OK, I’m a forensic psychologist and I see many “tells” that he is not being truthful. I wont get into them, as the layman would not understand. Trust me. I have been doing this for years.
As a side note, I see many patterns in your postings that lead me to certain conclusions about you as well. I will keep those finding close to the vest until I am prepared to either propose a path of healing for you, or turn my hypothesis over to the proper authorities.
The WoW engine is updated everytime they need to update it. To think there are no programmers working on the code of the engine is ridiculous.
I wish i could get a copy of it.
It’s not based on your server though. Warmode players are ‘sharded’ or whatever together.
So the issue is that even though your realm may be heavy on Alliance, the overall pool of Alliance players is still insufficient for the game to make balanced Warmode shards.
That middle solution does sound good at first. Then you again consider consequences, particularly in the form of player behavior. Even though sharding/CRZ behavior tends to place us with a particular group of servers (I typically get grouped with former RP-PvP servers), players can circumvent that with hopping groups. So say you create War Mode Battlegroups (like the old BG server groups). You give certain battle-groups disparate bonuses. You now have a means through which players can again chase that bonus, thus destroying it, and still only temporarily remedying imbalance as they quickly leave once the bonus is gone. People advertise bounties in LFG (not as desirable of a thing to chase anymore), now imagine they decide to advertise their WQ group as “My shard has a 30% bonus on.”
And this isn’t to say that all of these problems are something that should stop us from trying the solutions, but the issue I have is the implication that:
More work by developers = better solutions. In fact developers should seek out the simplest possible solution that gives the best results (according to whatever goal is being set here).
These solutions are no-brainers that will ctually work with no set-backs. You simply present them in order of “worst to best” without really mentioning any drawbacks for any of them except the one you currently don’t like.
Establishing credibility takes a bit more work than posting to anonymous strangers with an alias “I’m [profession.]” It doesn’t mean he has to go into his personal life to prove who he is, but should at least mean that someone making claims should maybe post more details about the subject matter. There wasn’t much detail about what is bad about the code, or any mention of coding principles here.
Using your profession or education as credibility is only a good idea if your profession or education actually relates to the subject matter. Right now the relationship is very loose. Yes Video Games have developers. So do oil and gas companies. Yet I don’t think anyone’s experience with programming gives them any authority to talk about oil rigs as an expert.
The post was clearly pointing out different approaches, and not really getting into the specifics of implementation. The fundamentals of programming would be wasted on the majority of GD, especially if you want people to actually read your post.
Which it does, video games are some of the most complex forms of software out there. I would like to think that an alleged software engineer would be able to offer a few opinions on decisions made.
The approach isn’t programming. The approach is design. Those are two different jobs in a company this large (and most companies besides small start-ups/family businesses). If he has experience with design, then he should include that. Not programming.
Sure programmers are in the room when these decisions are made. So are managers, QA, and other positions potentially. So outside of a designer, there is no specific job within a software company that has additional insight into design choices. And if he is not actually in video games, then the types of decisions he makes may also have little overlap with the what we are discussing here. Some things do, like UI Design. However a system of distributing an entire region of players across their legacy realm identities? That’s a lot more unique and just saying “programmer” doesn’t add credibility by itself.
So…this is just a warmode post than…it doesn’t take a software engineer to see that what they are doing isn’t working. They need to drop the pve bonus completely, this is obvious.
This isn’t necessarily related, but I remember back in my Dark Age of Camelot days when an Animist set out to prove how damaging pets were to server stability by getting a bunch of Animists together and chain spamming their pets (for those that never played, Animists could cast essentially limitless amounts of ground turret pets, pending mana). They successfully crashed the server and later a pet limit cap was placed on the class (I think the max was capped at 5 pets total).
Some of those were when they were using the WC3 engine, and while a lot of technology decisions were still being made. They didn’t actually use the WC3 engine though for the end product. John Staat’s book is a good reference for early development details.