#46 - March 4, 2014, 6:41 p.m.
But, the reason for it not being implemented is because it has not been tested? If I am wrong in my understanding please feel free to recalibrate my logic.
Crytal Reid stated that “the code changes were too risky to get checked in and tested properly” which means that the fix has already been implemented (most likely “locally” in a programmers development environment), but it has not been integrated in the code of the live production servers (“checked in” for the new build of today) since it has not been tested thoroughly.
Changes to a software system always bear the risk of creating unforeseen problems in other (and seemingly unrelated) components of the system. Hence, if ANet didn’t have the time to test the fix properly, then they are doing the right thing in pushing the changes back to the next release build.
~MRA
Thank you for understanding and for explaining this so clearly. This is an issue that the team actively is working on, but as Crystal explained, it will be fully addressed in a future build. We thank you for your patience while the best possible resolution is developed, tested, and then implemented into the game.