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This sounds like a human problem not a coding problem
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I suppose blizz could give both factions an offensive and defensive racial that way in world pvp players don’t get aoe stuned/silenced/etc to death.
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Well from your single perspective it sounds like when the alliance players do warmode for the 30 minutes a week they have it on you are having a bad time. My exp is the Alliance doesnt do warmode and the game should be called world of horde craft. So how are you going to address the sitatuon that is completely opposite of your problem cause your proposed solutions dont solve my problem.
Oh and OP I can also spot things and what you are spotting is not bad coding or dated performance but your complaint on how they designed the game. Designing games is not the same as designing software in general.
Engines are usually old in the first place.
Unreal Engine, believe it or not is two decades old. Source is getting up there, and there’s the Creation Engine from NetImmerse days.
And Blizzard has upgraded the engine in the past, more so the graphical part of the Engine.
Jesus has it been that long already?
This type of solution was a bad solution in Wintergrasp, and I think it would be an even worse solution in WPvP. A faction could be outnumbered in a zone, get the buff, but then just a few coordinated players could maximize that buff to decimate any enemies that are not grouped up, even if they are still outnumbered.
Then i say why not? When its 5 players against 40 why should those 5 be rofl stomped and forced to not do world pvp and once more reducing the number of Alliance players who bother to pvp.
If you log in and get rofl stomped as soon as you step into Naz or Mechagon why would these individuals bother with warmode.
Plus its easier for the 40 to get away from the 5 than the other way around.
Yeah, and the Unreal Engine is two decades old. It’s been iterated and updated on though, with each version being denoted with a number, each iteration based upon the last.
Likewise WoW’s engine isn’t the same engine as it was a decade and a half ago. Better netcoding, better graphics, updated database structures, etc. However, fundamentally behaves the same since it kind of needs to.
Only way you’ll see armor like in other MMO’s or even gameplay is if they’d make a WoW2 with a new engine, but it wouldn’t make much sense to develop two MMO’s that’ll compete with the same customer base and would overall be dreadful for both.
I’m not saying develop a system for WoW 2, I would say just continue to update the engine for better gameplay and interactivity. From what I can see, they are reaching the limits of what the current engine can withstand.
Good news.
Blizzard has hope for you.
“/careers.blizzard.com/en-us/disciplines/design”"
Re: Coding in general…
The one that really got me was at the beginning of the expansion there were folks who were taking gear off to exploit something in the way ilvl scaling worked. Taking off rings and trinkets actually made them more powerful.
After reading about it, it turned out the same exact thing happened in Legion at some point.
They patched it in Legion (rather than properly fixing the code), and it came right back in BfA - same issue.
Guess what they did? Hotfix patch.
I’d be shocked if in 9.0, or whenever, if the same flaw in ilvl scaling didn’t return again. Take off gear, be stronger…
(Know your talking about PvP, but this was my first real view of how Blizz was dealing with game breaking problems in a way that didn’t address the underlying issue… If their code is sloppy, it seems from my outside point of view, they seem to patch over problems rather than actually resolve the underlying issues)
Beauty of WPvP to me is the simplicity. You get as many people as you can to fight, and then you fight. Solution should be making it easier to get more people to fight, not creating weird math problems out of “Well how many people should we bring to maximize your numbers and not lose our buff advantage?” It’s just a counter intuitive design to make having a large guild or a lot of friends a disadvantage in open world PvP.
And it’s not just about the 40 as if they are all together, but the more likely scenario of 2-10 Horde being at a single WQ out of circumstance, not coordination. They become fish in a barrel. It is unlikely that the entire population of a zone will suddenly coordinate themselves in order to actually put up a fight against the one band of 5 players who are demolishing everyone. I really don’t want to fight in a space where we have roaming “buff gangs” even if I’m on the side with the buff.
Why would they need to even do that though? They just updated the armor modeling system in WoD to allow for more 3D assets stacked on top of each other. What kind of armor in other MMOs are they missing?
Yup, the problems currently being complained about are all bonus related. Remove the bonus then you will have other problems but at least people playing there want to be there to PvP (well for the most, some ppl will go for rares/to farm but blizzard can just ignore those guys complaints).
When it comes to armours, WoW’s are basically a few selected presets when it comes to all pieces of armour, except for shoulders, helmets and occasionally belts. Occasionally, there’s 3D parts in pieces like chestplates, belts, legs, boots and so forth, but largely the armour is just painted on textures.
However, Blizzard has been getting extremely good at hiding this, making the 3D armour parts more subtle than previous 3D armours in Legion. See: Blood Elf Heritage Armour vs The Chosen Sets. And I applaud them for that. In addition, I never really said that Blizzard’s way is a bad way, in fact, it’s very beneficial for the player models for each race are wildly different than from one another, and having this system makes it easier on them. And it’s nice they found a workaround to make better armour.
Other games however, have armour that’s not just texture + model, but actual models. Which would be great, and would result in more higher fidelity armour. Parts of armour that’s supposed to be 3D can now be represented in 3D rather than just a texture. I don’t think WoW’s engine is able to do that to the extent that other MMO’s can do when it comes to their armour, at least, not yet but they can certainly come very close. Like the Blood Elf Heritage armour, or even the Tauren Heritage armour. The Gnome Heritage armour too.
What I’m hoping however, next expansion is more bases for armour sets. As in, instead of generic chest + pants or just robes, we can have another base to work upon, something akin to battle-robes where the legs are visible with a very long cloth piece in the middle. Or even tailcoats. It’d look fantastic.
It’s not that simple, unfortunately. You could probably have a competent architect review and understand the code base in a few weeks, but only at the highest level.
Often making a change in one area will create unpredictable results in other areas. These can be incredibly strange like the value was stored as one data type, but is now cast into another which causes it to default to 0 for some reason.
The engineers who coded it know all the nooks and crannies, and all the skeletons in the closets. Every project accrues technical debt. This happens whenever you do a quick fix instead of the right fix.
And I suppose instead of changing out all the base code in areas that don’t work, a hotfix is more acceptable to address changes. This to me makes sense because one might require a lot of time and expense to implement, whereas the other hotfix solution is a quick one and done fix.
I think this may also have to do with cost of development for WoW and Blizzard products in general which seems high according to the last finance reports. And perhaps why they do what they can to trim the costs in regards to fixing various issues in the game rather than blow them out of proportion. This make sense?
There are a lot of reasons why a bug could re-emerge, that doesn’t have to do with any “base code.” I’ve closed a bug as fixed before, only to find it again a release later because a developer pulled the wrong changes (all previous versions are archived, and some people get confused when finding a tree to work from). Or they did something that cancelled the change out. I think a bigger issue is that project management isn’t valuing QA time enough, and more bugs are slipping through to release. I feel lately WoW’s team has been too caught up in keeping up with their release schedules, and not enough of releasing “when it’s ready.”
Perhaps but when do you ever release anything that doesn’t have a bug/issue in some form? It’s awesome that you can hotfix issues on the fly, as well as send out a client side patch later on to further address issues. Hell back during Cataclysm I could swear I saw so many bugs on release that it made me think the same thing, that there isn’t enough QA. But I guess all you can do is set up a priority list and hope for the best.
I mean we are talking thousands upon thousands of bugs in a game like WoW that exist right? That’s got to take awhile to work through with new ones cropping up all the time.