Ok, just as an example, so don't hang up on these values I use as they are just
to illustrate what I mean..
Player1 has 20agi, Player2 has 120agi. They both use same type of gun.
They happens to get a increase with same base value (as skills has different values
for gains, I guess attributes might have them too.)
Lets say that value is 3,2.
Player1 has a slowdown limitation of 100, while Player2 has a slowdown limitation
of 10000. So Player1 gets a increase of 0,032 while Player2 gets a increase of 0,00032.
These values are the ones to increase the progressbar for the next point atm, there
are no code to handle a percentage of this increase.
Thats why I say they use integers since there is no need to recalculate the increase
between Player1 and Player2.
So, this is basicly about the system to
increase values that limits the increase
from MTs, not values
used for various features, such as HP and so on.
To fix this so 10MTs could be used for a increase of 0,10 they have to create code that
recalculate the slowdown so it gets right no matter what point we are at, otherwise
would Player1 get 0,001 and Player2 will get 0,00001...
It's not a big thing to fix, it's just that it doesn't excist today.
Well, this is how I see it ofc, could be another reason thou'...
but if they do have
a code that can handle this, wouldn't we have that type of increase already?