Sugaroverdose wrote: »Old Russian proverb:ZOS_BrianWheeler wrote: »We hear you and will be looking at this change gang!
"How to make people happy? Make everything as bad as possible and then return things back as they was"
When the heck game will get real fixes?
It never will. Software developers' workflow tends to be: get paid to program > make inefficient software > get paid to fix inefficient software that they just made > get paid to program another piece of software to replace the previous inefficient software. The cycle repeats because management doesn't understand at the core of things the programmers are just sending instruction sets to the cpu/gpu; and if done correctly there would rarely be any problems.
If they know what the end result should be then they should able to send the correct instructions to achieve that end result. And if they don't know how to then they cant really be called programmers in the first place. So it could be concluded they do things incorrectly for job security. Or they are really bad "programmers" and probably should not refer to themselves as programmers.
As a programmer (not on this game, but as a profession), I'd appreciate it if you fully retracted this statement and apologized to the developers. What you are describing is literally impossible to do. There is no way to program, not even for a single operating system, such that you can guarantee that all inputs will result in clean execution. You can limit the types of input accepted, and you can engineer it so that you minimize areas where the program can behave unexpectedly, but you absolutely cannot create, or even test, that a program will execute without error. This becomes a more profound issue as your program becomes more complex. Do you have several billion-billion years (just lowballing it here) to test ESO against every possible input combination? Because the devs sure don't.
I'm not saying that you should throw all expectations out the window, but demanding that all programmers make bug-free code, especially with regards to a game this complex, is asinine.
No, I will not retract any part of my statements nor will I make any apologizes. I pay for a product and I expect it to work correctly. The whole idea that people can make subpar products and expect to get monetary compensation for doing so needs to end. With software development it's always the same excuses, some mistakes are understandable but long standing issues are unacceptable.
And yes I very familiar with transistor logic I understand how things work. There are many engineering fields where many outcomes exist yet they are able to create end products with little or no defects. Then comes the software engineers who want a exception to the expectations of creating a commercial end product.
People don't want products that don't function correctly and/or don't function as advertised. And they have right to complain about when they paid for the product. If software engineers don't want complains then create software that executes correctly or don't create software at all and find something else to do.
ESO is actually above-par in all regards I can think of, so I don't even know what you're complaining about. If the scant mechanics that are imbalanced or dysfunctional are too much for you to bear, then you're free to discontinue the use of the service, but the rest of us who are having loads of fun are going to keep supporting the product we enjoy.
Understanding transistor logic is so far removed from understanding the actual programming of a product that I honestly don't know why you even brought it up. Code development is invariably done in higher-level languages like C++, Python, Java, etc. That is because those languages have interpreters implemented on the vast majority of consumer-level computers, and the interpreters are more or less what gets you to the actual transistor-level code for your specific machine. Just at that level, there's plenty of room for code to behave in undesirable ways, and that's completely out of the hands of the developers. When you then add the nearly uncountable combinations of system interactions between UI, keyboard/mouse/controller input, video and sound output, client-server communication, decades-out-of-date internet infrastructure, and all the rest, it becomes absolutely ridiculous to expect a product that will be flawless.
Moreover, other engineers make products which fail all the time. I can't think of a single product that doesn't behave unexpectedly when the user mishandles it. For example, something as simple as a wrench is going to behave wonky when you try to use it as a hammer. Commercial hardware fails constantly when used in unintended or unexpected ways. We don't exactly expect a car to fill itself with gas when the user forgets, for instance. We also can't predict the exact moment it will cease moving when it eventually runs out of gas because there are too many variables to account for. When something is as user-driven as an MMO, these problems are exacerbated by orders of magnitude of orders of magnitude.
You don't need to withdraw your statement and apologize, but at least everyone following the conversation is going to know it's purely out of stubbornness and not grounded in any kind of coherent, logical rationale.
My complains are clearly stated, the rationale is coherent and it stems from dissatisfaction of the level of functionality of a product I paid for has. Stubbornness has nothing to do with it, I will always criticize products that I paid for that do not functioning correctly especially for extended periods of time. If you don't like it then you can just ignore and not respond to my comments. But don't respond and expect me to grovel and submit to your request.
Sweety you went from "understanding transistor logic" to making incredibly vapid claims about the production pipeline in like, zero seconds, you are about as coherent as a yodeling seagull at an auction house. It might makes sense from your incredibly limited understanding of the field, but that doesn't make it logical in the face of a mountain of counter-evidence. You can feel free to criticize the game and argue that you don't feel you're getting your money's worth, that's a subjective consumer experience and subject to your own determination, but your claims about intentionally sabotaging code to keep job security stem from pure ignorance on the topic. That is what I was saying you would be stubborn to hold on to.
Sugaroverdose wrote: »Old Russian proverb:ZOS_BrianWheeler wrote: »We hear you and will be looking at this change gang!
"How to make people happy? Make everything as bad as possible and then return things back as they was"
When the heck game will get real fixes?
It never will. Software developers' workflow tends to be: get paid to program > make inefficient software > get paid to fix inefficient software that they just made > get paid to program another piece of software to replace the previous inefficient software. The cycle repeats because management doesn't understand at the core of things the programmers are just sending instruction sets to the cpu/gpu; and if done correctly there would rarely be any problems.
If they know what the end result should be then they should able to send the correct instructions to achieve that end result. And if they don't know how to then they cant really be called programmers in the first place. So it could be concluded they do things incorrectly for job security. Or they are really bad "programmers" and probably should not refer to themselves as programmers.
As a programmer (not on this game, but as a profession), I'd appreciate it if you fully retracted this statement and apologized to the developers. What you are describing is literally impossible to do. There is no way to program, not even for a single operating system, such that you can guarantee that all inputs will result in clean execution. You can limit the types of input accepted, and you can engineer it so that you minimize areas where the program can behave unexpectedly, but you absolutely cannot create, or even test, that a program will execute without error. This becomes a more profound issue as your program becomes more complex. Do you have several billion-billion years (just lowballing it here) to test ESO against every possible input combination? Because the devs sure don't.
I'm not saying that you should throw all expectations out the window, but demanding that all programmers make bug-free code, especially with regards to a game this complex, is asinine.
No, I will not retract any part of my statements nor will I make any apologizes. I pay for a product and I expect it to work correctly. The whole idea that people can make subpar products and expect to get monetary compensation for doing so needs to end. With software development it's always the same excuses, some mistakes are understandable but long standing issues are unacceptable.
