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Reader Comments (Page 1 of 1)
6-19-2009 @ 7:53AM
placebo said...
"They say if you have a Blink bug, the most helpful thing is to report it on the Bug Report forum with specifically where it was that the failure occurred, so they can hopefully fix the maps."
The maps do not need to be fixed. Blink needs to be fixed.
Reply
6-19-2009 @ 8:00AM
Ceradene said...
That has to be the most ignorant statement I've seen in a while.
The whole reason Blink bugs IS the terrain. Explain to me - in programming terms - how would you fix Blink and how is this NOT a terrain issue?
6-19-2009 @ 8:47AM
TobiasX said...
"Explain to me - in programming terms - how would you fix Blink and how is this NOT a terrain issue?"
50/50. The issue is that, when the Blink spell is used, it's miscalculating where the Mage should end up.
Solution: Fix that calculation. The fault is with the spell, not the world it's being used in.
off the top of my head the easiest way to do this would be something like:
If (BlinkTo_Location = IntersectingGround)
{
While (BlinkTo_Location = IntersectingGround)
Do { BlinkTo_Location.YCoord = BlinkTo_Location.YCoord + 0.01 }
}
That okay?
6-19-2009 @ 9:50AM
Odiee said...
@TobiasX
Surely devs at Blizz are idiots who can't see this solution you just presented. I mean common, my 15 year old brother can think of that. Ok tell me this.
What if there's a wall in front? Tree? big rock? Ship? ANYTHING?
Don't tell me you would code in checking of each dooadad with "if" keyword?
No? You would implement collision detection. Guess what? They already did it.
And that is a reason blink fails.
Only thing they can do is weed out the places blink fails, test them and remove imperfection in the terain.
6-19-2009 @ 11:02AM
placebo said...
@Ceradene: "That has to be the most ignorant statement I've seen in a while."
Incorrect.
Yes, the problem exists with terrain and I've said it many times before. What you failed to do was read what I posted and what was said with the blue posts from the Q&A.
All I read is that they want to fix the Arena and BG maps, not terrain in all of Warcraft which is why I specifically slanted my comment how I did. My comment is spot on and accurate.
IANAP. So it's all theory here. Could it be programmed to make the Mage move +0.00001 in the Y Axis then +20 in the X Axis then -0.00001 in the YAxis? Essentially instead of following the terrain you would float just above it? Again - I AM NOT A PROGRAMMER.
6-19-2009 @ 11:43AM
pantear said...
It figures.
You are assuming that the problem is Blink, and that Blizz programmers are idiots. What the dev team is saying makes sense. The problem is not Blink per se, but in the data it uses (i.e.: the terrain).
OTOH, fixing terrain issues into spells is awkward, and dangerous because you aren't cleaning the data. Other spells, either now or in the future, might benefit from cleaner data. None would benefit from baking the solution into Blink.
It's dangerous to put the solution into Blink because: 1) old data doesn't get cleaned, 2) it will introduce new bugs, 3) any similar spell will need the same treatment, increasing development, debugging and testing time.
6-19-2009 @ 2:33PM
tmenssen said...
People say that the problem lies in terrain instead of blink. Why then does the warrior charge work just fine, if it's just another 'movement spell?' If Blink really falls into the same category, which GC claims, then it should already work despite the terrain because all of the other movement spells do. But it doesn't, so Blink must be bugged. It's not difficult logic to follow
6-19-2009 @ 3:54PM
Heilig said...
Because charge has a defined end-point based on where the target is. Blink always goes straight forward, and if the end point is somewhere the player can't go, the blink comes up short. Any other smart-ass, easily answered questions?
6-19-2009 @ 4:01PM
Andy said...
@ tmenssen
The warriors charge works because it's going to a targets coordinates. Blink is not targeted.
6-19-2009 @ 4:13PM
tmenssen said...
Ding ding ding! Which goes to show that the way they are calculating Blink is bugged. You just told me that Charge works because it's programmed a certain way and blink is programmed a different way, proving my point that Blink is bugged. So they need to find a way for Blink to use targeted coordinates based on where you are and which direction you are facing and then making you reappear where those coordinates calculate. Then combine it with actual wall collision detection and not just change in elevation detection. They obviously have a way of telling the difference or you wouldn't be able to walk up the ramps.
And thank you Andy for just stating your reasoning rather than name calling, which really accomplishes nothing.
6-19-2009 @ 5:25PM
henderson-94 said...
@tmenssen
[...] So they need to find a way for Blink to use targeted coordinates [...]
Charge uses its TARGET'S coordinates though, it moves the player to the character it's targeting, and moves the player there unless something is line of sighting you, blink moves you forward regardless, so in order for it to do that it has to have a different way of moving than charge. If it WAS to be a target coordinated movement, every bit of ground would have to be able to be targeted because the character can be anywhere, and target any 15 yards ahead. If they did this is would cause so much 'leaks' in info that you'd get crazy lag after just a few uses.
6-19-2009 @ 10:41PM
pantear said...
@kompressah: Because he doesn't know what actual programming is. He's acting just like these late 20's and early 30's MBAs that supervise programmers. They have no idea what really happens underneath, what's possible and what constrains exists.
@tmenssen: Different spells are different.
Note that Charge do have terrain problems, but it can "solve" them because the ending point is not only known, but it can safely assume that it is on a firm spot in the terrain. Blink doesn't have that kind of luxury because it doesn't know if the player will land in a firm spot or even a valid one. So, I'm guessing, what it does is that any barely visible obstacle will cause Blink to stop there, preventing you from infringing Wile E. Coyote's trademark move.
6-20-2009 @ 8:11AM
placebo said...
@pantear:
I know what programming is. (I hate coding)
I wasn't "acting" like anything. (I made a simple statement that Ceradene did not read.)
All I said is that they seemed to be focusing on the WSG tunnel when the issue exists everywhere where there is a terrain change. (That means tile floors to stairs as in the Horde Inn in Dalaran near the daily quest giver. It also means dirt to grass in other places.) It also ties in to why Mages blink backwards. Due to latency when the blink executes and you cross one of the terrain thresholds the game still thinks you are blinking from point A. While you've run to point C already and blink back to point B.
I have more than a clear idea on what happens underneath. There are always unintended consequences when you make changes. Look at any patch day to see it. (I deal with system releases, code changes, etc. on a daily basis)