[HN Gopher] Good software knows when to stop
       ___________________________________________________________________
        
       Good software knows when to stop
        
       Author : ssaboum
       Score  : 298 points
       Date   : 2026-03-05 13:52 UTC (9 hours ago)
        
 (HTM) web link (ogirardot.writizzy.com)
 (TXT) w3m dump (ogirardot.writizzy.com)
        
       | theorchid wrote:
       | Oracle Database has now been renamed Oracle AI Database. But I
       | think that in time, they will rename it back to Oracle Database.
       | The hype will pass, but the AI will remain, and the name will no
       | longer need to include the AI prefix. AI will just become the
       | norm.
        
         | ssaboum wrote:
         | not exactly what we're asking of database, don't you think ?
        
           | righthand wrote:
           | Needs for actual survival and functionality do not out weigh
           | needs for product manager promotions anymore.
        
             | pocksuppet wrote:
             | The destructive forces (fire clearing deadwood) of the
             | economy have been artificially suppressed for a long time.
             | Most companies are zombie companies now. The US is an
             | entire zombie economic zone.
        
               | thewebguyd wrote:
               | That's what happens when you have nearly a decade of ZIRP
               | & QE.
               | 
               | Money printer go brrrr.
        
           | jayd16 wrote:
           | Ironically, yeah kinda. In so far as fuzzy text search goes,
           | vectorization works great.
           | 
           | The generative part of the AI hype is getting in the way.
        
           | theorchid wrote:
           | We want to maintain the status quo in technology. We want
           | databases to remain as they were five years ago. But for some
           | reason, Oracle implemented AI into its database. Perhaps they
           | surveyed their customers, and most of them supported this
           | initiative. Perhaps they surveyed the wrong audience, and
           | real database users do not want to see AI in them. Or maybe
           | they made this decision to get more investment or because of
           | the hype around AI.
           | 
           | But the decision has been made. And if AI remains in
           | databases after the AI hype, the next generation of
           | developers will no longer know databases without AI. That's
           | why I said it will become the norm. But that's just my guess.
           | Unfortunately, I can't see the future. I don't know what it
           | will actually be like in a few years.
        
         | easton wrote:
         | Not only that, but due to their pattern of putting letters
         | after the version number the current version is Oracle AI
         | Database "26ai".
         | 
         | I skimmed the video and the presenters said "Oracle AI Database
         | 26ai" multiple times without even a glint of self awareness on
         | their face. They must've picked the only people on the team
         | that could say that without laughing.
        
         | kube-system wrote:
         | That never happened to JavaScript. It still has Java in the
         | name long after the Java hype ended. We never went back to
         | calling it LiveScript.
        
           | layer8 wrote:
           | Well, there was an attempt of sorts with EcmaScript.
        
             | 0x457 wrote:
             | Well no, ECMA Script exists, but it's not a language it's a
             | standard that JavaScript runtimes implement. JavaScript
             | today means ECMA Script version + runtime flavor.
        
       | benttoothpaste wrote:
       | als: both fitting and terrifying name for that new utility...
        
         | PTOB wrote:
         | ... slowly losing all functionality until, suddenly, death.
        
       | Jackevansevo wrote:
       | if I ran an OS upgrade and was greeted by something like this I'd
       | immediately be swapping OS.
        
         | layer8 wrote:
         | It's optimistic to assume that there'll be any better options
         | left.
        
       | NoSalt wrote:
       | We need something similar to the Svalbard Global Seed Vault, to
       | protect un-AI'd Linux distributions so that, in the event of an
       | AI apocalypse, we will have access to clean operating systems.
        
         | allemagne wrote:
         | https://archiveprogram.github.com/arctic-vault/
         | 
         | Of course, any AI smart enough to apocalypse us would also know
         | about these.
        
       | dirkc wrote:
       | I like the fictional way the article starts!
       | 
       | When chatGPT first gained traction I imagined a future where I'm
       | writing code using an agent, but spending most of my time trying
       | to convince it that the code I want to write is indeed moral and
       | not doing anything that's forbidden by it's creators.
        
       | ssenssei wrote:
       | I built a spotify music extractor called harmoni that helps you
       | download your playlists and I feel I'm done. It does its job and
       | it caters to both non-technicals and technical people alike.
        
         | tambourine_man wrote:
         | Spotify is a moving target, however. It may change its API,
         | remove it completely, etc. I think you can only be truly done
         | if you don't rely on a third party.
        
           | latexr wrote:
           | > I think you can only be truly done if you don't rely on a
           | third party.
           | 
           | On a third-party _that changes_. Making software for a
           | specific hardware like a game console or a specific e-reader
           | may still technically rely on a third-party but doesn't carry
           | the same risk and you can definitely say you're done.
        
       | john_strinlai wrote:
       | > _Ignore feature requests -- don 't build what users ask for;
       | understand the underlying problem instead_
       | 
       | not quite in the same area, but this advice reminds me of
       | blizzard and world of warcraft. for years and years, people
       | requested a "classic" WoW (for non-players, the classic version
       | is an almost bug-for-bug copy of the original 2004-2005 version
       | of the game).
       | 
       | for years and years, the reply from blizzard was "you think you
       | want that, but you dont. trust us, you dont want that."
       | 
       | they eventually caved and launched classic WoW to _overwhelming_
       | success. some time later, in an interview, ion hazzikostas (the
       | game director) and holly longdale (vice president  & executive
       | producer), admitted that they got WoW classic very wrong and that
       | the people "really _did_ know what they want ".
       | 
       | anyways, point being that sometimes the person putting in the
       | feature request knows exactly what they want and they have a good
       | idea. while your default mode might be (and perhaps should be) to
       | ignore feature requests, it is worth recognizing that you may be
       | doing so at your own loss. after all, you might not not be able
       | to fully understand every underlying problem of every user of
       | your product -- but you might understand how to code the feature
       | that they asked for.
        
         | bheadmaster wrote:
         | Same with Old School RuneScape.
         | 
         | Jagex thought they knew better than the players what the game
         | should look like, and overhauled the whole game to the point it
         | was unrecognizable. It took a massive loss of paying members to
         | get them to finally release 2007 version of RuneScape back.
         | 
         | Even now, OSRS has double the amount of players that RS3 has.
         | Lol
        
           | j_w wrote:
           | This isn't even true. OSRS was on life support with very few
           | players for years until they started giving it updates.
           | 
           | Turns out the 2007 version of the game was ROUGH for a lot of
           | reasons - they picked the time because, IIRC, it was the most
           | complete backup they had.
           | 
           | OSRS has now had nearly a decade of consistent updates, a
           | large team, and typically 10x the online player count of the
           | "modern" game. The catch is that OSRS is not the 2007 version
           | of the game, it's an alternative update timeline which broke
           | off at the 2007 version of the game.
        
             | bheadmaster wrote:
             | That's not quite how I remember it.
             | 
             | But I can't think of a way to verify those numbers, so
             | agree to disagree.
        
         | matthewkayin wrote:
         | This is a good point, though maybe means that "understanding
         | the underlying problem" requires a degree of humanity.
         | 
         | I think it's fair to say that Blizzard at a certain point went
         | corporate and "lost the plot", so they thought they knew what
         | people wanted, even though they really didn't (don't you guys
         | have phones?).
        
         | AberrantJ wrote:
         | That's also a good case of the difference between a "Yeah, it'd
         | be cool if you added this feature for free" type of feature
         | request vs "I'm actively paying a company making a hack version
         | of what I'd like from you - would you please let me pay you
         | instead - for the love of god, please please please take my
         | money?"
        
         | treetalker wrote:
         | I'm not a WoW player, so perhaps speaking out of turn -- but
         | doesn't that example show that users know what extra features
         | they don't want, not extra features they do?
        
