dek wrote:
that's nice, but i've actually cracked open the code and made changes to several of these mods.
edit: to be more clear, what you are seeing as resource-intensive mods (which they certainly can be) are actually intensive on YOUR resources, not server resources. they do a lot of information processing, but are typically using information readily available, information about your own character and its status, and aren't making constant and complex queries about the things around you which is what appears to be the issue with gear score.
if you are calling to a server to find out something simple (IsInInstance() for example), and then you extrapolate from that information a million different things, you will bog down your own computer but the blizzard server only sent you two data points.
and, as is generally the case with damage meters (recount), the addon is only parsing data that blizzard's servers are already sending you (your combat log), then in so doing it is actually generating absolutely no extra load on their server. they factor in the load of sending you that data in their baseline assumptions.
I don't know or care to what extent your claims about your programming prowess have basis in reality but you are wrong. All those mods use the mod channel heavily, particularly Questhelper and Gatherer. It's not that they query the server itself, it's that they communicate with other clients through the server, which is what costs resources.
FWIW I've never heard any programmer use the expression, "cracked open the code and made changes." I believe the technical term is "decompiling" but I don't think that's what you're referring to.
And I'll head off your response to the effect that "Aestu has a different opinion than mine therefore he is arrogant and thinks he is never wrong" with the simple truth that you believe one thing and I believe another, and the guy who really has a chip on his shoulder is the one who accuses the other of being arrogant because he disagrees with him.