,073,709,551,615, the max value allowed in a signed 64-bit integer variable, or double that if health is stored in an unsigned 64-bit integer one.
Lots of changes does not mean that things will turn out bad, as pointed out in this game article's opening statement, it is still up in the air, no definite answer and speculating just causes more controversy between players.I'll wait and see, and hope, ahem,... that it works out for the best and does not overly change game play on my existing characters.As "Demileto" mentioned, a great deal of computer hardware controls how the statistics (code variables and their contents) calculate out and hitting figures beyond the CPU's register capacity will cause erratic behavior in the game, usually causing a crash or simply not performing as expected. Number squishing is exactly for those reasons and it also is a good indicator that future expansions are considered because most designs tend to include a small increase in a player's character's maximum level to accommodate a better gaming experience. For anyone out there who has coded over the last 35 years, you'll know what I am talking about. For those who don't like seeing 'big numbers' flashing on their screens, just turn off those indicators, it makes the play better anyhow and lets you see what you are doing rather than how good your dps and such are.I'll wait and see how this new expansion plays out
Blizzards never ending story of "Number Squish".
Rob is a creator? Lol
Seems like Diablo IV's Vessel Of Hatred may have transition into 32-bit signed interger (float) value that would address stat squish of numerical values of damage, life and stats universally..This means that bosses' several million life may be equivalent to trillion or quadrillion life after stat squish and player DPS of several dozen thousands may be equivalent to billion or trillion or quadrillion or so.Here's my excerpt:The footage shows where the gameplay of Spiritborn (level 30 that is equivalent to 60) is, with stat squish (damage and level) about levels and stats as there is undisclosed 32-bit signed interger (float) to these numbers as the developers have yet to know.Once Vessel Of Hatred is released, this would prevent exponential growth of the power of the numbers by adding linear growth that would be useful, smaller numbers but same rate, will be easier to parse. Any numerical value that must not exceet 2,147,483,647 in damage and health. Otherwise, it may roll over into -2,147,483,648.For the upcoming stat squish.As for stat squish alongside 32-bit int signed value for numerical values in-game in the future. Millions of billions of damage or trillion or quadrillion damage would become several thousands (equivalent to dozen millions to billions to trillions of DPS/damage) to make it easier to parse. Monster life in The Pit, especially in highest tier, may have several million life as a stat squish that might be equivalent to trillion to quadrillion life.