           | john_strinlai wrote:
           | that distinction sort of misses the point i was trying to
           | make.
           | 
           | sometimes users want _something_. that _something_ might be a
           | feature request, or it might be a feature removal. it doesnt
           | really matter for the sake of my point(s):
           | 
           | a) ignoring your users requests can sometimes be a bad
           | choice.
           | 
           | b) you might not necessarily understand every underlying
           | problem that every user has. worse, you might _think_ you
           | understand the problem when you dont.
           | 
           | expanding on b: blizzard _thought_ they understood their
           | player base and the underlying problems of retail WoW. on
           | multiple occasions, ion explicitly said stuff like  "you
           | think you want this, but you dont". they kept making changes
           | to retail WoW to try and stop the hemorrhaging of players.
           | 
           | eventually they said "fuck it, we dont know why you want
           | this, but here" (not a verbatim quote). it ended up being
           | very profitable.
        
             | bigstrat2003 wrote:
             | Sid Meier has talked about something similar: he likes to
             | tell designers at Firaxis that "feedback is fact". That is,
             | no matter how strongly you (the designer) believe that
             | something is a good design, if the player says "this isn't
             | fun" then that needs to be taken as the gospel truth. The
             | players might not be able to explain _why_ it isn 't fun,
             | and you might be able to tweak the design to make it fun,
             | but what you can't do is insist that the design is for the
             | best while players are telling you "no, really, this isn't
             | fun".
             | 
             | Unfortunately Blizzard has had a problem for a long time
             | where they are too stubborn to listen to player feedback
             | about WoW. They will put systems into the game that people
             | hate, and for years they will insist that the system is
             | fine and meets the team's design goals, despite all the
             | people telling them that it sucks and isn't fun. Then,
             | finally, in some future expansion they will go "yeah guys
             | that really did kind of suck" and remove or overhaul the
             | system. They really don't have a culture of listening to
             | player feedback, and it drags their games down.
        
               | thewebguyd wrote:
               | Blizzard did the same exact thing with Diablo 4 too, and
               | D3 also famously sucked at release.
               | 
               | You'd think they would have learned by now, as they
               | repeat the same exact mistakes over and over again. It's
               | like they hate their playerbase.
        
               | bigstrat2003 wrote:
               | The biggest problem I remember from D3 release was that
               | they listened too much to the "this is way too easy, not
               | hard like D2 was" from the beta feedback. Inferno
               | difficulty was absolutely ridiculous. I know people also
               | were unhappy about the AH, alleging that the item drop
               | rates were lowered to drive people to use the AH, but I
               | don't know whether or not that was true.
        
               | hinkley wrote:
               | What I've found is key to UI design is to take this a
               | step farther. Users will often try to explain why it
               | isn't what they want and they will be wrong about the
               | explanation.
        
         | Shank wrote:
         | I would actually argue that Classic WoW and OSRS are not good
         | examples. These games already existed. For OSRS, the mass
         | cancellation of subscriptions immediately following game
         | updates was a clear wallet vote. Most feature requests aren't
         | asking for the return of something people already liked.
         | 
         | Classic WoW is also not as successful as OSRS, which is why
         | they're exploring Classic+. Even OSRS, which was born on
         | nostalgia, also gets significant new content updates (albeit
         | polled).
        
         | thewebguyd wrote:
         | To be fair on the Blizzard example, I think Blizzard could have
         | also made the player base just as happy by, doing as your quote
         | said, understanding the underlying problem.
         | 
         | It wasn't only a "we want WoW classic bug for bug," it was "the
         | modern game has become so unrecognizable that it's basically
         | WoW 2.0, you ruined it with the modern systems"
         | 
         | Blizzard could have rolled back LFR/LFG, class homogenization,
         | brought back complicated and unique talent trees, remove
         | heirlooms, re-add group guests and world mini-bosses, remove
         | flying, etc. and players likely would have been happy.
         | 
         | Classic will only save them for so long without them making new
         | content, but using classic's systems. So in a way, I think the
         | point still stands, you have to understand what the underlying
         | problem is. Users do generally know what they want, but they
         | don't always know how to ask for it.
        
           | jasonlotito wrote:
           | > Blizzard could have rolled back LFR/LFG, class
           | homogenization, brought back complicated and unique talent
           | trees, remove heirlooms, re-add group guests and world mini-
           | bosses, remove flying, etc. and players likely would have
           | been happy.
           | 
           | 100% nope. Classic is what we wanted. All of what you just
           | said is you saying: "you think you want that, but you dont.
           | trust us, you dont want that."
        
             | GolfPopper wrote:
             | Agreed. Current WoW has done some _similar_ things to what
             | the prior poster suggested, and while I personally find the
             | current game better that it was for a while, it remains a
             | very different experience from Classic.
        
             | bombcar wrote:
             | Classic is what we wanted, not that we wouldn't want "other
             | things added in Classic-style" perhaps, but the problem
             | with that is it becomes a whole new ballgame.
             | 
             | Classic WoW wasn't perfect, but it was amazing, and it's
             | NOT all just nostalgia-glasses.
        
           | adampunk wrote:
           | They knew exactly what they wanted and they knew exactly how
           | to ask for it. That's the point.
           | 
           | engineers love announcing that nobody but engineers knows
           | what's important in software; that's complete and total
           | bollocks. wow classic is a perfect example because it is
           | exactly the sort of thing that the business unit and the
           | engineers and the designers would not want to do. We don't
           | need to assume that because we have hundreds of Internet
           | posts indicating exactly that. Not only did they not want to
           | do it, but they argued that users didn't know what they
           | wanted for the sheer fact that making it was not something
           | that was desired by either the business unit or the
           | engineers.
           | 
           | Also, the point is not that classic saves them from making
           | new content. It's probably the case that the more content
           | they make the more of a value proposition classic appears to
           | be. Is there some new race in the new expansion that's
           | stupid? OK hop on over to classic.
           | 
           | Kill the part of your brain that makes you assume users are
           | stupid.
        
           | lemagedurage wrote:
           | We shouldn't discount nostalgia. Sometimes an otherwise
           | objectively worse product is better because it reminds people
           | of the past.
        
             | bigstrat2003 wrote:
             | But there are people who didn't play WoW back in the day
             | who still love classic, so it can't just be nostalgia.
             | Vanilla WoW really did have a different design ethos than
             | the later expansions did, and some people prefer that
             | experience.
        
               | thewebguyd wrote:
               | > Vanilla WoW really did have a different design ethos
               | than the later expansions did, and some people prefer
               | that experience.
               | 
               | Right, and that's my point. When you take away the
               | nostalgia for the content, you reveal what players are
               | asking for, which is a reversion to what is effectively a
               | previous game as modern WoW lost all of what made it a
               | good game, to those players, in the first place.
               | 
               | So yeah, there was definitely a group of players that
               | literally did want Classic WoW, original content and all,
               | but I also feel like Blizzard would have saw success
               | continuing that Classic formula with new content.
               | Blizzard sucked the soul and charm out of WoW. For all
               | intents and purposes, modern WoW is a completely
               | different game.
        
             | InitialBP wrote:
             | Another example is Old School Runescape, who reverted back
             | to an earlier save and has now diverged as an entirely
             | separate game running with older systems as they lost a ton
             | of players with their "Evolution of Combat" update. While
             | nostalgia is definitely a powerful tool, I agree with the
             | previous commenter that the original WoW was a very
             | different game than the modern version and it seems like
             | that is one of the core aspects of what people desired.
        