And yes I very familiar with transistor logic I understand how things work. There are many engineering fields where many outcomes exist yet they are able to create end products with little or no defects. Then comes the software engineers who want a exception to the expectations of creating a commercial end product.
People don't want products that don't function correctly and/or don't function as advertised. And they have right to complain about when they paid for the product. If software engineers don't want complains then create software that executes correctly or don't create software at all and find something else to do.
ESO is actually above-par in all regards I can think of, so I don't even know what you're complaining about. If the scant mechanics that are imbalanced or dysfunctional are too much for you to bear, then you're free to discontinue the use of the service, but the rest of us who are having loads of fun are going to keep supporting the product we enjoy.
Understanding transistor logic is so far removed from understanding the actual programming of a product that I honestly don't know why you even brought it up. Code development is invariably done in higher-level languages like C++, Python, Java, etc. That is because those languages have interpreters implemented on the vast majority of consumer-level computers, and the interpreters are more or less what gets you to the actual transistor-level code for your specific machine. Just at that level, there's plenty of room for code to behave in undesirable ways, and that's completely out of the hands of the developers. When you then add the nearly uncountable combinations of system interactions between UI, keyboard/mouse/controller input, video and sound output, client-server communication, decades-out-of-date internet infrastructure, and all the rest, it becomes absolutely ridiculous to expect a product that will be flawless.
Moreover, other engineers make products which fail all the time. I can't think of a single product that doesn't behave unexpectedly when the user mishandles it. For example, something as simple as a wrench is going to behave wonky when you try to use it as a hammer. Commercial hardware fails constantly when used in unintended or unexpected ways. We don't exactly expect a car to fill itself with gas when the user forgets, for instance. We also can't predict the exact moment it will cease moving when it eventually runs out of gas because there are too many variables to account for. When something is as user-driven as an MMO, these problems are exacerbated by orders of magnitude of orders of magnitude.
You don't need to withdraw your statement and apologize, but at least everyone following the conversation is going to know it's purely out of stubbornness and not grounded in any kind of coherent, logical rationale.
My complains are clearly stated, the rationale is coherent and it stems from dissatisfaction of the level of functionality of a product I paid for has. Stubbornness has nothing to do with it, I will always criticize products that I paid for that do not functioning correctly especially for extended periods of time. If you don't like it then you can just ignore and not respond to my comments. But don't respond and expect me to grovel and submit to your request.
Sweety you went from "understanding transistor logic" to making incredibly vapid claims about the production pipeline in like, zero seconds, you are about as coherent as a yodeling seagull at an auction house. It might makes sense from your incredibly limited understanding of the field, but that doesn't make it logical in the face of a mountain of counter-evidence. You can feel free to criticize the game and argue that you don't feel you're getting your money's worth, that's a subjective consumer experience and subject to your own determination, but your claims about intentionally sabotaging code to keep job security stem from pure ignorance on the topic. That is what I was saying you would be stubborn to hold on to.
TTL is ultimately what programmers are instructing. Programing languages are basically shortcuts created to make sending the binary instructions to the TTL easier to do and shorten the time period it takes complete the coding process. In comparison to manually scripting the raw binary. So yes I do understand how it works, and mentioning of TTL has relevance.
A programmer should be able to correctly debug the code so the desired results are achieved. When they can't it can be suspected that they are not doing so because they are not willing, or don't know how to. Programing is not magic it's nothing but mathematics. And if someone is incapable of handling extremely complex mathematical operations then they should not be a programmer.
God_flakes wrote: »God_flakes wrote: »
Again just proving how ignorant you are to small scale pvp.
Yeah sorry I don't go to gates (known zerg choke points) to small man. Is this why I always see you embedded in a zerg? You think you're small manning within a sea of red? sure it may only be you and German in that Ts but there's a whole lotta Ep in front and behind and beside you. p
God_flakes wrote: »God_flakes wrote: »
Again just proving how ignorant you are to small scale pvp.
Yeah sorry I don't go to gates (known zerg choke points) to small man. Is this why I always see you embedded in a zerg? You think you're small manning within a sea of red? sure it may only be you and German in that Ts but there's a whole lotta Ep in front and behind and beside you. p
The lengths at which you will go to be argumentative with me is borderline hilarious. I could say Michael Jackson was the king of pop or harambe was a beautiful soul gone too soon and you'd likely STILL pick a fight and make some petty remark.
I wonder, at night, if you ever just sit and contemplate how unnecessarily hostile you are over a video game. Probably not, but maybe one day you can have that level of introspection.
Anyway, now I'm an ep zergling, even though I spend 75% of my time on my dc at the bridge in a 2-4 man. Just Lol.
God_flakes wrote: »God_flakes wrote: »
Again just proving how ignorant you are to small scale pvp.
Yeah sorry I don't go to gates (known zerg choke points) to small man. Is this why I always see you embedded in a zerg? You think you're small manning within a sea of red? sure it may only be you and German in that Ts but there's a whole lotta Ep in front and behind and beside you. p
The lengths at which you will go to be argumentative with me is borderline hilarious. I could say Michael Jackson was the king of pop or harambe was a beautiful soul gone too soon and you'd likely STILL pick a fight and make some petty remark.
I wonder, at night, if you ever just sit and contemplate how unnecessarily hostile you are over a video game. Probably not, but maybe one day you can have that level of introspection.
Anyway, now I'm an ep zergling, even though I spend 75% of my time on my dc at the bridge in a 2-4 man. Just Lol.
Go to sleep, VE scum
God_flakes wrote: »God_flakes wrote: »
Again just proving how ignorant you are to small scale pvp.
Yeah sorry I don't go to gates (known zerg choke points) to small man. Is this why I always see you embedded in a zerg? You think you're small manning within a sea of red? sure it may only be you and German in that Ts but there's a whole lotta Ep in front and behind and beside you. p
The lengths at which you will go to be argumentative with me is borderline hilarious. I could say Michael Jackson was the king of pop or harambe was a beautiful soul gone too soon and you'd likely STILL pick a fight and make some petty remark.
I wonder, at night, if you ever just sit and contemplate how unnecessarily hostile you are over a video game. Probably not, but maybe one day you can have that level of introspection.
Anyway, now I'm an ep zergling, even though I spend 75% of my time on my dc at the bridge in a 2-4 man. Just Lol.
Go to sleep, VE scum
OMG THATS U TOOSK LOL
God_flakes wrote: »God_flakes wrote: »
Again just proving how ignorant you are to small scale pvp.
