4.3.2 PTR and New File Optimization Tech
With the 4.3.2 patch we’ll be testing some new file optimization tech. As you may be aware, with previous major expansion patches (2.0, 3.0, 4.0, etc.) we’ve carried out a time-consuming process to reorganize the game files currently installed on your hard drive to integrate all previous patch files, essentially ‘cleaning up’ what’s on your computer and reducing the full installation size. This process used to require an amount of free hard drive space double that of the entire installation size to complete, which is why we’ve reserved them for large expansion-sized patches.
The new tech we’re testing with the 4.3.2 PTR will process these cleanups with no additional hard drive space required beyond what the patch is adding. Because of that you may see them appear more frequently with patches.
While the cleanup is occurring you’ll see a specific message on the launcher informing you the process is currently taking place. If you encounter any issues with the new process please be sure to visit our support site at http://www.battle.net/support/
The new tech we’re testing with the 4.3.2 PTR will process these cleanups with no additional hard drive space required beyond what the patch is adding. Because of that you may see them appear more frequently with patches.
While the cleanup is occurring you’ll see a specific message on the launcher informing you the process is currently taking place. If you encounter any issues with the new process please be sure to visit our support site at http://www.battle.net/support/
LFR Loot Rules fix in 4.3.2
We know this information. The item designers have plenty of spreadsheets too. If you're saying creating said spreadsheet takes an equivalent amount of time as coding a system in the game whereby item distribution accounts for the spec you're fulfilling in a dungeon, you're wrong.
We're not that naive. We knew from the start of designing the Raid Finder system that we'd need to build a smarter loot distribution system to regulate fair play. It was also really important to us to get Raid Finder working and implemented with the Dragon Soul raid. We had to be realists about it.
The loot system will be improved in upcoming updates -- including in patch 4.3.2, where it'll no longer be possible to win two of the same item for a single boss kill. But we're really happy with the implementation of Raid Finder and feel it's a great new feature for the game, and one we'll continue refining over time.
Money isn't nearly the overarching, limiting factor people love to claim it is. And the common argument I see in response to the above quote is "hire more people then." But I think it's pretty easy to understand that looking for the perfect fit for a position is not always a quick process, nor is the training of new employees. This is particularly true when one is speaking about development studios generating creative media. Expertise, design philosophy, synergy, etc. are very important to the success of a project, not sheer headcount.
Our development teams are quite modest in size compared to a lot of studios, but it's because we genuinely feel it's not always good to have so many hands on a project. If that means we have to make tough decisions about how and when to release a product or feature, so be it.
That said, we do still have plenty of positions we're looking to fill.
We're not that naive. We knew from the start of designing the Raid Finder system that we'd need to build a smarter loot distribution system to regulate fair play. It was also really important to us to get Raid Finder working and implemented with the Dragon Soul raid. We had to be realists about it.
The loot system will be improved in upcoming updates -- including in patch 4.3.2, where it'll no longer be possible to win two of the same item for a single boss kill. But we're really happy with the implementation of Raid Finder and feel it's a great new feature for the game, and one we'll continue refining over time.
Money isn't nearly the overarching, limiting factor people love to claim it is. And the common argument I see in response to the above quote is "hire more people then." But I think it's pretty easy to understand that looking for the perfect fit for a position is not always a quick process, nor is the training of new employees. This is particularly true when one is speaking about development studios generating creative media. Expertise, design philosophy, synergy, etc. are very important to the success of a project, not sheer headcount.
Our development teams are quite modest in size compared to a lot of studios, but it's because we genuinely feel it's not always good to have so many hands on a project. If that means we have to make tough decisions about how and when to release a product or feature, so be it.
That said, we do still have plenty of positions we're looking to fill.
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