Once you've taken a look under Beyond's hood, you'll never doubt the claims about how hard the coding is to get working, and why requests aren't immediately done. [...]
I mean... I know some coding might be difficult. But how hard can it be to add a Concentration toggle with the other toggles in the Conditions (or Spells) section ? Or to have another button to spend Hit Dice without havint to take a Short Rest? Or to make some of these conditions dynamic when the toggle is ON (e.g. Poisoned condition. If On, then Disadvantage on ability checks. I could write this code in BASIC when I was 10.)
Or add a Advantage / Disadvantage check box/drop menu in the Customize skill section ? That can't be very difficult. But I'm open to being shown why it would be difficult.
If your browser allows it, it's not that hard to actually look at the coding of the website.
Firefox is especially good for this.
There are random strands of code everywhere, sometimes to nonsensical degrees. Hasbro bought a site that is running on a wing & a prayer from its most surface-level access. Ghostfire Games corroborated this by mentioning that attempting to implement the transformations aspect nearly caused Beyond to crumble to rubble.
I can't imagine how it's running on the back-end.
It's a trainwreck that would take MONTHS of manual recoding to fix. Months w/o digital sales or access to Maps.
Hence why I scream into the void about actually doing that. Because the quarter of loss would be offset by the post-repair EXPLOSION of profit.
Rollback Post to RevisionRollBack
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
It's a trainwreck that would take MONTHS of manual recoding to fix. Months w/o digital sales or access to Maps.
The usual software engineering solution when a complete rework is required is a new product that has the ability to import data from the old one. Which is a ton of work and almost always involves leaving functionality that someone cares about on the cutting room floor because reimplementing it was too much work (see a la carte). Which is how you wind up with legacy software systems that still have components from last millennium.
If your browser allows it, it's not that hard to actually look at the coding of the website.
Firefox is especially good for this.
There are random strands of code everywhere, sometimes to nonsensical degrees. Hasbro bought a site that is running on a wing & a prayer from its most surface-level access. Ghostfire Games corroborated this by mentioning that attempting to implement the transformations aspect nearly caused Beyond to crumble to rubble.
I can't imagine how it's running on the back-end.
It's a trainwreck that would take MONTHS of manual recoding to fix. Months w/o digital sales or access to Maps.
Hence why I scream into the void about actually doing that. Because the quarter of loss would be offset by the post-repair EXPLOSION of profit.
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
The usual software engineering solution when a complete rework is required is a new product that has the ability to import data from the old one. Which is a ton of work and almost always involves leaving functionality that someone cares about on the cutting room floor because reimplementing it was too much work (see a la carte). Which is how you wind up with legacy software systems that still have components from last millennium.
And we all know that random lines of code can group together to form unexpected protocols.