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Wi Flag (2002)

asheron.fandom.com

171–180 of 217 posts

Re: Wi Flag (2002)

#171
post #128
post #4

Earlier quoted context omitted.

Huh, thanks for this. Will live in my head from now. Basically, in this situation, use (user_id, feature_name) for hashing, not just the user_id.

Is there a more general term for tuple hashing? IE, math and theory around composition of hashes composed of concatenated (or otherwise combined) typed values?

I think it's generally referred to as salting

Re: Wi Flag (2002)

#172
post #77
post #69

Earlier quoted context omitted.

After I (happily!) did their work for them, a simple "thank you", or even an acknowledgment through a closed ticket, would have entirely sufficed to make my day.

Back when Stack Overflow was in beta, the original design was really rough, so I mocked up a suggested new design for the main page via Stylish and submitted it to them. Within a day or two, they adopted something almost identical but never acknowledged me. One could argue it was a pretty basic idea (I only spent around 15 minutes on it myself) and they probably arrived there independently, but I still like to believ…

Speaking of SO, their policy of removing "thank you" and things like "any help is much appreciated" etc is why I've stopped contributing to the site. Even ChatGPT has better manners, and is possibly on the way to being more human than the people who made that rule, and certainly less of a wanker.

Re: Wi Flag (2002)

#173
post #44

Around 15 years ago, when casual little games on Facebook were still a thing (actually when Facebook itself was still a thing), I used to play Yahtzee on the site while watching TV shows or whatever. It was one of the most popular games on there. For me it was something to fidget with (there was no money involved or anything, just a personal high score), so I played it a lot. I felt more and more that dice values of…

How do you know they fixed it shortly after the email? Did you keep sampling the distribution and performing chi square tests?

Re: Wi Flag (2002)

#174
post #92

Earlier quoted context omitted.

I'm missing something here and it has nothing to do with math. Why couldn't they reproduce the problem in testing? For what was it, years?

Likely because they tested with characters that were not affected. Sometimes reproducing bugs takes good luck more than skill.

All characters would have been affected. If they had picked any 3 characters, and put them in a room with monsters repeatedly, they would have observed that the same character was attacked most times.

Re: Wi Flag (2002)

#176
post #47

Sandra Powers (who finally figured the problem out) and her husband have been writing and running their own MMO for quite a while now. Check out http://projectgorgon.com/ if you’re interested in something handcrafted, quirky, and high quality.

How has that one been shaping up?

Re: Wi Flag (2002)

#177
post #126

Earlier quoted context omitted.

I loved Asheron's Call, played it a lot back in the day. My friends and I were in high school at the time so we had absolutely no idea what we were doing, but that didn't stop us from running around the world goofing off. My hobby was making characters with totally insane Run and Jump skills. Once you leveled up enough you could literally leap from one end of a town to the other like Superman, it was extremely funny.…

Thanks! Always nice to hear people who "grew up" play it. AC having server-side physics and actually making use of them led to lots of ridiculous and emergent gameplay. I don't know how many hours I just spend idling in towns jumping from rooftop to rooftop or seeing how high I could climb up massive structures. Everytime I try to play again though, the old "you can't go home again" hits too hard and I just quietly c…

Are there any games since then you think captured the feel of the unique discovery-based magic system?

Re: Wi Flag (2002)

#178
post #30

Why does weighted randomness seem so difficult for games? Are there any libraries that simplify this? I couldn't find any for JS. So I created my own "algorithms" for things like randomly choosing which type of plants spawn in the world. It weighs them by the local frequency of each land-type. Eg if there's more swamp nearby, it's more likely to spawn cattails. It's awful. Not intuitive. Weights have to be passed in…

In your example, the weights need to add up to 100 to work correctly, right? The issue with the code in the article is that the weights did not add up to 1.

Right, I'm using a percentage. The article's bug reminded me of this directly!

Re: Wi Flag (2002)

#180

Why does weighted randomness seem so difficult for games? Are there any libraries that simplify this? I couldn't find any for JS. So I created my own "algorithms" for things like randomly choosing which type of plants spawn in the world. It weighs them by the local frequency of each land-type. Eg if there's more swamp nearby, it's more likely to spawn cattails. It's awful. Not intuitive. Weights have to be passed in…

I've been pondering a way to implement a quantum random number generator into a game. Could this be useful at all?

What is the general benefit to a quantum random number generator versus a regular one? Is it that it's more truly random, or has a better distribution, or?
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