Yeah sorry I don't go to gates (known zerg choke points) to small man. Is this why I always see you embedded in a zerg? You think you're small manning within a sea of red? sure it may only be you and German in that Ts but there's a whole lotta Ep in front and behind and beside you. p
The lengths at which you will go to be argumentative with me is borderline hilarious. I could say Michael Jackson was the king of pop or harambe was a beautiful soul gone too soon and you'd likely STILL pick a fight and make some petty remark.
I wonder, at night, if you ever just sit and contemplate how unnecessarily hostile you are over a video game. Probably not, but maybe one day you can have that level of introspection.
Anyway, now I'm an ep zergling, even though I spend 75% of my time on my dc at the bridge in a 2-4 man. Just Lol.
Go to sleep, VE scum
OMG THATS U TOOSK LOL
LoS is line of sight
God_flakes wrote: »God_flakes wrote: »
Again just proving how ignorant you are to small scale pvp.
Yeah sorry I don't go to gates (known zerg choke points) to small man. Is this why I always see you embedded in a zerg? You think you're small manning within a sea of red? sure it may only be you and German in that Ts but there's a whole lotta Ep in front and behind and beside you. p
The lengths at which you will go to be argumentative with me is borderline hilarious. I could say Michael Jackson was the king of pop or harambe was a beautiful soul gone too soon and you'd likely STILL pick a fight and make some petty remark.
I wonder, at night, if you ever just sit and contemplate how unnecessarily hostile you are over a video game. Probably not, but maybe one day you can have that level of introspection.
Anyway, now I'm an ep zergling, even though I spend 75% of my time on my dc at the bridge in a 2-4 man. Just Lol.
Go to sleep, VE scum
OMG THATS U TOOSK LOL
LoS is line of sight
Literally had no idea. Legit loling
If you purchase a fancy hipster condo, and you find out later that the roof is made out of cheese. Do you curse the construction workers or the architect ?
#companyProgramming
God_flakes wrote: »God_flakes wrote: »
Again just proving how ignorant you are to small scale pvp.
Yeah sorry I don't go to gates (known zerg choke points) to small man. Is this why I always see you embedded in a zerg? You think you're small manning within a sea of red? sure it may only be you and German in that Ts but there's a whole lotta Ep in front and behind and beside you. p
The lengths at which you will go to be argumentative with me is borderline hilarious. I could say Michael Jackson was the king of pop or harambe was a beautiful soul gone too soon and you'd likely STILL pick a fight and make some petty remark.
I wonder, at night, if you ever just sit and contemplate how unnecessarily hostile you are over a video game. Probably not, but maybe one day you can have that level of introspection.
Anyway, now I'm an ep zergling, even though I spend 75% of my time on my dc at the bridge in a 2-4 man. Just Lol.
Sugaroverdose wrote: »Old Russian proverb:ZOS_BrianWheeler wrote: »We hear you and will be looking at this change gang!
"How to make people happy? Make everything as bad as possible and then return things back as they was"
When the heck game will get real fixes?
It never will. Software developers' workflow tends to be: get paid to program > make inefficient software > get paid to fix inefficient software that they just made > get paid to program another piece of software to replace the previous inefficient software. The cycle repeats because management doesn't understand at the core of things the programmers are just sending instruction sets to the cpu/gpu; and if done correctly there would rarely be any problems.
If they know what the end result should be then they should able to send the correct instructions to achieve that end result. And if they don't know how to then they cant really be called programmers in the first place. So it could be concluded they do things incorrectly for job security. Or they are really bad "programmers" and probably should not refer to themselves as programmers.
As a programmer (not on this game, but as a profession), I'd appreciate it if you fully retracted this statement and apologized to the developers. What you are describing is literally impossible to do. There is no way to program, not even for a single operating system, such that you can guarantee that all inputs will result in clean execution. You can limit the types of input accepted, and you can engineer it so that you minimize areas where the program can behave unexpectedly, but you absolutely cannot create, or even test, that a program will execute without error. This becomes a more profound issue as your program becomes more complex. Do you have several billion-billion years (just lowballing it here) to test ESO against every possible input combination? Because the devs sure don't.
I'm not saying that you should throw all expectations out the window, but demanding that all programmers make bug-free code, especially with regards to a game this complex, is asinine.
No, I will not retract any part of my statements nor will I make any apologizes. I pay for a product and I expect it to work correctly. The whole idea that people can make subpar products and expect to get monetary compensation for doing so needs to end. With software development it's always the same excuses, some mistakes are understandable but long standing issues are unacceptable.
And yes I very familiar with transistor logic I understand how things work. There are many engineering fields where many outcomes exist yet they are able to create end products with little or no defects. Then comes the software engineers who want a exception to the expectations of creating a commercial end product.
People don't want products that don't function correctly and/or don't function as advertised. And they have right to complain about when they paid for the product. If software engineers don't want complains then create software that executes correctly or don't create software at all and find something else to do.
ESO is actually above-par in all regards I can think of, so I don't even know what you're complaining about. If the scant mechanics that are imbalanced or dysfunctional are too much for you to bear, then you're free to discontinue the use of the service, but the rest of us who are having loads of fun are going to keep supporting the product we enjoy.
Understanding transistor logic is so far removed from understanding the actual programming of a product that I honestly don't know why you even brought it up. Code development is invariably done in higher-level languages like C++, Python, Java, etc. That is because those languages have interpreters implemented on the vast majority of consumer-level computers, and the interpreters are more or less what gets you to the actual transistor-level code for your specific machine. Just at that level, there's plenty of room for code to behave in undesirable ways, and that's completely out of the hands of the developers. When you then add the nearly uncountable combinations of system interactions between UI, keyboard/mouse/controller input, video and sound output, client-server communication, decades-out-of-date internet infrastructure, and all the rest, it becomes absolutely ridiculous to expect a product that will be flawless.
Moreover, other engineers make products which fail all the time. I can't think of a single product that doesn't behave unexpectedly when the user mishandles it. For example, something as simple as a wrench is going to behave wonky when you try to use it as a hammer. Commercial hardware fails constantly when used in unintended or unexpected ways. We don't exactly expect a car to fill itself with gas when the user forgets, for instance. We also can't predict the exact moment it will cease moving when it eventually runs out of gas because there are too many variables to account for. When something is as user-driven as an MMO, these problems are exacerbated by orders of magnitude of orders of magnitude.
You don't need to withdraw your statement and apologize, but at least everyone following the conversation is going to know it's purely out of stubbornness and not grounded in any kind of coherent, logical rationale.