           | hinkley wrote:
           | I spent some formative years helping people run MUDs and
           | applying my pattern matching brain to the problem of how to
           | make a multiplayer game succeed.
           | 
           | I played WoW precisely because they dodged the first bullet,
           | which is inflationary or deflationary economies caused by
           | each content creator trying to leave their mark by making
           | better gear for their quests than are already available. The
           | whole thing with used equipment only being for to be scrapped
           | guaranteed that low level characters weren't all carrying the
           | third best helmet in the game.
           | 
           | But they still had the same problem with expansions - the
           | need to change things in order to declare, "I made that".
           | They wouldn't have needed classic if they followed your
           | conclusions.
           | 
           | However, without those changes would they have stayed on
           | everyone's radar as long? Hard to say. Balancing in LoL and
           | friends seems somewhat easier because the mechanics change
           | less frequently. So maybe they would have been fine or maybe
           | they'd be on WoW 2.0 now.
        
           | plorkyeran wrote:
           | Other than a brief huge burst of interest at the launch of
           | WoW classic, retail WoW has consistently been significantly
           | larger than Classic. Classic WoW has been a success, but
           | killing the modern game in favor of something more like
           | Classic would have been an astoundingly bad idea.
        
         | manoDev wrote:
         | That's reinforcing the author's point: the classic game already
         | existed, users just wanted the same game with some maintenance
         | updates - not a new game with new features.
         | 
         | In this case it was the producers (not the users) that were
         | wrong in wanting to throw away something that already worked.
         | 
         | I believe his point isn't exactly about users not knowing what
         | they want, but instead the tension between evolutionary design
         | vs. "keep piling features".
        
           | john_strinlai wrote:
           | > _users just wanted the same game with some maintenance
           | updates - not a new game with new features._
           | 
           | this is similar to the comment by treetalker, so i dont want
           | to just copy/paste my reply to them, but focus on "add" vs.
           | "remove" is sort of beside the point(s) i was trying to make.
        
         | devin wrote:
         | This reminds me of Origin Systems and Ultima Online. The number
         | of player-run shards over the years promising Classic UO
         | gameplay and the number of player hours spent on them is
         | enormous.
        
         | jayd16 wrote:
         | I think a large part of that is that Classic Wow is possibly
         | not in the business interests of the bean counters. If it's
         | classic, you can't sell new expansions, new MTX etc. I don't
         | know how honest Ion was about the actual reasons Classic didn't
         | happen sooner.
         | 
         | Still, by volume, there are thousands of examples of bad ideas
         | and feature requests on the wow forum too.
        
         | sfink wrote:
         | Users usually don't know what they really want. But neither do
         | developers or product managers. The "understand the underlying
         | problem" part is _hard_ , and easy to convince yourself of
         | incorrectly.
         | 
         | There are also shallow wants and deeper wants. I don't have the
         | experience to know, but my guess is that classic WoW was more
         | of a shallow want, where people were very happy to get it, but
         | the deeper want was more about a style and feel of gameplay.
         | The players would be happier with new stuff that kept the magic
         | of the classic game, but they justifiably knew they couldn't
         | trust Blizzard not to add anything without messing it up. So
         | the only practical way to satisfy the desire was to just roll
         | back all the way to the classic version.
         | 
         | In a perfect world, some designer would come along and
         | incorporate carefully selected bits and pieces of the new
         | version, probably with some novel changes to balance it out,
         | and end up with something superior to both classic and new WoW.
         | But that would be really hard to get right, and distrusting
         | players would fight it (with very good reasons for their
         | suspicion), and you would have a giant mess of different people
         | claiming that _they_ know what to keep and what to discard,
         | except nobody would agree on the same things, etc.
        
           | john_strinlai wrote:
           | > _I don 't have the experience to know, but my guess is that
           | classic WoW was more of a shallow want, where people were
           | very happy to get it, but the deeper want was more about a
           | style and feel of gameplay. The players would be happier with
           | new stuff that kept the magic of the classic game, [...]_
           | 
           | > _In a perfect world, some designer would come along and
           | incorporate carefully selected bits and pieces of the new
           | version, probably with some novel changes to balance it out,
           | and end up with something superior to both classic and new
           | WoW._
           | 
           | this is exactly what they put a _lot_ of effort into for 5-10
           | years or so. years! blizzard convinced themselves that the
           | players asking for classic didn 't _really_ want classic,
           | they just wanted some of the _feeling_ of classic bolted on
           | to the current game.
           | 
           | but players actually, really, 100% truthfully, no
           | exaggeration, wanted classic WoW. not retail WoW with some
           | classic-feeling bits. they wanted (basically) bug-for-bug
           | classic.
           | 
           | and it worked out great in the end! classic is thriving.
           | retail is thriving. no balancing act between the two player
           | bases needed.
        
         | latexr wrote:
         | I have been in situations where a user makes a feature request
         | and I don't think it makes sense, but because they've been
         | polite and understanding I decide to take the time to explain
         | exactly why it wouldn't work, but while doing so I basically
         | rubber duck and come up with solutions to the problems I'm
         | describing (which the user hasn't foreseen yet). Sometimes that
         | ends with me discovering yet even stronger reasons to not
         | implement the feature, but other times it makes me delete the
         | whole reply and work on it instead because I have worked it
         | out. Sometimes doing so ends up taking less time than writing
         | the full reply. Often the feature ends up being even better
         | than what they originally requested.
         | 
         | In contrast, if a user has been rude, entitled, and high
         | maintenance, I may end up not even trying to reply in the first
         | place because I know they'll just be combative every step of
         | the way, and giving them what they want just makes them demand
         | more, seldom being appreciative. These tend to be users who
         | want something a very specific way and refuse to understand why
         | the thing they are asking for is profoundly selfish and would
         | shit the interaction for everyone else to satisfy their own
         | desire. So I don't do it.
         | 
         | This has been a bigger sidetrack than I originally intended. I
         | guess the moral of the story is don't be a prick to the people
         | you're asking something from.
        
           | shermantanktop wrote:
           | A variant of the first is the highly imaginative user who
           | keeps coming up with new variations or expansions of their
           | idea. It's not malicious but it can be exhausting.
           | 
           | Especially if you try to address their core need but their
           | imagination doesn't extend quite far enough to see how your
           | effort would help, because they love their ideas.
        
             | Thews wrote:
             | I can imagine the kind of person you're describing, and I
             | find the idea of the burn they get from reading this
             | hilarious. They sound innocent and quirky.
        
             | latexr wrote:
             | I would describe those as a variant of the second, not the
             | first. Those imaginative users may be polite, but they're
             | not understanding. While not rude, they are their own brand
             | of entitled and high maintenance (I like your description
             | of "exhausting"). One major reason I put them in the second
             | category instead of the first is that the result is the
             | same from my side, i.e. I interact with them as little as a
             | I can.
             | 
             | To the first kind, in contrast, I'm happy to answer any
             | question, no matter how silly it may seem, because I can be
             | confident they'll trust my judgement, that they'll learn
             | from the interaction, and that the next one will be even
             | better. Just about the only thing I'm sad about regarding
             | those users is that as they grow they start interacting
             | less because they don't need it as much, as they are able
             | to help themselves.
             | 
             | Now that I think about it, that seems like a good way to
             | differentiate: The good users delight you and demand of you
             | less and less; the bad users drain you and demand of you
             | more and more.
        
           | hinkley wrote:
           | Due to the XY problem what they ask for often isn't what they
           | need. And what they yell about won't make them happy.
           | 
           | By and large I've gotten better feature requests out of
           | looking at patterns of frequently asked questions and turning
           | them into tasks instead of reacting to negative feedback.
        
