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View Full Version : Re:Re:Bug fixing and development post UF.



Newsfiend
01-27-2010, 04:10 PM
AutomaticWarrior wrote:


I find it funny that people always say coding is hard. Here's a list of some random patch note from WoW, and there's no way any of what's changed can be tough from a programmatic point of view unless WoW has the most retarded coding system known to man:



Since Brann Bronzebeard exercised constantly, he will walk faster during the escort.
Devourer of Souls will cast Mirrored Soul less frequently.
Trash mobs Spell Reflect abilities have been changed. It now has a cast time, 2 charges, and chance to reflect reduced to 75% from 100%


Anomalus casts Create Rift only once now. (Down from 3)


Elder Nadox’s now spawns only one Ahn’kahar Guardian.
Jedoga Shadowseeker air phase now only happens once.
Some monsters between Jedoga Shadowseeker and Herad Volazj have been removed.
Now obviously most of the work spent is on the designing, since presumably the devs for WoW didn't just one day say 'It'd be really cool if Anomalous only does 1 Create Rift instead of 3!' Well that's where feedback and test server comes in. Without even knowing anything about what the heck Anomalous us, one can easily guess a lot of people must have said: "Hey devs it totally sucks to have 3 of these Create Rifts!" and made some compelling reason to get it down to 1. WoW is a good example of good communication. The devs have said they would like to tune down some of the unnecessary timesinks that just annoys people and the patch reflects this. As a player you can see what devs consider to be important. None of this means the changes has to be right, but it shows they're listening and it generates goodwill.

How is this patch message different from our patch messages?



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