My complains are clearly stated, the rationale is coherent and it stems from dissatisfaction of the level of functionality of a product I paid for has. Stubbornness has nothing to do with it, I will always criticize products that I paid for that do not functioning correctly especially for extended periods of time. If you don't like it then you can just ignore and not respond to my comments. But don't respond and expect me to grovel and submit to your request.
Sweety you went from "understanding transistor logic" to making incredibly vapid claims about the production pipeline in like, zero seconds, you are about as coherent as a yodeling seagull at an auction house. It might makes sense from your incredibly limited understanding of the field, but that doesn't make it logical in the face of a mountain of counter-evidence. You can feel free to criticize the game and argue that you don't feel you're getting your money's worth, that's a subjective consumer experience and subject to your own determination, but your claims about intentionally sabotaging code to keep job security stem from pure ignorance on the topic. That is what I was saying you would be stubborn to hold on to.
TTL is ultimately what programmers are instructing. Programing languages are basically shortcuts created to make sending the binary instructions to the TTL easier to do and shorten the time period it takes complete the coding process. In comparison to manually scripting the raw binary. So yes I do understand how it works, and mentioning of TTL has relevance.
A programmer should be able to correctly debug the code so the desired results are achieved. When they can't it can be suspected that they are not doing so because they are not willing, or don't know how to. Programing is not magic it's nothing but mathematics. And if someone is incapable of handling extremely complex mathematical operations then they should not be a programmer.
You clearly don't understand how it works, or you wouldn't be talking about binary like it's some universal language. Different processors have different architectures and as a result have different machine code instructions. Assembly language is the lowest-level language for a given system that a person might work with, but nobody works with that except people who create compilers and interpreters for higher-level languages. This abstraction means that a typical programmer will never know the exact machine code they're trying to inform, since that's hardware dependent. Thus, just from the hardware angle, they literally cannot guarantee that their code will execute as planned on every system. To be clear: you are claiming that software developers should know the hardware architecture of every machine their code could ever run on, past present and future. That is completely bonkers.
Now let's talk about this debugging nonsense you're on. You are claiming that programming comes down to "extremely complex mathematical operations". This is completely false. The scale and type of programming we are talking about comes down to "infinitely complex mathematical computations" or "Incalculable mathematical computations", one of the two. In a dynamic system dependent not only on one user's input, but the input of potentially millions of simultaneous users, you can technically calculate a specific subset of all possible input sequences, but you would need billions of billions of billions of years to do so. Again, this is a lowball estimate. Then there are things like the halting problem, wherein we cannot know if the program will halt if we don't know the specific input for the program. We do not know the specific input (again, user-generated infinite set of inputs), so we can't know that it will halt (or perform some other particular function).
So no, everything about your premise flies in the face of actual science. I don't know if you just skimmed yahoo answers for your arguments or if you're actually trained and just failed to pay adequate attention, but the things you are saying are completely pants-on-head backward.
EDIT: and don't get me started on external library dependencies. Even if, my some magical time wizard shenanigans, they could prove that the code they write will always execute as they desire, the fact that they're also relying on externally-developed code (graphics drivers, server architecture, the programming languages themselves) means that they still wouldn't be able to guarantee their code is perfect because they don't have their hands in the code of those other product dependencies.
Sugaroverdose wrote: »Old Russian proverb:ZOS_BrianWheeler wrote: »We hear you and will be looking at this change gang!
"How to make people happy? Make everything as bad as possible and then return things back as they was"
When the heck game will get real fixes?
It never will. Software developers' workflow tends to be: get paid to program > make inefficient software > get paid to fix inefficient software that they just made > get paid to program another piece of software to replace the previous inefficient software. The cycle repeats because management doesn't understand at the core of things the programmers are just sending instruction sets to the cpu/gpu; and if done correctly there would rarely be any problems.
If they know what the end result should be then they should able to send the correct instructions to achieve that end result. And if they don't know how to then they cant really be called programmers in the first place. So it could be concluded they do things incorrectly for job security. Or they are really bad "programmers" and probably should not refer to themselves as programmers.
As a programmer (not on this game, but as a profession), I'd appreciate it if you fully retracted this statement and apologized to the developers. What you are describing is literally impossible to do. There is no way to program, not even for a single operating system, such that you can guarantee that all inputs will result in clean execution. You can limit the types of input accepted, and you can engineer it so that you minimize areas where the program can behave unexpectedly, but you absolutely cannot create, or even test, that a program will execute without error. This becomes a more profound issue as your program becomes more complex. Do you have several billion-billion years (just lowballing it here) to test ESO against every possible input combination? Because the devs sure don't.
I'm not saying that you should throw all expectations out the window, but demanding that all programmers make bug-free code, especially with regards to a game this complex, is asinine.
No, I will not retract any part of my statements nor will I make any apologizes. I pay for a product and I expect it to work correctly. The whole idea that people can make subpar products and expect to get monetary compensation for doing so needs to end. With software development it's always the same excuses, some mistakes are understandable but long standing issues are unacceptable.
And yes I very familiar with transistor logic I understand how things work. There are many engineering fields where many outcomes exist yet they are able to create end products with little or no defects. Then comes the software engineers who want a exception to the expectations of creating a commercial end product.
People don't want products that don't function correctly and/or don't function as advertised. And they have right to complain about when they paid for the product. If software engineers don't want complains then create software that executes correctly or don't create software at all and find something else to do.
ESO is actually above-par in all regards I can think of, so I don't even know what you're complaining about. If the scant mechanics that are imbalanced or dysfunctional are too much for you to bear, then you're free to discontinue the use of the service, but the rest of us who are having loads of fun are going to keep supporting the product we enjoy.
Understanding transistor logic is so far removed from understanding the actual programming of a product that I honestly don't know why you even brought it up. Code development is invariably done in higher-level languages like C++, Python, Java, etc. That is because those languages have interpreters implemented on the vast majority of consumer-level computers, and the interpreters are more or less what gets you to the actual transistor-level code for your specific machine. Just at that level, there's plenty of room for code to behave in undesirable ways, and that's completely out of the hands of the developers. When you then add the nearly uncountable combinations of system interactions between UI, keyboard/mouse/controller input, video and sound output, client-server communication, decades-out-of-date internet infrastructure, and all the rest, it becomes absolutely ridiculous to expect a product that will be flawless.