           | dcuthbertson wrote:
           | There are few things so valuable as a good user who is
           | willing to work with you. Many years ago I worked at a
           | company that was going to shutdown a very buggy product.
           | There was one user who relied on it heavily and convinced the
           | CEO to make one more release, and I was tasked with working
           | with that customer to make it happen. Over the next month, we
           | fixed the bugs (I coded, he tested). We wound up making a
           | stable and more user-friendly product. It was a real pleasure
           | to work with that guy. The company still mothballs the thing,
           | but I know we had at least one happy customer in the end.
        
         | IncandescentGas wrote:
         | The counter-example, in classic MMO terms, is Ultima Online
         | adding non-PVP game instances in response to player feedback.
         | Without the dramatic threat of PVP conflict at most times, UO
         | was less emotionally engaging. The non-PVP players were bored
         | without the emotional excitement (stress, danger, whatever) of
         | ad hoc PVP. The PVP-focused players were bored when all the
         | reputational mechanics became more or less meaningless in a
         | world only occupied by PKers.
         | 
         | The release of Arc Raiders captured that original UO social
         | dynamic perfectly. Players flooded forums with requests to make
         | PVP optional. In that case, the devs knew better than to
         | listen.
        
           | grim_io wrote:
           | Arc Raiders and other involuntary pvp games will miss out on
           | players like me who will not try it until pvp is optional and
           | voluntary.
           | 
           | Involuntary pvp is the long term death sentence for a game.
           | It punishes new players by making them easy prey for veteran
           | players. Player numbers will fall hard and fast, like every
           | other involuntary pvp game does.
        
             | keerthiko wrote:
             | "I _may_ play your game if you trim away a core appeal
             | factor for the people who _already_ play your game by
             | splitting the active player base " is not that convincing a
             | feature request to a gamedev.
             | 
             | Many live service games that are punishing for new players
             | are still thriving like LoL and DOTA2. Much that punish-
             | factor can be resolved by good matchmaking, putting new
             | players mostly with each other.
        
               | thewebguyd wrote:
               | Plus, not every game needs to appeal to every player,
               | which I think is where games like that eventually have
               | their downfall. WoW was talked about earlier in the
               | thread, and Blizzard continuously trying to make it
               | appeal to other types of players is what kept killing it.
               | 
               | It's OK for a game to exclude entire demographics of
               | players. A PvP first game shouldn't try to force itself
               | to appeal to PvE only players.
        
               | grim_io wrote:
               | I thought the core appeal was the loot that you get from
               | the PvE.
               | 
               | But I'm just an interested outsider, waiting for the
               | crashing player numbers for the devs to come to their
               | senses.
        
               | bikelang wrote:
               | The loot itself is - quite literally - mostly trash.
               | Sometimes you may find a high end weapon (although
               | usually that comes from PvP...) - but typically you're
               | just bringing stuff back to put in your scrap hoard. The
               | PvP is really the highlight - which is not to say it's
               | all about fighting to the death (certainly you can do
               | that) but instead making friends with morally ambiguous
               | strangers to fight the biggest robots. They may be a
               | friend, they may be a jerk, they may be YOUR jerk.
               | Sometimes the entire map will come together to take down
               | a gigantic robot - but after that robot dies? It may be
               | every man for himself in a huge firefight - or it might
               | be a big party.
               | 
               | That's the core draw - and it's not necessarily for
               | everyone.
        
               | bigyabai wrote:
               | There are much better games for PvE looting, honestly. My
               | recommendation is the _STALKER: Anomaly_ modpacks like
               | EFP and GAMMA, both of which are free downloads.
               | 
               | Trying to make _ARC Raiders_ into a PvE shooter would
               | require every map and enemy to get reworked for low-
               | population gameplay. The game just isn 't built for it,
               | and their effort is better invested in catering to the
               | preexisting playerbase.
        
             | bena wrote:
             | That's ok. They are also missing out on all the players who
             | won't try it until it's a dating sim. Or a turn-based-rpg.
             | Or a third thing.
             | 
             | Everything doesn't have to be for everyone.
        
             | socalgal2 wrote:
             | Same. I don't play any PVP. I play co-op. I play co-op vs
             | npcs. If PVP is the only option I'm not playing.
        
         | pphysch wrote:
         | The "underlying problem" here, for Blizzard, is shareholder
         | value, and they understand it well. The decision to dedicate
         | developer resources to re-releasing old content is driven by
         | careful assessment.
         | 
         | In most cases it's probably driven by falling new player
         | acquisition numbers, and so the equation switches to favoring
         | player retention or luring back veteran players.
         | 
         | Every profile of player has their own preferences (some just
         | want to see big boob textures, etc.) but that doesn't mean they
         | are driving product decisions, except in the case that this
         | demographic becomes core to the business model. But it has
         | nothing to do with the particular preference.
        
         | lithobraking wrote:
         | On this note, I'm seeing this pattern crop up in retail WoW
         | addons. (It's maybe an even more literal interpenetration of
         | the title.) Many of the newer addons are heavy vibe-coded due
         | to last-minute WoW API changes, like ArcUI.
         | 
         | The addons have _so_ many ways to customize displays that their
         | configuration menus look like lovecraftian B2B products with
         | endless lists of fields, sliders, and dropdowns. I hear a lot
         | of complaints from raiders in my guild about how hard it is to
         | put together a decently functional UI. I wonder if these tools
         | are allowing and/or causing devs to more easily feature creep
         | the software that we build.
        
           | john_strinlai wrote:
           | the sudden influx of low quality UI addons has certainly been
           | interesting to watch!
           | 
           | but, i dont think it is really an ai problem in this specific
           | case. the biggest addons in wow have been like that since way
           | before ai was a thing (elvui, weakauras, plater, etc.). they
           | all have a thousand settings.
           | 
           | and, to be honest, in the specific case of WoW, i am totally
           | fine with it. i dont want 10 different addons to change how
           | my UI looks. i want 1 addon to do it. and there is just _so
           | much_ stuff to edit that of course you are going to end up
           | with a thousand settings.
        
           | hinkley wrote:
           | WoW at least figured out sometime around Pandaria or the
           | previous expansion that they needed to launch the game engine
           | changes a month or so before the full release and do beta
           | servers so add on designers had time to adapt to api changes
           | before everyone was trying to make World First achievements
           | happen. It also probably saved their download servers from
           | being slammed.
        
         | sidewndr46 wrote:
         | But they didn't actually build WoW classic. They just built
         | another version of the game. Gameplay wise it is drastically
         | different.
         | 
         | Economics & business wise it is very simple while it is
         | popular: monetization.
        
           | john_strinlai wrote:
           | > _But they didn 't actually build WoW classic. They just
           | built another version of the game. Gameplay wise it is
           | drastically different._
           | 
           | what?
           | 
           | i played vanilla in 2004, and i played classic when it
           | released. your description is extremely inaccurate.
        
           | HauntingPin wrote:
           | Explain. Classic is nigh identical to the old version in all
           | the ways that matter, primarily gameplay, with fairly minor
           | improvements.
           | 
           | Drastically? What are you talking about?
        
         | JackSlateur wrote:
         | And the underlying problem is that newer world of warcraft
         | sucks, no ? So when people ask "give us wow classic", what they
         | really want is "give us a nice version of the game"
         | 
         | And the team failed to do that multiple times
         | 
         | Is this wrong ? Probably
        
           | john_strinlai wrote:
           | > _And the underlying problem is that newer world of warcraft
           | sucks, no ?_
           | 
           | no. retail has more players than classic. they just had a
           | massively successful expansion release.
           | 
           | > _So when people ask "give us wow classic", what they really
           | want is "give us a nice version of the game"_
           | 
           | no, they want classic. you are re-learning what blizzard
           | finally learned. people literally just wanted classic wow.
        
             | JackSlateur wrote:
             | So what, they want nostalgy ?
        
               | HauntingPin wrote:
               | Classic represents a different design philosophy. One
               | that still appeals today. It has nothing to do with
               | nostalgia. Or games like Project Gorgon wouldn't be so
               | appealing to people.
        
