You’re completely right.
In any case, I still believe this would be an amazing feature to have and I’d love to have it. I host a lot of guild events as well and the one main gripe I have always had is the limitation for 5-man dungeons and Karazhan was always one that I hosted social events in as well, the flex option being a bummer to only allow for 10.
Edit: I wish it would also account for cross-faction since on MG in particular a lot of our RP stems from cross-rp.
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While I certainly agree that the toxicity is uncalled for and definitely bad, it’s certainly nothing new.
You really think it would take that much dev time to add a flag that says “don’t spawn mobs in this instance”?
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A whole raid tier, don’tcha know.
In less silliness, yes. It would take dev time to sift through a bunch of code to add flags. It would take dev time to find the bugs that would inevitably rise up with coding such a feature. It would take dev time to sift through each and every instance in the game to ensure this one mode works properly with every patch they send out, as Blizz has stated multiple times that this is something they already do with each major patch to ensure old content is just working as intended.
All this could be funneled into proper features for the game, like… player housing for example, or ensuring an expansion isn’t a bug-addled mess filled to the brim with half-baked systems, a nonsensical plot, and patches that actually function well upon release.
They could also fix class design and get rid of all the dumb systems.
How idiotically disorganized do you think their code is? Just because you work in spaghetti code doesn’t mean everyone else does.
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Considering that at one point, they weren’t able to increase the size of the backpack because inventory was a hardcoded array, I would probably say “somewhat disorganized.”
You’re looking at code for a game that borders on twenty years old, if you want to tack on time all the way back in alpha development. 20 years old. It’s not a matter of spaghetti code. It’s a matter of generations of programmers trying to sift through code that someone else wrote who very likely may not even be with the company anymore. It’s a matter of knowing that code inevitably breaks no matter how clean, crisp, and organized you’ve made your code with every iteration and patch.
I’ve little to no doubt that a large portion of WoW’s code has been as modernized as one can possibly make a game that was originally created on a program that’s, again, two decades old, but that fact remains a constant no matter how wishful your thinking is.
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As said before, the issue is not only old code, but there’s also dev time. The question becomes “Is it worth sacrificing dev time into X feature to do Y thing?” Especially when they have tight deadlines.
And the, whether you like it or not, at the end of the day roleplayers are the minority.
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