Moreover, other engineers make products which fail all the time. I can't think of a single product that doesn't behave unexpectedly when the user mishandles it. For example, something as simple as a wrench is going to behave wonky when you try to use it as a hammer. Commercial hardware fails constantly when used in unintended or unexpected ways. We don't exactly expect a car to fill itself with gas when the user forgets, for instance. We also can't predict the exact moment it will cease moving when it eventually runs out of gas because there are too many variables to account for. When something is as user-driven as an MMO, these problems are exacerbated by orders of magnitude of orders of magnitude.
You don't need to withdraw your statement and apologize, but at least everyone following the conversation is going to know it's purely out of stubbornness and not grounded in any kind of coherent, logical rationale.
My complains are clearly stated, the rationale is coherent and it stems from dissatisfaction of the level of functionality of a product I paid for has. Stubbornness has nothing to do with it, I will always criticize products that I paid for that do not functioning correctly especially for extended periods of time. If you don't like it then you can just ignore and not respond to my comments. But don't respond and expect me to grovel and submit to your request.
Sweety you went from "understanding transistor logic" to making incredibly vapid claims about the production pipeline in like, zero seconds, you are about as coherent as a yodeling seagull at an auction house. It might makes sense from your incredibly limited understanding of the field, but that doesn't make it logical in the face of a mountain of counter-evidence. You can feel free to criticize the game and argue that you don't feel you're getting your money's worth, that's a subjective consumer experience and subject to your own determination, but your claims about intentionally sabotaging code to keep job security stem from pure ignorance on the topic. That is what I was saying you would be stubborn to hold on to.
TTL is ultimately what programmers are instructing. Programing languages are basically shortcuts created to make sending the binary instructions to the TTL easier to do and shorten the time period it takes complete the coding process. In comparison to manually scripting the raw binary. So yes I do understand how it works, and mentioning of TTL has relevance.
A programmer should be able to correctly debug the code so the desired results are achieved. When they can't it can be suspected that they are not doing so because they are not willing, or don't know how to. Programing is not magic it's nothing but mathematics. And if someone is incapable of handling extremely complex mathematical operations then they should not be a programmer.
You clearly don't understand how it works, or you wouldn't be talking about binary like it's some universal language. Different processors have different architectures and as a result have different machine code instructions. Assembly language is the lowest-level language for a given system that a person might work with, but nobody works with that except people who create compilers and interpreters for higher-level languages. This abstraction means that a typical programmer will never know the exact machine code they're trying to inform, since that's hardware dependent. Thus, just from the hardware angle, they literally cannot guarantee that their code will execute as planned on every system. To be clear: you are claiming that software developers should know the hardware architecture of every machine their code could ever run on, past present and future. That is completely bonkers.
Now let's talk about this debugging nonsense you're on. You are claiming that programming comes down to "extremely complex mathematical operations". This is completely false. The scale and type of programming we are talking about comes down to "infinitely complex mathematical computations" or "Incalculable mathematical computations", one of the two. In a dynamic system dependent not only on one user's input, but the input of potentially millions of simultaneous users, you can technically calculate a specific subset of all possible input sequences, but you would need billions of billions of billions of years to do so. Again, this is a lowball estimate. Then there are things like the halting problem, wherein we cannot know if the program will halt if we don't know the specific input for the program. We do not know the specific input (again, user-generated infinite set of inputs), so we can't know that it will halt (or perform some other particular function).
So no, everything about your premise flies in the face of actual science. I don't know if you just skimmed yahoo answers for your arguments or if you're actually trained and just failed to pay adequate attention, but the things you are saying are completely pants-on-head backward.
EDIT: and don't get me started on external library dependencies. Even if, my some magical time wizard shenanigans, they could prove that the code they write will always execute as they desire, the fact that they're also relying on externally-developed code (graphics drivers, server architecture, the programming languages themselves) means that they still wouldn't be able to guarantee their code is perfect because they don't have their hands in the code of those other product dependencies.
Just because a task is complex does not mean it should be completed inadequately and problems not resolved for long periods of time. When it comes to mmos most of, if not all of the critical calculation is server side which the companies have control of. So they should be able resolve the coding issues as they know the architecture they are coding for and what they could possibly be coding in the future. Many of the complains in the forums and elsewhere are not based on performance issues with the client on their personal machine but the execution of the server code. So no they don't have multiple combinations of different user level architecture to compensate for; because the architecture that supports the game is on the game servers.
God_flakes wrote: »
Sugaroverdose wrote: »Old Russian proverb:ZOS_BrianWheeler wrote: »We hear you and will be looking at this change gang!
"How to make people happy? Make everything as bad as possible and then return things back as they was"
When the heck game will get real fixes?
It never will. Software developers' workflow tends to be: get paid to program > make inefficient software > get paid to fix inefficient software that they just made > get paid to program another piece of software to replace the previous inefficient software. The cycle repeats because management doesn't understand at the core of things the programmers are just sending instruction sets to the cpu/gpu; and if done correctly there would rarely be any problems.
If they know what the end result should be then they should able to send the correct instructions to achieve that end result. And if they don't know how to then they cant really be called programmers in the first place. So it could be concluded they do things incorrectly for job security. Or they are really bad "programmers" and probably should not refer to themselves as programmers.
As a programmer (not on this game, but as a profession), I'd appreciate it if you fully retracted this statement and apologized to the developers. What you are describing is literally impossible to do. There is no way to program, not even for a single operating system, such that you can guarantee that all inputs will result in clean execution. You can limit the types of input accepted, and you can engineer it so that you minimize areas where the program can behave unexpectedly, but you absolutely cannot create, or even test, that a program will execute without error. This becomes a more profound issue as your program becomes more complex. Do you have several billion-billion years (just lowballing it here) to test ESO against every possible input combination? Because the devs sure don't.
I'm not saying that you should throw all expectations out the window, but demanding that all programmers make bug-free code, especially with regards to a game this complex, is asinine.
No, I will not retract any part of my statements nor will I make any apologizes. I pay for a product and I expect it to work correctly. The whole idea that people can make subpar products and expect to get monetary compensation for doing so needs to end. With software development it's always the same excuses, some mistakes are understandable but long standing issues are unacceptable.
And yes I very familiar with transistor logic I understand how things work. There are many engineering fields where many outcomes exist yet they are able to create end products with little or no defects. Then comes the software engineers who want a exception to the expectations of creating a commercial end product.
People don't want products that don't function correctly and/or don't function as advertised. And they have right to complain about when they paid for the product. If software engineers don't want complains then create software that executes correctly or don't create software at all and find something else to do.
