No, it was to point out that current generation games can be built on older engines that have been tweaked with very little issue. I wouldn't say it's the engine that's the problem. I would say that they have so much going on in the maps, it's going to take a while to sift through each and every bit of code to find out what is causing the problem. Then again, it could be something as simple as resetting the server since other maps do work.
I also can't see how asset creation for a game engine prevents charr sitting in chairs, but that's off-topic and besides the point.
One of the great challenges that we faced with chairs, and this is kind of ironic, is that because we put in five different races of differing heights into the game, we found we had to make every chair uniform and have everyone always sit on them the exact same way or build an entire system that recognizes the height of the chair and appropriately animates your character."
"We kind of forced ourselves into a corner where we either go back and re-art every chair in the game, or we build this system for sitting. I think in the grand scheme of things, given all the other projects, we have going on, sitting, as important as it is, is not something we're currently working on."
Basically, the engine isn't designed for different races sitting in chairs. So, they would have to go back and change the assets for each race to make sitting viable. So, I guess I was wrong, it's not asset creation that is a problem (although I swore that Lordkrall did talk about problems like that once), it is a problem with the engine not being able to deal with different races - because it was never intended to do so originally.
Now, ask yourself this, if it has problems with races, couldn't it stand to reason that there are problems with other parts of the engine that relate to new things that GW2 does over GW1?
We know that GW1 didn't have a Y-axis, didn't have jumping, had invisible walls, had 8 man max instances, didn't have respawning, didn't have a persistent world, etc, etc.
What game engines can you name in your example that did all that? How many of these engines were changed by people other than the people who created it and then used for a game with completely different technological needs?
It is perfectly reasonable to assume that the complexity in changes to the previous engine, along with constant changing to the game, is the reason for these bugs that seem impossible to fix or even replicate on a regular basis.
Edited by El Duderino, 22 November 2013 - 06:47 PM.