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Message ID: 15413
Date: Thu Feb 24 20:44:51 GMT 2000
Author: mike.langlois@siriuscom.com
Subject: Re: Levels after hell levels


I've seen this stated a bunch...you've never seen the code, correct?

I agree that the interface interaction is incredibly Diku-like, but I imagine
this is similar to Bioware using the D&D game architecture, not the old Gold Box
code.
The game design is obviously based on Diku muds, but the code probably isn't.
After all, even adapting a Diku code base for a game like EQ would make it
pretty unrecognizable, IMHO.

It's a monstrous package, but the amount of real game stopping bugs is very
minimal. Mostly we get trivial bugs that reflect poorly thought out logistics,
not code.

Heck, even Brian Hook said that they're a a talented bunch of programmers, and I
doubt you're unimpressed with his work.

Anyway, I don't mean this to be harsh, I just wonder what causes us to blame the
coders rather than the designers.

Um, and that sign reversal thing does suck, btw. You have a point there, but
I've done stupid things like that in my code before, and I bet you have, too :P

Just my .02
Golias, Sol Ro

===============
Which means that A) They've tinkered with the original Diku experience
tables (NEEDED!) and B) The Hell levels and the H+1 levels are either
extremely intentional or some collosolly bad coding. I'd personally support
either opinion equally. I'm not that impressed with Verant's programming
prowess.

Lyrnia Jongleur
Bard of Norrath