ESO is actually above-par in all regards I can think of, so I don't even know what you're complaining about. If the scant mechanics that are imbalanced or dysfunctional are too much for you to bear, then you're free to discontinue the use of the service, but the rest of us who are having loads of fun are going to keep supporting the product we enjoy.
Understanding transistor logic is so far removed from understanding the actual programming of a product that I honestly don't know why you even brought it up. Code development is invariably done in higher-level languages like C++, Python, Java, etc. That is because those languages have interpreters implemented on the vast majority of consumer-level computers, and the interpreters are more or less what gets you to the actual transistor-level code for your specific machine. Just at that level, there's plenty of room for code to behave in undesirable ways, and that's completely out of the hands of the developers. When you then add the nearly uncountable combinations of system interactions between UI, keyboard/mouse/controller input, video and sound output, client-server communication, decades-out-of-date internet infrastructure, and all the rest, it becomes absolutely ridiculous to expect a product that will be flawless.
Moreover, other engineers make products which fail all the time. I can't think of a single product that doesn't behave unexpectedly when the user mishandles it. For example, something as simple as a wrench is going to behave wonky when you try to use it as a hammer. Commercial hardware fails constantly when used in unintended or unexpected ways. We don't exactly expect a car to fill itself with gas when the user forgets, for instance. We also can't predict the exact moment it will cease moving when it eventually runs out of gas because there are too many variables to account for. When something is as user-driven as an MMO, these problems are exacerbated by orders of magnitude of orders of magnitude.
You don't need to withdraw your statement and apologize, but at least everyone following the conversation is going to know it's purely out of stubbornness and not grounded in any kind of coherent, logical rationale.
My complains are clearly stated, the rationale is coherent and it stems from dissatisfaction of the level of functionality of a product I paid for has. Stubbornness has nothing to do with it, I will always criticize products that I paid for that do not functioning correctly especially for extended periods of time. If you don't like it then you can just ignore and not respond to my comments. But don't respond and expect me to grovel and submit to your request.
Sweety you went from "understanding transistor logic" to making incredibly vapid claims about the production pipeline in like, zero seconds, you are about as coherent as a yodeling seagull at an auction house. It might makes sense from your incredibly limited understanding of the field, but that doesn't make it logical in the face of a mountain of counter-evidence. You can feel free to criticize the game and argue that you don't feel you're getting your money's worth, that's a subjective consumer experience and subject to your own determination, but your claims about intentionally sabotaging code to keep job security stem from pure ignorance on the topic. That is what I was saying you would be stubborn to hold on to.
TTL is ultimately what programmers are instructing. Programing languages are basically shortcuts created to make sending the binary instructions to the TTL easier to do and shorten the time period it takes complete the coding process. In comparison to manually scripting the raw binary. So yes I do understand how it works, and mentioning of TTL has relevance.
A programmer should be able to correctly debug the code so the desired results are achieved. When they can't it can be suspected that they are not doing so because they are not willing, or don't know how to. Programing is not magic it's nothing but mathematics. And if someone is incapable of handling extremely complex mathematical operations then they should not be a programmer.
You clearly don't understand how it works, or you wouldn't be talking about binary like it's some universal language. Different processors have different architectures and as a result have different machine code instructions. Assembly language is the lowest-level language for a given system that a person might work with, but nobody works with that except people who create compilers and interpreters for higher-level languages. This abstraction means that a typical programmer will never know the exact machine code they're trying to inform, since that's hardware dependent. Thus, just from the hardware angle, they literally cannot guarantee that their code will execute as planned on every system. To be clear: you are claiming that software developers should know the hardware architecture of every machine their code could ever run on, past present and future. That is completely bonkers.
Now let's talk about this debugging nonsense you're on. You are claiming that programming comes down to "extremely complex mathematical operations". This is completely false. The scale and type of programming we are talking about comes down to "infinitely complex mathematical computations" or "Incalculable mathematical computations", one of the two. In a dynamic system dependent not only on one user's input, but the input of potentially millions of simultaneous users, you can technically calculate a specific subset of all possible input sequences, but you would need billions of billions of billions of years to do so. Again, this is a lowball estimate. Then there are things like the halting problem, wherein we cannot know if the program will halt if we don't know the specific input for the program. We do not know the specific input (again, user-generated infinite set of inputs), so we can't know that it will halt (or perform some other particular function).
So no, everything about your premise flies in the face of actual science. I don't know if you just skimmed yahoo answers for your arguments or if you're actually trained and just failed to pay adequate attention, but the things you are saying are completely pants-on-head backward.
EDIT: and don't get me started on external library dependencies. Even if, my some magical time wizard shenanigans, they could prove that the code they write will always execute as they desire, the fact that they're also relying on externally-developed code (graphics drivers, server architecture, the programming languages themselves) means that they still wouldn't be able to guarantee their code is perfect because they don't have their hands in the code of those other product dependencies.
Just because a task is complex does not mean it should be completed inadequately and problems not resolved for long periods of time. When it comes to mmos most of, if not all of the critical calculation is server side which the companies have control of. So they should be able resolve the coding issues as they know the architecture they are coding for and what they could possibly be coding in the future. Many of the complains in the forums and elsewhere are not based on performance issues with the client on their personal machine but the execution of the server code. So no they don't have multiple combinations of different user level architecture to compensate for; because the architecture that supports the game is on the game servers.
Once again, quite incorrect. Even if all of the damage, healing, and movement calculations were done server-side (which they clearly aren't or Cheat Engine wouldn't be able to work) there is still a massive amount of calculation happening on the client machine. These calculations include everything from display and sound to server communication.
That's not to say that there isn't a large portion of code that the developers have a reasonable amount of control over, of course. But you're still ignoring the fact that the code they're controlling is still using user-inputted data, and that testing every interacting combination of spells, abilities, terrain features, items, etc. is literally impossible to calculate. The fact that the majority of forum complaints are things like "this trait seems to give slightly more damage than that trait and I don't like it" instead of "I tried to attack a mudcrab and instead slew the entire population of Daggerfall and now have a 156000 bounty" speaks to the caliber of the developers. They are working with impossibly-large systems and still manage to make it work coherently in almost every user scenario.
I disagree. You can look at gameplay code with the wide eyes of a child if you wish, but it's probably not that complicated. Do you follow game development as a hobby? Do you ever delve into gameplay code? It is generally very basic unless the game extremely poorly engineered with hard-coded functions. This is something hobbyist game developers have been doing since the 80s with text-based MUDs, with 3D games since the 90s, and now with robust freely available engines like Unity.As I've previously stated, it's fine to criticize the bugs as a consumer and demand they be focused, but making assumptions about production is totally inappropriate.