               | JackSlateur wrote:
               | So we are back to what I said earlier :p
               | 
               | People do not want "classic": people want a "good" game
               | that has some specific characteristics
        
               | john_strinlai wrote:
               | > _People do not want "classic": people want a "good"
               | game that has some specific characteristics_
               | 
               | as long as those "specific characteristics" are literally
               | and exactly what classic wow is, sure.
        
               | bigstrat2003 wrote:
               | Kinda. I think people want "classic WoW" because they
               | aren't able to articulate what, exactly, would need to
               | change with WoW to make them happy again. But they can
               | pretty easily paint to the old version and say "I liked
               | that, bring _that_ back ". I think it's plausible that
               | you could (with time and effort) design something that
               | isn't the same as classic WoW while keeping the players
               | happy.
        
         | Waterluvian wrote:
         | I think there's possibly more to it. Many, many years passed
         | and the people asking for it changed over time. There's a big
         | difference between, "I wish I could go back 4 years and re-
         | experience it all" and "I wish I could go back 20 years and re-
         | experience it all."
         | 
         | I also wonder if maybe they were generally correct. What
         | percentage of people asking for WoW Classic back in the day
         | actually ended up there?
         | 
         | It's kind of like if my dad encouraged me at 17 to get a
         | minivan because I'm going to want a minivan. And then I'm 35
         | with kids and I get a minivan and he says, "see? I was always
         | right!"
         | 
         | Another way of reasoning about it is to reframe it as a shared
         | problem: "What should we do with the resources we're committing
         | to WoW?" "Do WoW Classic!" probably was a wrong answer for a
         | long time if the goal is to make the most people happy (and
         | make the most money) rather than make the loudest people happy.
         | This quickly gets into how users ( _especially tech savvy ones_
         | ) generally have no clue how things work and have zero sense of
         | the associated cost. WoW was _constantly_ full of people with
         | quick opinions on how hard it should be for a multi-dollar
         | company to do certain things. No appreciation for the mythical
         | man-style difficulties associated with distractions and pivots
         | and whatnot.
        
           | bombcar wrote:
           | There's a decent video of someone playing WoW Classic for the
           | first time - https://youtu.be/NjQgoaagS-E
           | 
           | And it basically came down to "classic WoW was simpler and
           | for _new players_ provided something that modern WoW doesn
           | 't/can't really - especially the spontaneous community.
           | 
           | WoW started out as an MMORP, but it's really a massively
           | _single_ player game until you 're top level anymore.
           | 
           | The demand for classic wow got much, much stronger after
           | cataclysm, because then you couldn't even "pretend" anymore.
        
           | HauntingPin wrote:
           | This is such an odd line of argument. They continue to put a
           | lot of resources into classic. Clearly it's paying off for
           | them and there is a large enough demographic that it's
           | financially sensible to do so. They don't run a charity.
        
         | hnfong wrote:
         | The irony of your WoW example is that "retail" WoW basically
         | evolved by Blizzard adding features in response to player
         | feedback where each step when viewed individually seemed
         | reasonable.
         | 
         | And eventually the situation got so "bad" that players realized
         | they actually didn't want any of this (a lot of people have
         | lengthy commentaries on how more in-game friction somehow makes
         | the game better), and _then_ the demand for Classic actually
         | became overwhelming. And even so, I 'm not sure Classic
         | consistently has more players than Retail. Probably just two
         | different player bases.
        
           | HauntingPin wrote:
           | Does it matter if classic doesn't have as many or more
           | players than retail? Nobody said it would. Just that some
           | players would prefer to play classic and that has certainly
           | held up.
        
           | john_strinlai wrote:
           | > _WoW basically evolved by Blizzard adding features in
           | response to player feedback_
           | 
           | blizzard is notorious for not responding to player feedback,
           | as my original comment serves as just one example of, so i am
           | not sure where you are getting this idea from. there is
           | probably a super compilation somewhere of ion telling the
           | player base that they are wrong about wanting X.
           | 
           | (to be fair to blizzard, they have been better at listening
           | to feedback in the last ~2 years, but that is a very recent
           | change.)
           | 
           | > _and then the demand for Classic actually became
           | overwhelming_
           | 
           | this is the point in time where my comment starts. demand for
           | classic became overwhelming, and yet they ignored it for
           | _years_ , while telling everyone "no, you are wrong, you do
           | not want classic".
           | 
           | this is the key part: blizzard eventually released classic,
           | and publicly admitted "we should have listened to you guys.
           | you really did want classic.". turns out the player base did
           | actually know what they want.
           | 
           | > _And even so, I 'm not sure Classic consistently has more
           | players than Retail._
           | 
           | i am not sure what the relevance of this is.
        
         | allthetime wrote:
         | As always the answer is... both. We make things that people
         | didn't know they wanted, and then they have good ideas about
         | them that we didn't think of. A truly great product finds the
         | balance between developer creativity and user satisfaction
        
         | asukachikaru wrote:
         | Similar thing happened to Diablo II recently as well. Blizzard
         | added a new class and couple of quality of life updates, after
         | not touching it for over two decades other than the pretty
         | authentic resurrected remake. Some of the QoL updates such as
         | loot filter are very long overdue (integrated by competitors
         | and have been asked by the community for years). Blizzard even
         | sent surveys looking for player opinions about further updates
         | for this 25 years old game. All these while D4, the one that
         | should be their flagship product has its expansion announced. I
         | believe there is something other than nostalgia that makes D2
         | superior than all successors. I don't believe current Blizzard
         | is capable of adding contents without breaking that
         | authenticity though.
        
         | antidamage wrote:
         | Runescape has a similar thing going on. What everyone's not
         | understanding is not that improvements are bad, lots of the
         | player base also want to see games evolve. It's just that a
         | significant proportion of the audience also like The Old Thing
         | and they're often more engaged as an audience in the first
         | place.
         | 
         | You hear this story over and over about every kind of software.
         | 
         | There are two audiences every successful developer needs to
         | cater to: the "I wish this did X, I want new features" side and
         | the "I liked it the way it was" crowd and they're distinctly
         | different groups.
         | 
         | For a long time I produced a popular technical art asset for
         | video games and even I realised I needed to include every
         | single version of the tool with every single installation. If a
         | developer has to go and find out how to get "the right version"
         | at all then I'm 90% likely about to lose a user.
         | 
         | Focusing on the "we did this right just keep going like that"
         | and really understanding WHAT you did right and WHAT people
         | like is really important. It's really hard to be impartial when
         | you made the world rather than consumed it, but always take the
         | win.
        
       | DataDynamo wrote:
       | So uhm where can I get the 'als' command then? :P
        
         | Esophagus4 wrote:
         | It's mostly hereditary.
        
       | Tossrock wrote:
       | "To order, to govern,
       | 
       | is to begin naming;
       | 
       | when names proliferate
       | 
       | it's time to stop.
       | 
       | If you know when to stop
       | 
       | you're in no danger."
        
       | muppetman wrote:
       | This is why I love Sublime Text. It's so fast, it works so well.
       | It isn't trying to be AI, it isn't trying to evolve until it can
       | read email or issue SSL certs via ACME. It's focused on one thing
       | and it does it extremely, extremely well.
        
         | deafpolygon wrote:
         | this is why i am still on vim
        
           | dgxyz wrote:
           | Yeah that. Same here.
        
           | muppetman wrote:
           | Ha yes, learning vim was one of the best things I ever did. I
           | can SSH onto a Juniper router and fix up config using vi. I
           | still try to instill in juniors these days "Learn vim!" but
           | everyone just wants to use nano (which I understand but nano
           | isn't preinstalled on many network devices)
        
           | HoldOnAMinute wrote:
           | I am still on "vi"
        
             | deafpolygon wrote:
             | it's okay, you're still one of us
        
             | stronglikedan wrote:
             | hey don't be so hard on yourself, everyone makes mistakes!
        
