I usually understand Blizzard's reasoning about what features they implement. But sorry, this airplane analogy borders on bull#$%^.
You don't know Blizzards design choices 6 years ago ;)I've read some stuff from game developers (not Blizzard) that would make you wonder how those games ever got past 'alpha'-stage, but you can imagine if a design was not intended to do X it may take some work to make it do X anyway.I think it's a horribly straightforward answer instead of the diplomatic ones companies usually give so we don't get ammo to shoot at them.Now, as to who of us is right, only Blizzard knows. I just think it's a very plausible explanation. As a 'long time software developer' you of all ppl should understand the pains a broken design can give.
Sorry, I guess I assumed the design was good. Nothing substitutes for a bad design. However, the design (database and software structure) is usually set early in the development cycle before the pressure of missed deadlines comes to bear resulting in some shoddy code. But you are absolutely right, the dramatization of how hard the change is to implement may have arisen from frustration of working with a bad design. If that is the case I feel sorry for Blizzard. No offense meant.
But still we can have 50 characters across servers...(I'm fairly sure that is the amount, but it's been awhile since I've read about it)
isn't 50 characters more than enough? as long as you don't have all 50 of them at lvl 85/fully twinked, or play all 50 of them at least once a month, i see no point in increasing that number. why would you want to be able to make 100, if you don't use them anyway?
It's cute how Blizzard assumes nobody who plays understands anything about data center capacity or how databases work.The fact is they invested considerable resources in upgrading all of their realms prior to the launch of Cataclysm. Many realms were moved to new data centers entirely to enable this. And since the release of Cataclysm, subscriptions have gone down, not up. So, it stands to reason that the decision to maintain the cap on player slots per realm is not one based on actual capacity limitations, but on Blizzard's desire to continue to make money on not-so-micro transactions like player transfer fees (a service that requires no human intervention on their part and should probably be free anyway). What's worse is they've refused to allow intra-realm mail for heirlooms, because they know that established players won't want to level without them, and will pay the fee to move a character carrying the gear to another realm rather than re-roll from scratch. Make no mistake - this is a money decision, plain and simple. Any competent developer and database administrator could expand the character slots in a few hours, and the servers wouldn't suffer a lick for it.
Brawler's Trophy and Core of Ripeness cannot be active at the same time as each other!That really sucks! My tank really can use an on demand spirt buff from time to time. (Yes, I know what they meant...but really Blizz? Something like this is just bait to forum trolls.)
I just would like to have more than 10 characters on 1 server. I don't see how it'd be so hard to allow us to have all our characters on one server or atleast 20 per server.
>Druids that shapeshift will now clear the Potion of Illusion buff.WHY DO YOU HATE FUN BLIZZ>3 different elementals spawn on any given day for the Death From Above achievement, up from 1.THANK YOU BASED GOD. Seriously, an achievement based heavily on RNG like this just isn't fun.