Aug 16th 2011 1:05AM They *can* but they likely won't. Suddenly waking up and finding massive gold sinks in the game or repair costs at 100x would bring with it 100x worth of QQ.
They know this inflation is happening: they have to. I'm with the commenters that think it's by design.
Jun 3rd 2011 4:18PM Your statement that "that article is fud" is only true now. It's exactly like the "no one gets punished for trading songs on P2P" until people did, or "no one gets punished for reposting images from websites" until people did.
Your argument is valid if you say "Plenty of games have sold gold or game time and avoided the extra taxation issues... so far." WoW's potential tax base is vast compared to those games.
If you think some enterprising politician wouldn't see it that way then you need to spend some more time around enterprising politicians. :-)
May 15th 2011 9:01PM It's like a lion and a tiger mixed... bred for its skills in magic.
May 14th 2011 12:02PM You know how diminishing returns applies to dodge and parry? It also applies to real life things, like reflexes and game skill. Think about that and you're realize why "making yourself better" is a reasonable goal and "making yourself perfect" is not.
(Hint: evaluate the statement using the metrics of personal cost vs. potential benefit.)
May 13th 2011 1:51PM I always wondered what would be enough to make these otherwise good, pivotal people go mad.
Now I know.
May 10th 2011 10:48AM I'm in. :-D
Apr 29th 2011 1:50PM @Eirik: I hope not. That's the name a friend of mine has been...
Apr 29th 2011 1:49PM @Eirik: I hope not. That's the name a friend of mine has been...
Apr 27th 2011 1:52PM I'm totally guessing here, but based on several years experience in the software industry I have to say the issue is management inertia.
Doing art, while sometimes hard, is usually easy to predict in terms of scheduling.
Programming particular features, while sometimes hard, is usually easy to predict in terms of scheduling.
The problem is managing the release. You come up with a list of new features you'd like to get in because they'd be fun to work on. You get handed a list from upper management. The teams meets and combines these lists. Some things you didn't get around to finishing, or small tweaks you'd like to do also come up from the list.
Then you start prioritizing. Eventually you start working. You work a lot.
The release comes. Things are buggy - very buggy. You work hard to fix the bugs.
You release. There's still bugs. You work hard to fix those. Eventually you start thinking about the next release. Go back to start.
Now here's the fun part: everything that got cut from the above list has now fallen out of at least one release. Unless it was crazy important (and will thus get a follow-on release of it's own which has probably already been scheduled and built and started in testing if so) it now has the sullied reputation of already having been declared "unimportant enough to not hold up *real* work" at least once.
Those of you pining for "why wasn't this fixed? it's been broken since vanilla" should realize that means your pet bug has been deemed unimportant for three major expansions and dozens of content patches. Even if it would be *really really easy* to fix you have to convince the team/management/somebody that it's important enough for even that tiny amount of time, and you're fighting an uphill battle because development and management forces have already declared it unimportant multiple times.
That's why small bugs (like the stupid CD recognition behavior in Windows that's been an issue since like Windows NT) that should be pretty easy never get fixed.