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Brofessor

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11 minutes ago, Erelei said:

Nah. last time I tried to change defenses everyone cried about it. Not shaking that hornet's nest again.

It's the best option in my opinion. We all come to depend our knowledge of the defenses and how to bypass them for lots of years. To change the combat mechanics after so long would make FL less FL. We have a somewhat balanced balance in the defenses mechanics, best not unbalance it. And there is so many other avenues of improvements, like the new Bard, Necromancers and now ranges.

Morlharch answer is very understandable. He is the coder with access to source, and he told us his opinion. And we are somewhat dismissing it. He's doing what a normal human in this situation would do, step back and chuckle while we argue stuff back and forth.

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5 hours ago, Kyzarius said:

I like how this discussion revolves around questioming the guy who is elbow deep in the code when he said which would be the better option.

People question it because:

1) The old code is out and we all have access to it.
2) No change has been publicly announced concerning shield block and two handed.
3) Due to 1 and 2, it's would be safe to assume that the code is the same as the old one which we have access to. What difference does it make that he is the coder then, if we all have the code?

Now, if the code concerning shield block and two-handed has been changed without publicly announcing the change, then yes, it would be stupid to argue with coder. But, such "behind the scenes" change undermines the traditions and integrity of our game.

Now there is a different scenario which I believe is more likely to have occurred - a coder BEFORE Morl might have changed it without announcing it. Either way, it's a pretty significant change and if it has been changed indeed, it should be announced, no matter who has changed it.

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  • Implementor

It's this new thing that everyone's all about now. Complete transparency. Don't get me wrong, usually it's a good thing, but lately?

  • People feel entitled
    • when was the last failed quest for a quest race? (people fail the quest, then complain on prayer, and quit if they don't get their way. So.. they usually get said quest race/class).
  • Get upset if they don't agree with a change (especially if it balances a long-term issue)
  • Don't want changes to their classes/races/character during the time the changes after direct affects to them
    • understandable, but I've had nearly 10 or so people quit a character because I fixed somehting people have been reporting for ages and IMMs have agreed on change. And they weren't quiet changes either.
  • People want ALL the details. Exactly how a skill or spell works, to get up with the 'vets' of the game. Considering the majority of these vets really don't know, and it's all muscle work.. Eh.. there's no mystery anymore.
  • And people hate mystery apparently.
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Looks to me like people think that knowing the code will give them an advantage. I prefer change over stagnation any day(as long as it made sense to the staff) but maybe some people here would still rather sweep the carpet than use a vacuum cleaner. Maybe you should code "safe spaces" for people....I dunno

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36 minutes ago, FatMike said:

Looks to me like people think that knowing the code will give them an advantage. I prefer change over stagnation any day(as long as it made sense to the staff) but maybe some people here would still rather sweep the carpet than use a vacuum cleaner. Maybe you should code "safe spaces" for people....I dunno

Knowing the code does gives an advantage. The advantage of making informed choices. It's not like we don't like changes, we just prefer expansion to modification of core mechanics. How do you think people would feel if suddenly the imms decided to turn FL into a Star Wars mud? After all it's "change".
The a thing called "Open/closed principle" that states that stuff should be open to extension but closed to modification. This prevents the endless chaos that happens when you start to change stuff that is to much interconnected with other stuff, and encourages you to create stuff on top of the old, to expand the functions of what you had.
Defense mechanics were/are working fine, let's not try to fix what is not broken. For example, need a defense tuneup due to a new class you are introducing? Then it's best to create a new defense type for that class. Just like bards got for a certain path as song affect.

And all this talk of safe spaces is getting me triggered...

  • when was the last failed quest for a quest race? (people fail the quest, then complain on prayer, and quit if they don't get their way. So.. they usually get said quest race/class).

You can do that? Dam... I should complain more.

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The only way knowing the code gives you advantage is if you actually know the code and know how to read it. Some people think they know the code but they might not know as much as they think. I don't code, don't know code, couldn't code if  you took over my body and tried to do it, so it doesn't mean diddly squat to me. I do know enough however to know that if you muck around with something in code, you're going to affect other things. I would hazard a guess that our head coder also knows this and does his/her level best to minimize the affects of changes. Or maybe he/she just goes willy-nilly crazy and modifies whatever.

 

I didn't know you could complain about failing qstuff quests and get your way. I did know you could ask questions and get a better idea of what was needed to help you get that shiny qthing though.

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2 minutes ago, FatMike said:

 I do know enough however to know that if you muck around with something in code, you're going to affect other things. I would hazard a guess that our head coder also knows this and does his/her level best to minimize the affects of changes.

The law of unintended consequences.

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