it’s ok candy crush is probably covering the holes
Electric Light Orchestra?
Sorry, I have no idea what this acronym means in context.
I would love to see a queue system for LFD, LFR, and BGs, like where your item level is at least considered before matching you with an opponent that will just steamroll you.
Projects getting close but not making it to the finish line happens. Having lots of projects that get close but don’t make it to the finish line means you have bad management structure because good managers should be able to spot problems earlier than that.
MMR is a better match system for that since someone like pikabooirl could make youtube videos of him farming 160 ilv people with 1 dagger and a trinket on.
:: crys in player housing ::
Obviously that is broken. This consideration should include anything on your character, anything in your bags, anything in your bank, and anything in Void Storage. There is no reason to match someone like that to any undergeared players. Scaling can be done right, but in lieu of that, why can’t they just matchmake better, and prevent the types of exploits that heve been used in the past?
Electric Light Orchestra?
https://en.wikipedia.org/wiki/Elo_hell
Btw, this is what ELO (and thus ELO hell is)
Canned projects have been relatively common in my years as an engineer.
I think that varies from one industry to another. Generally, I don’t work on the bid and proposal side, so I don’t see a project until we’ve got a customer, a contract, and a delivery date. When it gets that far it usually goes all the way.
Unless someone screws up royally and we get a Stop Work as a result. That’s fairly rare.
Yeah a customer funded project is mainly a done deal at that point and having something like that canceled would be huge.
My experience has been with internal R&D projects, many of which fizzle for various reasons.
I’m admittedly not in an entertainment industry though so the concept of “it isn’t fun enough” doesn’t apply.
Blizzard doesn’t seem to have a good process for idea vetting before development actually commences. What this means in a practical sense is that they seem to spend less time wargaming concepts in a pre-programming setting, and more time attempting to hash out those designs only after significant work has taken place.
Internally, they seem to spend very little time round-tabling game systems, and/or that the feedback mechanism for lower-grade employees to correct or question their seniors is faulty. Either way, it’s a big freaking hangup that they’ve always had - not only does it result in longer-than-average development time, but they waste millions of dollars on projects that never see the light of day.
AND, it’s not even a foolproof way to head off releasing duds - maybe that argument could be made once, but after iffy rollouts like Diablo III and Overwatch (and, my guess is, Overwatch 2), and downright catastrophes like WC3 Remastered, it’s clear that this company’s ‘high internal standards’ don’t really mean all that much anymore.