My credits just turned red. When I click on it, I get a message that states I've reached the cap and I cannot accumulate anymore. Apparently the cap is 2,147,483,647 credits exactly. Oddly specific.
This anti-hoarding feature is disgusting. First conquest now this. We need more content!
I think this was probably just putting in a really high number as the limit that they never expected to be reached. Not an anti hoarding mechanism.
No, they didn't put that number in. They just chose that number type as the storage type for that value. The type itself only allows the number to go that high. Assuming the data is stored in an SQL database, they would have needed to choose bigint instead of int, and that's just not necessary for what they intended.
This anti-hoarding feature is disgusting. First conquest now this. We need more content!
I think this was probably just putting in a really high number as the limit that they never expected to be reached. Not an anti hoarding mechanism.
No, they didn't put that number in. They just chose that number type as the storage type for that value. The type itself only allows the number to go that high. Assuming the data is stored in an SQL database, they would have needed to choose bigint instead of int, and that's just not necessary for what they intended.
I'll take your word for it. I'm definitely not an expert in programming. But my point is it wasn't an intentional anti hoarding mechanism.
My credits just turned red. When I click on it, I get a message that states I've reached the cap and I cannot accumulate anymore. Apparently the cap is 2,147,483,647 credits exactly. Oddly specific.
In any event, you’re at the point in the game, and with the amount of credits you have, where cap or no cap it doesn’t really make a difference to your gameplay. Unless of course it’s causing bugs or glitches
From a practical standpoint you can reduce the credits below the cap. Buying mods, starring any characters that are ready for promotion, ect.. Even at endgame, it's possible to use them faster than you earn them.
Also known as "The Max Int value", it's a very common value in gaming, with a pretty notable game where's it's very commonly seen being Minecraft. (modded, specifically) There's very few games where values larger than that need to be used for really anything, so it's not really an issue almost anywhere.
It's basically a more modernized version of the old 255/256 cap, which is what caused the good ol' missingno glitch in old pokemon games, for example. (due to only 151/255 being used, there was 104ish "glitch" values with little to no data present that when accessed simply showed the value/name of "missing number", or Missing No.)
The gist of it though is that it's a totally normal value found more on the coding side of most games if there's not a lower cap enforced - Such as the good ol' 64, 99, 100, 999 and 9999 caps often seen in gaming. Going past it requires using a completely different (and generally "less optimized" to simplify it) system on the back end for storing data, etc. so you often don't really see much of anything using larger values.
Yep, I used to play a mmporg years ago and we found a bug to get extra credits. This was exactly the same cridt limit in that - it brings back a few good memories of that old game.
Replies
It's the largest signed number in a 32 bit register.
I wonder if gear has a similar limit?
Impossible, 24 is the largest number.
I think this was probably just putting in a really high number as the limit that they never expected to be reached. Not an anti hoarding mechanism.
Probably, but I don't know how you would ever get a single piece of gear to 2B.
No, they didn't put that number in. They just chose that number type as the storage type for that value. The type itself only allows the number to go that high. Assuming the data is stored in an SQL database, they would have needed to choose bigint instead of int, and that's just not necessary for what they intended.
I'll take your word for it. I'm definitely not an expert in programming. But my point is it wasn't an intentional anti hoarding mechanism.
Maybe that would make secrets and shadows beatable.
But if they did that there likely would be an additional nee currency needed as an anti hoarding mechanism.
In any event, you’re at the point in the game, and with the amount of credits you have, where cap or no cap it doesn’t really make a difference to your gameplay. Unless of course it’s causing bugs or glitches
Would be an ideal opportunity for a title or portrait from the devs.
It’s a Mersenne Prime, for those who are of a numerical bent.
It's basically a more modernized version of the old 255/256 cap, which is what caused the good ol' missingno glitch in old pokemon games, for example. (due to only 151/255 being used, there was 104ish "glitch" values with little to no data present that when accessed simply showed the value/name of "missing number", or Missing No.)
The gist of it though is that it's a totally normal value found more on the coding side of most games if there's not a lower cap enforced - Such as the good ol' 64, 99, 100, 999 and 9999 caps often seen in gaming. Going past it requires using a completely different (and generally "less optimized" to simplify it) system on the back end for storing data, etc. so you often don't really see much of anything using larger values.
Negative Credits game mode confirmed.
Credits on credit?
And the late night snipe for the worst necro of the week goes to...