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4-06-2009 @ 7:46PM
Oh noes... Blizz called the items "Bind on Account" and not "Bind on Server". Let's argue about semantics and grammar! ... ? My guess is that their eventual plan is to have true "Bind on Account"-ness. Their unification of the login process is pointing toward them putting together a user 'keyring'; where you have one Blizzard account for any of their games. Once they have that in place, which will likely be when they release their new MMO, actual "Bind on Account" may be implemented/possible. Blizzard has to be very careful though. This could easily upset game balance... for instance you could gather resources on a server where that would be easy for you, and sell them where they are hard to gather. You could easily teleport massive amounts of mats and gear to a new server. As to the whole 'easy database lookup' argument. Yes, code-wise it is...however there are over 11 million people who play WoW. Let's say that all of them only have 1 account and 1 character on 3 servers, so that's a total of 33 million character inventories to track. Instead of dividing them up by server and having multiple databases, all the databases have to talk to each other and ensure consistency and coherence not only across 1 database on 1 server, but all databases on all server. Yes, the code is simple, but if you've ever coded and managed a large system, you know the code is the smallest issue. The pure logistics of it managing the data and the data flows as well as MTTF on the hardware and provisioning enough bandwidth for the communication... in short, making sure you can support all the operations the code call for, is the hard part. The thing is that WoW is so big that adding those 10 lines of code could require months of tests, reorganizations of data stores, hundreds of millions in reprovisioning and rearchitecting things to actually support those 10 lines. A computer is a machine, you can code anything, but that doesn't mean the machine can actually do it.
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