       | rglover wrote:
       | It's not about software, it's about money. They're chasing what
       | they see making money and being mimetic. Simple as. It's a shame
       | and sad to see so many get caught up in this, but it makes sense
       | relative to where the world is at. People are desperate and this
       | is what desperation manifest looks like.
        
       | xg15 wrote:
       | Good software doesn't get you VC funding.
        
         | grishka wrote:
         | As if VC funding is a good thing.
         | 
         | Good software is made by individual people, nonprofits, or
         | privately-owned entities.
        
           | jasonlotito wrote:
           | VC funding gets you paid, which is a good thing.
           | 
           | Not getting paid is less good.
        
             | grishka wrote:
             | VC funding gets you enslaved. There's no such thing as free
             | money.
        
             | coffeefirst wrote:
             | But more and more, as a user, VC funding is a pretty good
             | sign that either the product is shit or later will become
             | shit.
             | 
             | Which is great because it means whenever I can I should go
             | with the underdogs and SMBs.
        
             | latexr wrote:
             | > VC funding gets you paid
             | 
             | So does robbing a bank. But it's far from the only option.
             | Plenty of indie developers thrive without any VC funding,
             | and I thank every one of them for it. VC funding is
             | essentially a guarantee that if the software isn't shit
             | now, it'll be in the future, and that the creators care
             | more about the money than doing something good. Case in
             | point, the deterioration of 1Password.
        
           | smm11 wrote:
           | And AI.
        
             | grishka wrote:
             | No. The optimum amount of AI in this world is zero.
        
           | grougnax wrote:
           | Sometimes you need to pay the people who made the software.
           | You can't steal during all your life. At some point you have
           | to pay the others for the work they did.
        
             | bigstrat2003 wrote:
             | Nobody is saying don't pay your developers. Just that VC
             | funding creates perverse incentives within your business
             | where you are pressured to do what is best for your
             | investors, rather than your customers. But there are other
             | business models where one can earn money and still pay the
             | people working on the product.
        
       | grishka wrote:
       | Definitely that, a finite scope is good and finished software is
       | beautiful.
       | 
       | But also, most of the modern software is in what I call "eternal
       | beta". The assumption that your users always have an internet
       | connection creates a perverse incentive structure where "you can
       | always ship an update", _and_ in most cases there 's one singular
       | stream of updates so new features (that no one asked for btw) and
       | bug fixes can't be decoupled. In case of web services like
       | YouTube you don't get to choose the version you use at all.
        
         | criddell wrote:
         | I moved to Obsidian after Evernote increased their subscription
         | prices beyond the point I could justify and I think Obsidian is
         | heading down the same path Evernote did. They keep adding more
         | and more features to it when I wish they would call it complete
         | and move it into maintenance mode.
         | 
         | For me, the turning point for Obsidian was their Canvas
         | feature. That was a big move beyond the initial design of it
         | being an excellent editor for a directory or markdown files
         | that supported links and all the other cool things you can do
         | with a basic directory of files and a few conventions. Nothing
         | proprietary, nothing much beyond the directory of files aside
         | from a preferences store. IMHO, Canvas and beyond should have
         | been a new product.
         | 
         | If Obsidian was open source I would have been tempted to fork
         | it at that point.
        
       | sowbug wrote:
       | The more stars my personal GitHub repos have, the more likely the
       | project was something I cranked out over a weekend to scratch an
       | itch, and then more or less abandoned because it was good enough
       | -- maybe even perfect for that specific itch?
        
       | sammy2255 wrote:
       | Link this to the Spotify product developers
        
         | esafak wrote:
         | Good example. Spotify today is noticeably worse.
        
         | Bullhorn9268 wrote:
         | I dislike spotify but weirdly enough I can never point out
         | exactly what's so frustrating about it...
        
           | emilbratt wrote:
           | App is slow. It plays music video content as default. Gui has
           | many non interesting parts. I just want a list of albums and
           | songs. I guess I just want it to be "boring but functional.
           | :)
        
       | wenbin wrote:
       | We should normalize "finished" software products that stop
       | feature creep and focus strictly on bug fixes and security
       | updates.
       | 
       | It takes real courage for a builder to say, "It's good enough.
       | It's complete. It serves the core use cases well." If people want
       | more features? Great, make it a separate product under a new
       | brand.
       | 
       | Evernote and Dropbox were perfect in 2012. Adding more features
       | just to chase new user growth often comes at the expense of
       | confusing the existing user base. Not good
        
         | ryandrake wrote:
         | This is one of the biggest issues in software development: So
         | few projects are willing to admit that they are finished. I can
         | probably count on one hand how many software products I use
         | every day that actually get better (or stay the same) on
         | update. The vast majority of them peaked somewhere around v1.0,
         | and are just getting worse every time the developer touches
         | them.
        
           | janalsncm wrote:
           | I can understand the incentives for professional software. If
           | you admit the software is done then management will question
           | why they need you anymore.
           | 
           | For OSS it's more psychological: admitting you're feature
           | complete is cutting off the dopamine hit of building new
           | things.
        
         | paxys wrote:
         | You are basically describing all software ever shipped before
         | webapps and online updates became a thing.
         | 
         | Companies wrote software and sold them in boxes. You paid once
         | and it was yours forever. You got exactly what was in the box,
         | no more and no less.
         | 
         | The company then shipped a new verson in a different box 1-3
         | years later. If you liked it enough, and wanted the new
         | features, you bought the new box.
        
           | wenbin wrote:
           | Yea, good old days :)
           | 
           | The catch was that old boxed software eventually breaks on
           | new OS versions or devices.
           | 
           | However, SaaS has the potential to "freeze" features while
           | remaining functional 20+ years down the road. Behind the
           | scenes, developers can update server dependencies and push
           | minor fixes to ensure compatibility with new browsers and
           | screen sizes.
           | 
           | From the end-user's perspective, the product remains
           | unchanged and reliable. To me, that's very good!
        
             | paxys wrote:
             | My experience is actually the opposite.
             | 
             | In the old days there was no expection when and if users
             | would upgrade _anything_ , so vendors had to take extra
             | care to ensure compatibility or they would lose business.
             | People in a single office could be running 6 different
             | versions of Microsoft Office, and the same file had to be
             | viewable and editable on all of them. A company could
             | decide to upgrade to Office 2010 but stay on Windows XP, so
             | the Office division had the finanical incentive to ensure
             | that newer versions would work on an older OS.
             | 
             | Nowadays the standard is "you must be on the newest version
             | of everything all the time, or the app won't work". Don't
             | want to upgrade to Win 11? Want to use Firefox instead of
             | Chrome? Don't want all the bells and whistles that come
             | with the newest version of the software? Too bad.
        
               | guhidalg wrote:
               | More like "you must be on the newest version of
               | everything all the time, or you will get hacked".
        
               | thewebguyd wrote:
               | Because security fixes don't get backported, when they
               | could, and few are still doing separate security vs.
               | feature updates.
               | 
               | Even Windows is doing it now with CUs, bundling feature &
               | vulnerability patches together, then deprecating the last
               | version. You don't have a choice anymore, it's "accept
               | the features or else"
        
             | SoftTalker wrote:
             | SaaS has that potential but the reality is more often that
             | the vendor gets acquired, or they just decide to stop
             | supporting it, and shut it down. You have no options to
             | keep running what you had, only to migrate to a
             | replacement, which is likely another SaaS which will do the
             | same thing.
        
