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Message ID: 15424
Date: Thu Feb 24 22:03:12 GMT 2000
Author: Kevin L. Crawford
Subject: Re: Levels after hell levels
----- Original Message -----
From: Adam Wasserman <wassermana@...>
To: <eqbards@onelist.com>
Sent: Thursday, February 24, 2000 3:54 PM
Subject: RE: [eqbards] Levels after hell levels
> From: "Adam Wasserman" <wassermana@...>
>
> right on!
>
> the programmers always get blamed. I can tell you as a matter of fact that
> most of the poor practices implemented in my code are not of my own
volition
> but rather because I was told by a producer "do it this way, that's what
so
> and so decided". At that point, I find that the producer generally has
> complete resistance to logic or perssuation and the issue is promptly
> closed.
>
> Blame the designers or the middle men that approve the designer's
decisions,
> but don't turn on the poor lowly programmers, it's probably not thier
doing.
>
> Draelon
>
>
> -----Original Message-----
> From: mike.langlois@... [mailto:mike.langlois@...]
> Sent: Thursday, February 24, 2000 3:45 PM
> To: eqbards@onelist.com
> Subject: Re: [eqbards] Levels after hell levels
>
>
> From: mike.langlois@...
>
>
>
> 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
>
>
>
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