Poster: Neutered at 11/24/2005 12:28:35 PM PST Subject: Tseric |
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please kindly inform us how a 28 slot bag with no bonus's was a technological challenge that took 9 months worth of coding?
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Poster: Tseric at 11/24/2005 3:29:24 PM PST Subject: Re: Tseric |
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Q u o t e: please kindly inform us how a 28 slot bag with no bonus's was a technological challenge that took 9 months worth of coding?
First, you assume that "9 months worth of coding" is what was needed to bring this into the game. The people who designed it do have other tasks, some of which took priority over this. You are basically approaching it from your perspective, assuming we had one guy in a closet for 9 months, furiously coding and this is what they came up with.
Second, shards are not arrows or bullets. So, copying ammo bags already in game does not work. They do operate differently, even though the appearance and result may be similar.
Mostly, there were design concerns which needed creative solutions. To create a 40 slot bag and stick it in game is possible, but unwieldy. A 40 slot bag would take up most of the screen and be confusing and clunky with other smaller bags. 28 slots was determined to be useable because of the bonus storage, yet isn't so large as to be a management hassle.
I'm sure it's easy to sit there and say "just copy/paste some code from UI mods" and be done with it. I am not sure how valid that is, but it would assume some other things. One of these things may be that we would like to have something unique to the game rather than just ripping something off because someone else made it work in some respect. It's nice to take a little satisfaction in a puzzle, rather than have someone do your homework for you. Then there are probably legal considerations to that suggestion, as well.
A few things to consider...
Starin' you down, creepy jackalope eye...
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Poster: Tseric at 11/24/2005 4:22:02 PM PST Subject: Re: Tseric |
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Q u o t e: furthermore,
Arrows and soulshards are identical as far as the backpack code is concerned. all the inventory/backpack code is concerned about is the unique, stacking and item type flags. other code ( the actual spells) are concerned with quantity of item existance of item removal of the item from inventory.
backpack code is basically array of 20 objects an empty slot is a null value and a full slot contains an identifier of the object ( ie y-arrow(200) or soulshard) add a quiver in and the system has to check is item = soulshard
they teach this crap in entry level object oriented programming in high school. please consult a developer about issues you are clearly not qualified to address before making up excuses for them in a public forum.
and we understand perfectly about not being a priority dancing murlocs were clearly more important.
Oh, you're right. I'm no programmer so I don't really understand the exact details involved. I am merely conveying some of the notions I have heard.
I am also aware that you used to be able to fire actual items out of your gun with previous iterations of the ammo bag. By your rationale, this is impossible. Ammo bags have experienced a number of unusual bugs over the course of this game, but I'm sure that would have been no problem for you.
I would recommend taking these high school studies and apply them to real world situations. You could apply for a job here and show us all how easy it is. Or, perhaps, you could make your own MMO. Both of these options are better than trying to ridicule and discredit someone who has to sit in an office on a holiday and wants nothing more than to have a nice conversation with gamers.
Starin' you down, creepy jackalope eye...
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Poster: Tseric at 11/24/2005 5:28:53 PM PST Subject: Re: Tseric |
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Q u o t e: Look, I realize you're just the messenger and I don't think (or hope, for that matter) that anyone is trying to discredit you for doing your job during the holidays. I think what everyone is trying to say is that this is NOT a creative solution, and that there have been plenty of ideas thrown around that appear to be much better options. To the majority of the players here this really just seems like a last second addition just thrown into the patch to appease warlocks (and I mean honestly, considering the hype and discussion on the subject already, this really does seem like a pretty unoriginal and poorly thought out solution).
Again, this is not aimed at you, but you are the person that is supposed to relay information for us, since we have no direct contact with the developers. I realize that many players on these forums are rude, and show no signs of intellegent rebuttals or arguments, but there have been several well thought out responses in this thread, and personally I'm a little disappointed in the way you sarcastically responded in your last post. Your frustration is warranted, but it still seems unprofessional to sink to their level and be rude back.
Really, all I think the community wants is for you to relay the disappointment we have with this so called "shard fix" to the developers. The test realms have just gone live, so there is still plenty of time to bring it to their attention.
Fair enough. I will relay your's and others thoughts on the matter.
And you're right, I shouldn't sink to their level and should remain unflappable in my professionalism. Perhaps I am adjusting to my surroundings. Perhaps they are just getting my goat.
However, I am of the opinion that these forums are the way they are due to lack of consequence or reprisal for those who wish to abuse others. Yes, there is the code of conduct, but some people don't care about being suspended from the forums or banned permanently, for that matter. To have some consequence in the form of someone who might tell you that you're being childish in no uncertain terms could provide a deterrent. How effective that is, I can not really say. I just don't appreciate the attitude of many on these forums and seek to counter it directly. As much as some may think I am wasting my time arguing with trolls, it is communication with them at least. I like talking to all manner of people here.
Starin' you down, creepy jackalope eye...
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Poster: Tseric at 11/24/2005 5:48:46 PM PST Subject: Re: Tseric |
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Q u o t e: 2 months ago i posted data that the 2nd point of improved firebolt reduced attack speed by exactly .1 second as apposed to the .5 seconds the talent says it does. tseric confirmed that internal data shows exactly the same thing. several hotfixes and a full patch later absolutely nothing has been done about it. its not even listed in the class bugs posts in the bug forum.
all praise dancing murlocs and reimplementing diminishing returns on infernals.
If I recall correctly, that issue is basically a typo. The talent works as it should, but the tooltip is misleading. Yes/No?
Starin' you down, creepy jackalope eye...
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Poster: Tseric at 11/24/2005 6:00:14 PM PST Subject: Re: Tseric |
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Q u o t e: incorrect. the issue was rank 1 says reduces firebolt cast time for imp by .5 seconds. this is working.
rank2 says reduces cast time for for firebolt by imp by 1 second when in actuallity it reduces the cast time of the imp by .6 seconds.
So, in total it should reduce it by 1 second with 2 points. Gotcha.
Sadly, I have no update on that. You may continue hating me ;)
EDIT- Yes, there are notes. Having trouble getting into the bug DB at this time. /shrug[ post edited by Tseric ]
Starin' you down, creepy jackalope eye...
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Poster: Tseric at 11/24/2005 6:05:24 PM PST Subject: Re: Tseric |
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Q u o t e: feel free to give the the email address and phone number of the person responsible and i will gladly direct hate at them.
i'd ask for thier physcial address but i hear sending human excrement through the united postal service is a federal offense.
I lol'd
Starin' you down, creepy jackalope eye...
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