             | WillAdams wrote:
             | Or, as in the case of Microsoft Publisher, announce that it
             | will be going away on a certain date with no recourse.
             | 
             | Before 10/26 I have to re-work my desk position manual and
             | a deposit sheet which use Publisher and which MS Word is
             | _not_ suited for. Probably will do them in LyX or LaTeX.
        
           | thewebguyd wrote:
           | And people liked that model, see the huge backlash when Adobe
           | went subscription for creative suite.
           | 
           | I do wedding photography as a side hustle, I upgrade my
           | camera _maybe_ once every ~7 years. Cameras have largely been
           | good enough since 2016 and the 5D Mark IV. I have a pair of
           | R6 mk II that I 'll probably hold onto for the next 10 years.
           | 
           | Point being, Lightroom has more or less been feature complete
           | for me for a very, very long time. For about the price of
           | 1/year subscription, I could have purchased a fixed version
           | of Lightroom with support for my camera and not had to buy it
           | again for another 10 years.
           | 
           | We are getting milked for every nickle and dime for no reason
           | other than shareholder value.
           | 
           | It actually discourages real improvements. Before the
           | subscription model, if Adobe wanted to sell me another copy
           | of Lightroom they had to work really hard to make useful
           | features that people actually wanted, enough to the point
           | they'd buy thew version.
           | 
           | Now, they don't have to. You have to keep paying no matter
           | what they decide to do.
        
             | socalgal2 wrote:
             | > And people liked that model, see the huge backlash when
             | Adobe went subscription for creative suite.
             | 
             | That backlash was short lived. Adobe went from $4.4 billion
             | in revenue in 2021 to $23.7 billion. It used to cost $2500
             | for the "master collection". Now it's $50 a month.
             | 
             | I was one of those people that disliked switching to
             | subscription. I stayed on CS6 for years. I'm also only a
             | relatively casual user though. I once tried Affinity Photo
             | for some work. Their workflow, for my needs, would have
             | made me take ~6hrs more time than the similar workflow in
             | Photoshop. So I paid the $120 a year for
             | photoshop/lightroom because $120 is way less than 6hrs of
             | my life. If of course that was my specific case. It might
             | not be true for others. The point was though, $120, at
             | least for me, is not that much money relative to what I
             | charge/get-paid. So I gave in.
             | 
             | Further, Photoshop is a good example (to me) of software
             | that can't stop updating. New formats come out HEIC for
             | example. New cameras with new raw formats come out. New
             | tech comes out. HDR displays are ubiquitous at this point
             | (all apple products, some large percent of Android, PC, and
             | TVs) (which BTW, Photoshop does not yet truly support so
             | expect an upgrade).
        
             | carlosjobim wrote:
             | How did Adobe manage to change your previous installation
             | of Lightroom? If you bought it, can't you still use the
             | version you bought?
        
               | thewebguyd wrote:
               | Yes, but no support for CR3 files, only this time I
               | didn't have the choice to buy a new standalone version, I
               | had to subscribe.
        
         | wtallis wrote:
         | Dropbox is a great example. It's now a fundamentally different
         | product than the original, and has re-created exactly the
         | problem the original solved. There's no longer a good cloud-
         | synced folder tool; everybody has gone back to implementing
         | network filesystems that are much more complex and a badly
         | leaky abstraction.
        
         | erikpukinskis wrote:
         | It's funny, Express.js tried this. 4.x was basically a complete
         | piece of software. There weren't any great reasons to change
         | the API.
         | 
         | But people hated that. They considered it "unmaintained". They
         | moved to Koa and Hono because they appeared to be more
         | "actively maintained".
        
         | ivanjermakov wrote:
         | I think it's common in libraries of small to medium size. I
         | often see Haskell and Rust packages that are not updated
         | because full functionality achieved, no bugs and 100% test
         | coverage.
         | 
         | Absolutely not the case with enterprise software. Zawinski's
         | law is truer than ever:
         | https://news.ycombinator.com/item?id=20165602
        
       | rutuhffhbb wrote:
       | > ready to upgrade your favorite Linux distribution and packages
       | to their latest versions
       | 
       | It is "their" distribution, to do with as they wish. If this
       | would happen to your workstation, you are a fool, for not
       | following release notes.
       | 
       | I already jumped distros for several reasons, marketing BS was
       | one of them. I do not need latest scam or flag of the month!
        
       | amelius wrote:
       | Really at this point we should stop making software as we know
       | it, but create minimal tools that an LLM can use.
        
       | smm11 wrote:
       | No, all software grows until it gets email. Jamie told me that.
        
       | river_otter wrote:
       | It's the wonderful part about OSS and 'mission-driven' projects.
       | If the mission is not to make money, then a project is free to
       | reject addons/etc that might be lucrative but not add value to
       | the core of the product
        
       | bob1029 wrote:
       | I think notepad.exe is the strongest example of this right now.
       | 
       | The amount of hacking required to even be allowed to re-associate
       | text files with that particular exe on Win11 was shocking to me.
       | I get that windows is extremely hostile to its users as a general
       | policy, but this one felt extra special.
        
         | latexr wrote:
         | > I think notepad.exe is the strongest example of this right
         | now.
         | 
         | It's a strong _bad_ example, i.e. an example of software with
         | doesn't know when to stop.
         | 
         | https://blogs.windows.com/windows-insider/2026/01/21/notepad...
         | 
         | https://msrc.microsoft.com/update-guide/vulnerability/CVE-20...
        
       | dpcx wrote:
       | I notice at this time there are no comments about systemd. I
       | figured there would be at least one comment about it and "it does
       | not try to do everything".
        
       | patcon wrote:
       | Maybe good software is like a living thing?
       | 
       | It grows and grows and eventually slows or grows too much and
       | dies (cancer), but kinda sheds its top-heavy structure as its
       | regrown anew from the best parts that survived the balanced
       | cancer of growth?
       | 
       | Just forks and forks and restarts. It's not the individual piece
       | of softwares job (or its community's) to manage growing in the
       | larger sense, just to eventually leave and pass on its best parts
       | to the next thing
        
       | lrakster wrote:
       | Just like all organizations are naturally self-expanding and
       | self-perpetuating. Same with all organizations building software.
       | The natural pressure is to expand. It is hard to resist it.
        
       | jasonjmcghee wrote:
       | > `als` doesn't just show files.
       | 
       | > It predicts which ones you meant.
       | 
       | > It ranks them.
       | 
       | > It understands you.
       | 
       | This is so good I want to know whether someone generated this or
       | wrote it by hand.
        
         | lgas wrote:
         | If they did they learned writing from an LLM first.
        
       | motoboi wrote:
       | In 2020 I became a full time Java developer, coming from a
       | infrastructure role where I kind of dealt with Java code, but
       | always as artifacts I managed in application servers and whatnot.
       | 
       | So when I first started dealing with the actual code, it scared
       | me that the standard json library was basically in maintenance
       | mode for some years back then. The standard unit test framework
       | and lot of other key pieces too.
       | 
       | I interpreted that as "Java is dying". But 6 years later I
       | understand: they were are feature complete. And fast as hell, and
       | god knows how many corner cases covered. They were in problem-
       | solved, 1-in-a-billion-edge-cases-covered feature complete state.
       | 
       | Not abandoned or neglected, patches are incorpored in days or
       | hours. Just... stable.
       | 
       | All is quiet now, they are used by millions, but remain stable.
       | Not perfect, but their defects dependable by many. Their known
       | bugs now features.
       | 
       | But it seems that no one truly want that. We want the shiny
       | things. We wrote the same frameworks in Java, then python the go
       | then node the JavaScript the typescript.
       | 
       | There must be something inherently human about changing and
       | rewriting things.
       | 
       | There is indeed change in the Java ecosystem, but people just
       | choose another name and move on. JUnit, the battle tested unit
       | testing framework, had a lot to learn from new ways of doing,
       | like pytest. Instead of perturbing the stableness, they just
       | choose another name, JUnit5 and moved on.
        
