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Old Sep 21, 2006, 12:08 AM // 00:08   #21
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Quote:
Originally Posted by shardfenix
I program C++ and Java. When I program something wrong in my drop rates for example, it does not affect character faces changing. I couldn't program things worse than Arenanet if I tried. I'm not joking, it takes a lot of math figuring out how to optimize the amount of bugs you can cause by changing one line of code.

/signed for getting a new programming team
if you are so good, why don't you go get the job?
http://arena.net/jobs/index.html
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Old Sep 21, 2006, 12:29 AM // 00:29   #22
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LOL.

A friend of mine coded a complete total conversion of the game freelancer. He replaced every model and every texture in the game.
The code was over 400 pages long. That was for something "fairly" simple (it was the most advanced freelancer mod ever). Even so, he still used the original engine and a lot of the interface.

One mistake, one typo, and everything could be very bizzarely and randomly screwed up. People who don't understand this have just never programed or never known somebody who did. People who do yet are saying they could do a better job then a.net are clearly full of it and have probablly never gone beyond programming tetris into their TI-83 calculators.
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Old Sep 21, 2006, 12:33 AM // 00:33   #23
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Quote:
Originally Posted by vinegrower
if you are so good, why don't you go get the job?
http://arena.net/jobs/index.html
Because he's never worked on a large scale system before?

I work in a SW group with 350+ developers. We all work on various versions of the same code that shares a common core. It is not uncommon for one developer to change something in his/her code that breaks code somewhere else.

This crap happens for a variety of reasons. Sometimes it's because there was requirement on a package that wasn't documented. When that package is changed the person depending on that behavior now has broken code. We try to minimize this type of thing, but bugs do creep in.

I'm sure at the scale ANet is developing that it's entirely possible for the same sort of situation. Code re-use and modularity is a great productivity enhancer, but only when interfaces and behaviors are meticulously documented.

To err is human.
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Old Sep 21, 2006, 12:39 AM // 00:39   #24
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Quote:
Quote:
Originally Posted by shardfenix
I program C++ and Java. When I program something wrong in my drop rates for example, it does not affect character faces changing. I couldn't program things worse than Arenanet if I tried. I'm not joking, it takes a lot of math figuring out how to optimize the amount of bugs you can cause by changing one line of code.

/signed for getting a new programming team
fine.

tell us all what game you personally altered drop rates in that did not alter something else.

also how about giving your game programming credentials?

if you are so good Anet/NCsoft is paying well so get a job instead of bitching
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Old Sep 21, 2006, 02:07 AM // 02:07   #25
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I think whats really happening here is Anet is constantly tweaking and editing the game.

Theres lots of updates that we ARENT told about.

Im sure they make minor tweaks that didnt have any real visible impact on the game constantly and thats what could be causing a great annoying bug that they didnt forsee.

<.< but thats just my speculation
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