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#76 | |
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EL GUIMO
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Moderator
Join Date: Jun 2007
Posts: 3,090
meow
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I argue that using exact, non-rounded percentages (but not showing the exact HP) would be the most beneficial to competitiveness. As long as damage calculation is accepted and allowed, there is no argument that imprecision can be any beneficial to decision-making and, by proxy, player skill: it just forces the player to make a complete guess from a range of possible hitpoint values. If the goal is to truly simulate the game or reduce the amount of "trivial accounting" performed within games, then I think a further step should be taken, and pixels/percentages should be eliminated completely. Users shouldn't be spoon-fed this information; they should actually be forced to estimate or directly measure the length of HP bars and compute HP accordingly.
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Credit to Luis Negron Photography and McMeghan Animations |
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#77 |
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Slacking Off
Join Date: Dec 2009
Posts: 144
The Ladder
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There are plenty of other cartridge mechanics that are far more obnoxious than 48-space hp bars, and we tolerate them just fine. Critical hits and secondary effects discourage passive play and switching to keep battles rolling. Moves with miss rate force battlers to evaluate risk and reward when designing a team. Random damage rolls make it harder to back calculate an EV opposing EV spread with certainty.
Slightly obscured hp serves to help cloud the certainty one might get from back calculations, and is another risk-reward mechanic tied in with damage rolls when you aren't sure of getting a kill or not. If we are going to play cartridge accurate pokemon with crits and misses and scald burns then we might as well go the whole nine yards instead of just eight and a half and represent hp out of 48 instead of 100. If you're going to PO because you want there to magically be an hp bar twice as fine, you might as well ask them to implement a critless ladder too.
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PS! Alts: Rhys DeAnno, Insane Rhys, Rhys DA PS! Challenges Completed: Randbats, Ubers Suspect Votes: BW OU Round 1, 2, 9, 10 |
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#78 | |
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I did my best, I have no regrets!
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Join Date: Apr 2007
Posts: 7,261
Vancouver, BC
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Impartial judge argument has always been ridiculous.
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#79 | |
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>> BEGIN POSTBIT
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Super Moderator
Join Date: Aug 2011
Posts: 1,134
>> END POSTBIT
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Even with a rounded percentage, if there's enough precision (i.e. resolution higher than maxhp), you can usually figure it out with enough samples. I'm pretty sure that in LC, there are situations where you can figure out someone's max HP from a rounded-to-100ths percentage that you couldn't in the actual games. I think this is the main reason why Game Freak's stuck to 48 pixels for five generations, actually.
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Pokemon Showdown | Replay player | No, I am not impressed that you know that my name is Guangcong Luo. The PS website says "Copyright Guangcong Luo" at the bottom, ffs. |
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#80 | ||
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Join Date: Jun 2005
Posts: 1,710
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Now I know Smogon is kind of allergic to this sort of 'fuzzy' reasoning, so I won't force the issue; just know that there is a very messy playground filled with subjective arguments, preferences and relative truths, and you're going to have to play in it if you're willing to bring your very subjective, as-of-yet unsubstantiated "1/100 percentages are better for competition" argument into play. You can't parade your preferences around while simultaneously dismissing the others as invalid. It does not work that way. Quote:
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Analyzing battle data for luck factors... |
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#81 |
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I did my best, I have no regrets!
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Join Date: Apr 2007
Posts: 7,261
Vancouver, BC
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I'm not sure what you mean by manually measure. This is the amount of information you're supposed to have available to you when assessing damage dealt and health remaining on the opposing Pokemon:
![]() You see around the range they were at during the last attack to this attack and make your next move as appropriate. |
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#82 | ||
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EL GUIMO
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Moderator
Join Date: Jun 2007
Posts: 3,090
meow
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Quote:
Quote:
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Credit to Luis Negron Photography and McMeghan Animations |
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#83 | |
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hear me roar
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AFAIK, the client never receives the true HP value; it receives the amount by which the pixel "size" of the HP bar should drop, but never any information which the player on a cart could access. If the client were to receive the exact value, it would be incredibly easy to determine opposing sets, and reconstruct defensive EVs / IVs / investment.
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pokemon showdown | contributions and corrections | little cup | pm/vm for a gp check [2013-02-13T17:59:26.637Z] (lobby) Blue Kirby was banned by Joim. (Smog Nominee Award Joim invites you to kindly take a time off of his website, banned user: BlueKirby) [3:33:40 PM] <~bmelts> inasmuch as this is the crux of the aforementioned set Last edited by mikel; Feb 28th, 2013 at 7:47:27 AM. Reason: clarification |
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#84 | |
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Administrator
Join Date: Jul 2007
Posts: 1,051
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#85 |
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hey, even pirates need attorneys
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Moderator
Join Date: Apr 2009
Posts: 2,613
especially internet pirates
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I don't think that not reporting a fraction at all would matter considering everybody has Paint and a Print Screen button...
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If we cannot take joy in things that are merely real, our lives will always be empty. <+joshe> im a registered sex offender for up to calc 3 <+Reflect_Suicune> i was thining of fucking jellicent for some reason <DetroitLolcat> I AM AROUSED BY BIMETALLIC CURRENCY! |
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#86 |
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Fast-moving, smart, sexy and alarming.
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Join Date: Aug 2005
Posts: 5,152
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I think I am in a fairly unique position here, because as far as I know, I am the only active developer of a 3rd party client.
Any information you send to the official client you send to any client. The client cannot hide information from the user. If I wanted (and I do want to do this, and plan on doing it at some point), I could create a custom client that normal people could use to battle, but it would give you more information than the client reports. This is much easier to do on Pokemon Online than Pokemon Showdown because of Pokemon Online's poor separation of server and client, and Technical Machine does take advantage of this information disparity (it actually does know a little bit more about what's happening in the battle than you do, an unfair advantage). For instance, I am testing some code in Technical Machine that performs reverse calculations. If you were to give /100 HP instead of /48, TM can find your exact EVs much faster. I could create a client that anyone could use that would display "Your opponent has 48-52 HP EVs, 128 Speed EVs...". This also shows why arguments along the line of "If you want perfect simulator accuracy, then you have to switch to a different window to see your Pokemon" make no sense. Anyone is free to create their own client, and I could create a client with a user interface that shows my team in the same screen as my move selections. There is literally nothing that the developers of Pokemon Showdown can do to stop me. This is why 'encryption' is not possible. If you encrypt data, then there are two scenarios: Either the official client cannot decrypt it, in which case you might as well not send it because it cannot use it, or else any client can decrypt it, in which case you might as well not bother encrypting it. This is the difference between a user interface change and a mechanics change. A mechanics change is something that I cannot simulate on my own custom client. A user interface change is something I can. I can create a client that keeps track of stat boosts; I cannot create a client that avoids critical hits or knows exact HP changes (unless the server is coded improperly).
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Previously obi. Technical Machine, a Pokemon AI. "Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat." - Sun Tzu |
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