         | 0x457 wrote:
         | I remember we made a switch to redis because java's memcached
         | library was unmaintained. I made I joke that it's just feature-
         | complete and cannot be improved upon, people chuckled, but we
         | still did the switch.
        
         | bigstrat2003 wrote:
         | > But it seems that no one truly want that. We want the shiny
         | things. We wrote the same frameworks in Java, then python the
         | go then node the JavaScript the typescript.
         | 
         | I think that people are just afraid that if they use a library
         | in maintenance, they will run into a bug and it'll never get
         | fixed. So they figure it's safer to adopt something undergoing
         | further development, because then if there are issues they will
         | get fixed. And of course, some people have to deal with
         | compliance requirements which force them to only use software
         | which is still updated.
        
       | sidewndr46 wrote:
       | Don't forget the lifetime support subscription you bought for
       | "ls" 2 years ago. It turns out the lifetime is for the lifetime
       | of the software, not your lifetime.
        
       | hollowonepl wrote:
       | This is an article Microsoft Windows, Office, Outlook and MS
       | Teams developers and product managers should read, they
       | continually break the working software only to come back
       | regularly to what they have invented already, in the meantime
       | annoying many who had to experience the experiments in between...
        
       | lasgawe wrote:
       | > Good software knows the purpose it serves, it does not try to
       | do everything, it knows when to stop and what to improve.
       | 
       | agree with this point. new developers should care about this.
        
       | cwoolfe wrote:
       | "know the role and place your software fits in" yes! Probably one
       | of the most important lessons of my career. As a junior dev
       | starting out, I had no idea how my software fit into the
       | company's product let alone into the entire ecosystem of what was
       | already available and open source. Now as a senior, I see juniors
       | making the same mistake that naturally arises out of this:
       | needlessly doing things that have already been done or re-
       | inventing the wheel. And now that coding ability is a cheap
       | commodity, product development, and knowing where you fit into
       | the ecosystem becomes the main skillset.
        
       | ericmcer wrote:
       | Stardew Valley is a great example of this, and that more is not
       | always better.
       | 
       | Specifically he rolled out a "cave" system with procedural
       | dungeon generation where players could mine through walls and
       | other advanced systems, then undid all of it and ended with ~30
       | static layouts and very simplistic interactions. The entire game
       | feels like a demonstration that simple, predictable and
       | repeatable interactions with software have more longevity than
       | cutting edge dynamic systems.
        
       | pkilgore wrote:
       | Yeah, but if you vertically integrate you expand your target
       | market, increase switching costs, and can charge rents, so
       | everyone is trying to do it now.
        
       | twitchard wrote:
       | Coreutils gets updates regularly!
       | https://gitweb.git.savannah.gnu.org/gitweb/?p=coreutils.git
       | 
       | Even `ls` gets news flags from time to time.
       | 
       | I think "stopping" is great for software that people want to be
       | stable (like `ls`) but lots of software (web frameworks, SaaS)
       | people start using specifically because they want a stream of
       | updates and they want their software to get better over time.
        
       | twodave wrote:
       | Yeah, I've written about this before on this site. Incentives in
       | software licensing have gotten really stupid since the Internet
       | (and more importantly, since the typical user's bandwidth has
       | increased enough to allow all software installation to happen
       | totally online). Now, too many pieces of software are a revenue-
       | extraction optimization problem instead of attempting to serve a
       | space or solve a specific problem.
       | 
       | There are great exceptions to this rule, even in paid software,
       | where the authors are significantly poorer in exchange for
       | producing better software. I imagine the authors of BeyondCompare
       | or Magnet (for example) could have done a lot better financially
       | for a while using a recurring license model.
       | 
       | There are also really stupid applications of this rule, such as
       | what has happened with AutoMapper and MediatR in the last year or
       | so, where the only meaningful commits since going commercial are
       | the bits that check your license and try to fool you into paying
       | :/
       | 
       | It seems like this shouldn't be a problem. It often only takes
       | one developer willing to make a sacrifice to make a particular
       | class of software available that actually attempts to solve the
       | problem and nothing more. But in reality what we see is over time
       | those developers that did make a stand start to look out for
       | themselves (which I have no problem with) and try to take what
       | they can while they have market share.
       | 
       | How do we find a way to live in a world where developers can
       | build useful things and be rewarded for it while also preventing
       | every piece of software from turning into shit? I'm not sure what
       | the answer is.
        
       | dcchambers wrote:
       | I agree with this basically 100%.
       | 
       | > Say no by default -- every feature has a hidden cost:
       | complexity, maintenance, edge cases
       | 
       | AI-assisted development is blowing up this long-standing axiom in
       | the software development world, and I am afraid it's a terrible
       | thing.
       | 
       | Just because you can do something, doesn't mean you should.
        
       | rambambram wrote:
       | Also from 37signals, somewhere in their first book they talked
       | about the importance of 'evergreen' things people always want,
       | things like 'the speed of software'. As a junior dev I didn't
       | really get the point or thought it was not that important. I
       | browsed further in the book looking for other gems of wisdom, and
       | this 'speed'-thing only stuck in my head for the wrong reason,
       | thinking it was a little obvious for such clear writers with a
       | solid vision.
       | 
       | Only 15 years later - now a couple of years back - I started to
       | realize the importance of this. The apps on my smartphones seemed
       | to get slower and slower by the year. The fast software
       | experiences were a real joy amidst slow apps. I now have an
       | appreciation for their opinion on 'evergreen' things like the
       | speed of software.
        
       | dguest wrote:
       | I think Signal (the messenger) is an interesting example: by
       | being free, open source, and privacy centered, there's
       | automatically no room for ads and it's difficult to monetize.
       | Also they have to be very careful adding new features for
       | security reasons.
       | 
       | The result: very few features. Which is exactly what I want.
        
       | krasikra wrote:
       | The hardest engineering skill I've developed is knowing when to
       | stop optimizing. There's always another microsecond to shave,
       | another edge case to handle, another abstraction to introduce.
       | 
       | The best codebases I've worked with share a common trait: they
       | have clear boundaries about what they don't do. The worst ones
       | try to be everything and end up being nothing well.
       | 
       | This applies doubly to developer tools. The ones that survive
       | decades (Make, grep, curl) do one thing and compose well. The
       | ones that try to be platforms tend to collapse under their own
       | weight.
        
       | sarthakaggarwal wrote:
       | This resonates with AI coding tools. Claude Code doesn't know
       | when to stop --it'll do 30 agentic loops for something that
       | should have taken 3. The cost implications of a tool that doesn't
       | know when it's done are brutal.
        
       | jackfranklyn wrote:
       | The hardest part of building software isn't adding features, it's
       | having the discipline to leave something alone when it works.
       | There's a real gravitational pull toward "just one more thing"
       | because every feature request feels like a missed opportunity.
       | 
       | But I've noticed the products I actually keep coming back to are
       | the ones that feel opinionated. They decided what they were and
       | stuck with it. The ones that try to be everything usually end up
       | being mediocre at all of it.
       | 
       | The WoW comparison in this thread is apt. The early expansions
       | had clear identities. The later ones kept bolting on systems
       | until playing felt like managing a spreadsheet.
        
       | groby_b wrote:
       | "Good software knows when to stop, look at ls!"
       | 
       | ls: usage: ls [-@ABCFGHILOPRSTUWXabcdefghiklmnopqrstuvwxy1%,]
       | [--color=when] [-D format] [file ...]
       | 
       | I don't think it knew when to stop.
        
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