Thank you for your ramblings Beliah. No, seriously thank you.
An old fart like me, that has not seen the game in many years (

is quite out
of touch. I'm still coding stuff, quite aware of the fact that I am completely
clueless about tune. I have to trust newer, fresher wizards for tuning my
creations because the game has changed so much.
It is really nice to see your point of view. It gives some perspective.
Some comments:
Quote:
It is funny to see the priority of tunes, some stuff get tuned right away.
Then some things take a long time when the tune hits. Let's see..
This is of course a result of how Bat RY works. As you know it's community
based and we're all here because we like it. Noone gets paid for any of it. As
a result of this, coder X can simply ignore whatever he doesn't feel like
doing and concentrate on what he likes, like getting his own creations into
the game.
To make matters worse, most of the game is coded by people who have quit years
and years ago. To pick up where they left isn't always easy as the code is
mostly not documented at all, or resides in somebodys homedirectory most
wizards cannot access, or is total spaghetti and would require a complete
rewrite. Often it isn't as rewarding either. New content is usually met with
applause and cheering but nobody notices that you recoded some old code that
has been working for ages, even if it often is much harder.
Guilds and areas in particular is holy ground. You do not meddle in the
content of others. Unless they are completely inactive of course. But messing
with an active coders stuff is a big no-no unless it's a panic fix (game won't
boot, area entrance is borked etc). If said wizard for any reason cannot or
does not want to do anything about it right now it does not get done. It's as
simple as that I'm afraid.
Quote:
But even nowadays we get lag bursts, that is weird.
I hope coders don't intentionally add anything that might
cause demanding calculations for processor without limit?
No, we do not intentionally create lag. Usually when we handle a lot of data,
such as the once-per-boot cleanup of the old broker, we go out of our way to
make it smooth, for example making it do the magic in a bunch of batches with
a few seconds in between. This is not multithreaded after all, so if one
command takes a long time to execute, everything else freezes.
Sometimes it might get out of hand though. I remember rechie used to lag the
mud to hell (is that fixed?). Inexperienced coders might make some mistakes
with some inventory checking or other functions that might handle large
batches of objects. If you notice these, please report them so we can fix
them.