Quote:
Originally Posted by pepto
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However just after I read your post I took out my materials again (with the intention of finding another wood elf to try it) and it worked just fine for me. So I have no idea what the problem was.
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Glad it worked out!
Quote:
Originally Posted by pepto
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I guess I had imagined that verifying (and perhaps fixing) the recipe would be easier than say, determining food eating rates or verifying the spawn rate in Classic for Hate minis.
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Although I'm not on the dev team, as a programmer I can assure you that even the simplest change can take time/effort.
(NOTE: The following wall of text is just meant to expose a little bit of the programming world to you, NOT to make you feel bad about your post or anything.)
Even if the fix is literally one character you have these things called software tests that will break when things change (to help you catch un-intended changes), so you have to update them. Then, when you merge your fix in to the main "branch" of code you can get conflicts (the computer thinks you and another developer tried to change the same line ... even if you didn't actually change a line anyone else changed). So when those happen you have to fix them. Then you usually have to get another programmer to review the change (even if it's one character). And then on top of all that you usually have some sort of bug tracking system which you have to update to say "this one is fixed".
... and of course, all that assumes your one-character fix worked perfectly, doesn't break anything else, and doesn't require updating the database (because then you'd need to write a migration), etc. So, hopefully that helps explain how even very "easy" changes can take a lot more effort than you might expect, and thus why the dev team might seem to be slow from an outside perspective.