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  • Okoloth
  • Member Since Jul 11th, 2007

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Glider loses again, shutdown imminent {WoW}

Jan 30th 2009 3:07AM The legal repercussions of this case are quite scary from a software-freedoms point of view. But when you sign up for your wow subscription and after every time you upgrade to a new patch you are repeatedly agreeing to these quite draconian ToS rules. If you don't like them, you don't have to agree to them.

The bottom line is all the money spent in this pointless legal debate could have gone into new content, improvements or development of better bot-counter-measures in the game. If we all upgrade overnight to 3.1 for Uldar and suddenly bots don't work any more the botting community will collapse over night because none of their software works. Of course there will be a degree of cat-and-mouse as botters try different ways to integrate their software.

Taking out one easy US-based target (Glider) just pushes botters to other suppliers in much more challenging legal territories. Blizzard could very easily fritter all their profits chasing them, or it could invest in counter-measure technology which can be reused between all their games.

Crowd Control to return in future instances {WoW}

Jan 27th 2009 10:15AM My main used to be a Hunter, I took great pride in my CC abilities and remember once in a BC instance the tank almost had a heart attack after a pull went horribly wrong - until I saw "ZOMG TWO ICE CUBEZ" in party chat. I genuinely think it was the first time he'd seen a Hunter do that.

Good crowd-control is a rare and dying art, not necessarily the CC-on-pull kind, but the players who are switched on enough to see whats going on and do something about it. Taking care of that stray mob before it goes and noms the healer.

Later in BC I rolled a Tankadin, I leveled him as a tank and ran almost all instances as a pug tank, this was also the first character I took to 80. In all that time I can only remember maybe two occasions where I have actually been impressed by swift thinking CC players, compared to the dozens of occasions where CC just didnt work (resist, wrong mob right spot, right mob wrong spot) etc.

I have admittedly grown lazy in by pursuit of easy badges, as a pally tank its just much easier/predictable to say "nuke {skull}, then {cross} and if there is anything else, i tank it".

I personally would like to some class-centric / CC-centric achievements/statistics. This might spur interest in achievement seekers and provide an Inspectable way to see someone elses CC abilities (traps set, traps resisted, traps broken by self, traps broken by others).

* [Ice, Ice, Baby]
"/dance while three mobs are under the effects of your Freezing Traps"

* [Serial Sheeper]
"Keep a mob under the effects of your polymorph throughout a kill."

:)

Armory updated to include stats and achievements {WoW}

Nov 27th 2008 6:33AM I've just posted a simple HOWTO for developers wishing to accessing the new data over on my Armory Musings... Blog.

http://okoloth.blogspot.com/2008/11/armory-updates-and-how-to-get-at-new.html

Let my Orc shoulders grow {WoW}

Jul 11th 2007 7:13AM The phenomenon of 'fix a bug with one thing, and a completely unrelated issue pops up' is an everyday thing with object-oriented software development, more so on large projects like World of Warcraft.

If you think about it the reason is pretty simple, on large projects there are normally multiple teams working on different sections of the code simultaneously. Thanks to object-oriented programming a lot of the code is shared between the 'game server' team and the 'game client' team.

With object-oriented programming comes 'inheritence' i.e. common functionality to two similar pieces of code can be placed into some 'parent' code they both inherit. A simple example is the programming code for guns, bows and other ranged weapons, they share a lot in common and it would be crazy to copy & paste the code in each case. More likely there is a 'ranged weapon' piece of parent code that each type of weapon inherits and customises. This technique is not just limited to game items either; it will be throughout all the game code.

The bottom line is that one of the teams were fixing a bug in one of these many pieces of parent or great-grand-parent code, and it caused unexpected results in some distant child code from the other team.

It happens all the time, the larger the project the greater the chances of it happening. In fact, a significant amount of 'original' code from the 1994 Warcraft is probably still in there (somewhere), and there are probably no programmers there today who worked on the first version of the code. This leaves great tomes of code that most of the programmers don't understand enough to risk breaking it.

Just my €0.02