EDIT: and as for rocket science and voodoo, coders may have developed sets of "best practices", but with something so user-driven as gaming, especially something as complex as an MMO utilizing emergent server technology, it speaks volumes to the developers' skills that it hasn't been a complete crudshoot.
God_flakes wrote: »God_flakes wrote: »God_flakes wrote: »
Again just proving how ignorant you are to small scale pvp.
Yeah sorry I don't go to gates (known zerg choke points) to small man. Is this why I always see you embedded in a zerg? You think you're small manning within a sea of red? sure it may only be you and German in that Ts but there's a whole lotta Ep in front and behind and beside you. p
The lengths at which you will go to be argumentative with me is borderline hilarious. I could say Michael Jackson was the king of pop or harambe was a beautiful soul gone too soon and you'd likely STILL pick a fight and make some petty remark.
I wonder, at night, if you ever just sit and contemplate how unnecessarily hostile you are over a video game. Probably not, but maybe one day you can have that level of introspection.
Anyway, now I'm an ep zergling, even though I spend 75% of my time on my dc at the bridge in a 2-4 man. Just Lol.
Jules, Jules, Jules. There is a video from German in this very forum where you're in a group (admitted by German) of 24 recently. You run in large groups. You also run in small groups. Stop acting like the large group is somehow beneath you or you're somehow beyond it and have put your zerging days behind you. It's ok. There is absolutely nothing wrong with running in large groups and wiping enemies. It's fun! But there is a problem when you refuse to admit to it, even to yourself, for whatever your bizarre reasons are and then bash other people for it. This is an MMO...it's supposed to be group play.
Sugaroverdose wrote: »Old Russian proverb:ZOS_BrianWheeler wrote: »We hear you and will be looking at this change gang!
"How to make people happy? Make everything as bad as possible and then return things back as they was"
When the heck game will get real fixes?
It never will. Software developers' workflow tends to be: get paid to program > make inefficient software > get paid to fix inefficient software that they just made > get paid to program another piece of software to replace the previous inefficient software. The cycle repeats because management doesn't understand at the core of things the programmers are just sending instruction sets to the cpu/gpu; and if done correctly there would rarely be any problems.
If they know what the end result should be then they should able to send the correct instructions to achieve that end result. And if they don't know how to then they cant really be called programmers in the first place. So it could be concluded they do things incorrectly for job security. Or they are really bad "programmers" and probably should not refer to themselves as programmers.
As a programmer (not on this game, but as a profession), I'd appreciate it if you fully retracted this statement and apologized to the developers. What you are describing is literally impossible to do. There is no way to program, not even for a single operating system, such that you can guarantee that all inputs will result in clean execution. You can limit the types of input accepted, and you can engineer it so that you minimize areas where the program can behave unexpectedly, but you absolutely cannot create, or even test, that a program will execute without error. This becomes a more profound issue as your program becomes more complex. Do you have several billion-billion years (just lowballing it here) to test ESO against every possible input combination? Because the devs sure don't.
I'm not saying that you should throw all expectations out the window, but demanding that all programmers make bug-free code, especially with regards to a game this complex, is asinine.
No, I will not retract any part of my statements nor will I make any apologizes. I pay for a product and I expect it to work correctly. The whole idea that people can make subpar products and expect to get monetary compensation for doing so needs to end. With software development it's always the same excuses, some mistakes are understandable but long standing issues are unacceptable.
And yes I very familiar with transistor logic I understand how things work. There are many engineering fields where many outcomes exist yet they are able to create end products with little or no defects. Then comes the software engineers who want a exception to the expectations of creating a commercial end product.
People don't want products that don't function correctly and/or don't function as advertised. And they have right to complain about when they paid for the product. If software engineers don't want complains then create software that executes correctly or don't create software at all and find something else to do.
ESO is actually above-par in all regards I can think of, so I don't even know what you're complaining about. If the scant mechanics that are imbalanced or dysfunctional are too much for you to bear, then you're free to discontinue the use of the service, but the rest of us who are having loads of fun are going to keep supporting the product we enjoy.
Understanding transistor logic is so far removed from understanding the actual programming of a product that I honestly don't know why you even brought it up. Code development is invariably done in higher-level languages like C++, Python, Java, etc. That is because those languages have interpreters implemented on the vast majority of consumer-level computers, and the interpreters are more or less what gets you to the actual transistor-level code for your specific machine. Just at that level, there's plenty of room for code to behave in undesirable ways, and that's completely out of the hands of the developers. When you then add the nearly uncountable combinations of system interactions between UI, keyboard/mouse/controller input, video and sound output, client-server communication, decades-out-of-date internet infrastructure, and all the rest, it becomes absolutely ridiculous to expect a product that will be flawless.
Moreover, other engineers make products which fail all the time. I can't think of a single product that doesn't behave unexpectedly when the user mishandles it. For example, something as simple as a wrench is going to behave wonky when you try to use it as a hammer. Commercial hardware fails constantly when used in unintended or unexpected ways. We don't exactly expect a car to fill itself with gas when the user forgets, for instance. We also can't predict the exact moment it will cease moving when it eventually runs out of gas because there are too many variables to account for. When something is as user-driven as an MMO, these problems are exacerbated by orders of magnitude of orders of magnitude.
You don't need to withdraw your statement and apologize, but at least everyone following the conversation is going to know it's purely out of stubbornness and not grounded in any kind of coherent, logical rationale.
My complains are clearly stated, the rationale is coherent and it stems from dissatisfaction of the level of functionality of a product I paid for has. Stubbornness has nothing to do with it, I will always criticize products that I paid for that do not functioning correctly especially for extended periods of time. If you don't like it then you can just ignore and not respond to my comments. But don't respond and expect me to grovel and submit to your request.
Sweety you went from "understanding transistor logic" to making incredibly vapid claims about the production pipeline in like, zero seconds, you are about as coherent as a yodeling seagull at an auction house. It might makes sense from your incredibly limited understanding of the field, but that doesn't make it logical in the face of a mountain of counter-evidence. You can feel free to criticize the game and argue that you don't feel you're getting your money's worth, that's a subjective consumer experience and subject to your own determination, but your claims about intentionally sabotaging code to keep job security stem from pure ignorance on the topic. That is what I was saying you would be stubborn to hold on to.
TTL is ultimately what programmers are instructing. Programing languages are basically shortcuts created to make sending the binary instructions to the TTL easier to do and shorten the time period it takes complete the coding process. In comparison to manually scripting the raw binary. So yes I do understand how it works, and mentioning of TTL has relevance.
A programmer should be able to correctly debug the code so the desired results are achieved. When they can't it can be suspected that they are not doing so because they are not willing, or don't know how to. Programing is not magic it's nothing but mathematics. And if someone is incapable of handling extremely complex mathematical operations then they should not be a programmer.
You clearly don't understand how it works, or you wouldn't be talking about binary like it's some universal language. Different processors have different architectures and as a result have different machine code instructions. Assembly language is the lowest-level language for a given system that a person might work with, but nobody works with that except people who create compilers and interpreters for higher-level languages. This abstraction means that a typical programmer will never know the exact machine code they're trying to inform, since that's hardware dependent. Thus, just from the hardware angle, they literally cannot guarantee that their code will execute as planned on every system. To be clear: you are claiming that software developers should know the hardware architecture of every machine their code could ever run on, past present and future. That is completely bonkers.
Now let's talk about this debugging nonsense you're on. You are claiming that programming comes down to "extremely complex mathematical operations". This is completely false. The scale and type of programming we are talking about comes down to "infinitely complex mathematical computations" or "Incalculable mathematical computations", one of the two. In a dynamic system dependent not only on one user's input, but the input of potentially millions of simultaneous users, you can technically calculate a specific subset of all possible input sequences, but you would need billions of billions of billions of years to do so. Again, this is a lowball estimate. Then there are things like the halting problem, wherein we cannot know if the program will halt if we don't know the specific input for the program. We do not know the specific input (again, user-generated infinite set of inputs), so we can't know that it will halt (or perform some other particular function).
So no, everything about your premise flies in the face of actual science. I don't know if you just skimmed yahoo answers for your arguments or if you're actually trained and just failed to pay adequate attention, but the things you are saying are completely pants-on-head backward.
EDIT: and don't get me started on external library dependencies. Even if, my some magical time wizard shenanigans, they could prove that the code they write will always execute as they desire, the fact that they're also relying on externally-developed code (graphics drivers, server architecture, the programming languages themselves) means that they still wouldn't be able to guarantee their code is perfect because they don't have their hands in the code of those other product dependencies.
Just because a task is complex does not mean it should be completed inadequately and problems not resolved for long periods of time. When it comes to mmos most of, if not all of the critical calculation is server side which the companies have control of. So they should be able resolve the coding issues as they know the architecture they are coding for and what they could possibly be coding in the future. Many of the complains in the forums and elsewhere are not based on performance issues with the client on their personal machine but the execution of the server code. So no they don't have multiple combinations of different user level architecture to compensate for; because the architecture that supports the game is on the game servers.
Once again, quite incorrect. Even if all of the damage, healing, and movement calculations were done server-side (which they clearly aren't or Cheat Engine wouldn't be able to work) there is still a massive amount of calculation happening on the client machine. These calculations include everything from display and sound to server communication.
That's not to say that there isn't a large portion of code that the developers have a reasonable amount of control over, of course. But you're still ignoring the fact that the code they're controlling is still using user-inputted data, and that testing every interacting combination of spells, abilities, terrain features, items, etc. is literally impossible to calculate. The fact that the majority of forum complaints are things like "this trait seems to give slightly more damage than that trait and I don't like it" instead of "I tried to attack a mudcrab and instead slew the entire population of Daggerfall and now have a 156000 bounty" speaks to the caliber of the developers. They are working with impossibly-large systems and still manage to make it work coherently in almost every user scenario.
The cheat engine issue was a good a example of incompetence or intentionally using a system that would have known issues with it. They made the decision to use client trust which in an mmo is something most would not do. Because it can allow people to send information to the server and the server accept it to be true even when the values are beyond a possible range. Someone should not be able to instruct the server that their character has 100,000 stamina and the server accepts this when all equipped items, buffs, etc stored and/or managed by the server indicate that the value is incorrect.
And no there are many complains about skills, equipment items, intractable items not functioning correctly. In game I see people complain all the time about being stuck in combat, having siege weapons not work correctly, issues with the charge skills, getting stuck in side of walls, etc. So no there are complaints about systems not functioning correctly and not just modification requests to change to systems that are functioning correctly.
I disagree. You can look at gameplay code with the wide eyes of a child if you wish, but it's probably not that complicated. Do you follow game development as a hobby? Do you ever delve into gameplay code? It is generally very basic unless the game extremely poorly engineered with hard-coded functions. This is something hobbyist game developers have been doing since the 80s with text-based MUDs, with 3D games since the 90s, and now with robust freely available engines like Unity.As I've previously stated, it's fine to criticize the bugs as a consumer and demand they be focused, but making assumptions about production is totally inappropriate.
When an item set remains bugged for weeks, it's not likely because it's a complicated problem to fix, it's because it is considered low priority by the developer. While there may be outlying issues that are more complex, this should be generally true.
No, I can't prove it. I do not know which of my assumptions may be true. I cannot prove you or I exist, either. There's no need for tangents about the endless possibilities of the universe. There are assumptions that are pretty safe to make. This isn't the bleeding edge of disruptive game development.EDIT: and as for rocket science and voodoo, coders may have developed sets of "best practices", but with something so user-driven as gaming, especially something as complex as an MMO utilizing emergent server technology, it speaks volumes to the developers' skills that it hasn't been a complete crudshoot.
As amazing as computer technology may be, it is now ordinary. There is very little I observe about ESO that is emergent. It is an evolutionary product, not a revolutionary one. You are making APIs and HALs seem way more complicated and unstable than they actually are. This was exciting stuff in the 80s and 90s. Now, we expect it to work.
In any case, there are very valid reasons to believe ZOS doesn't take QA and bug fixes as seriously as it should. To me, it's obvious it does not. I respect your opinion, however I do not think it's fair to tell anyone they are wrong to call out ZOS in this regard.
Unless ESO has the worst engineers in gaming, none of them are writing gameplay code. It does not take a software engineer to write it. If someone can code in very high level languages like PHP, they can write gameplay code for most games. That's a lot of people.I'm not looking at it with the "wide eyes of a child", I'm being realistic. You are trivializing code that has taken years to develop. It is absolutely not "generally very basic" in any sense, or everyone would go be a software engineer.
If someone can code in very high level languages like PHP, they can write gameplay code for most games. That's a lot of people.