Hmm. I still don't see why it matters if you're PvP flagged while you're inside a 25-man instance, or why you'd need to buff or heal or do other flag-spreading activities outside the instance, or why if you get flagged you can't just zone in. I don't play on a PvE server, though, so I guess I just don't see the problem. :P
On a PvE realm, if one person is PvP flagged at the beginning of a raid, this happens :
- Any raidmember that buffs / heals him gets PvP flagged, pretty soon you end up with half your raid PvP flagged
- If a groupbuff is applied with someone non PvP flagged targeted, PvP flagged groupmembers don't get the buff
- Later on during the fights, unless specifically targeted, group heals or multiple heals (think shaman) won't heal PvP flagged people, there may be issues with things like shadowpriest mana regeneration too
PvP flags (or rather raids half PvP flagged) are eeeeevil on PvE realms trust us
Just about the wiki you compiled, for the layout-related stuff I think it would be best to let GridDynamicLayout out of the equation, it is essentially an automatically-generated namelist-based layout that changes according to your raid context.
Simply said I don't see how you could merge it into a core Grid, it is just extreme automation of something you could do by hand (assuming some sort of in-game editing or import/export for layout ends up as a Grid 2.0 feature). In that regard GridDynamicZoneSwitch falls under the same category.
I think Grid core should stay centered on three things : layout, status and indicators, automation of simple tasks should stay accessible to plugins but chugging them into core would be too akin to feature-bloating.
On another note I'd like to do a feature request for Grid 2.0 : instead of handling horizontal and vertical padding for cells (unitframe), implement a cell-padding and a group-padding, if you prefer cell-padding horizontal/vertical + group-padding but I'd really like to be able to have a sort of separation between my groups (it really makes sense in the case of layouts using the units per column feature).
As for helping in the development process, I think it's important the core team remains as small as possible, otherwise I fear we risk going into different directions as I think there is no functionnal specifications document :)
That said if you, Pasta or Jerry need help on developping a specific module and you have time to give general directions for it there's no reason I wouldn't want to be a small part of that. Is there a googlecode or discussion site somewhere or are you mainly coordinating through IRC / PMs ?
About the weaknesses you quote : High Learning Curve: Grid is hardly intuitive, but rather a Unix OS with it's manual scattered in the world wide web
> That's a documentation problem more than anything... Wiki documentation is rather succinct, adequate for a power user but not for more casual users, I'm sure there exists a lot of great guides out there that have more of a tutorial approach (I know I wrote one in french when I started advocating for Grid use). Maybe we should focus on that. High amount of modularity: just counting my 20 Grid 'main' addons maintaining these without WAU seems a nightmare to me, and i can hardly convince an 'average' user to install it
> That's not a weakness, that's a strength. I'm not a great believer in modularity (see the clusterfuck that is Prat) but when done right it actually makes sense and, here, it is being done right. Hard to configure The high amount of flexibility and it's growth in extensions has made configuration become complicated.
Well the problem lies mainly in his strength, the great status / indicator paradigm it uses is not something the user base is accustomed to.
One of the main problem I see coming into play is that users are not eased into it because the default configuration is something which is mind-boggingly different from what users are accustomed to (horizontal bars, run of the mill raidframes which are essentially the same than Blizz groupframes reduced). The thing that, with a few plugins and half an hour of AFK AV, they can reproduce something much closer to their usual raid frame is something that doesn't even register because of the sheer difference they see on screen.
I like the idea of having multiple default configurations according to class, maybe have one or two predefined unitframe settings too ?
The idea of a layout editable in game is good in my opinion but it would be difficult to design a simple enough UI, maybe limit it to an import / export of current lua code for layout ?
Last thing I see worth doing is improving the status/indicator framework so that status publish what information they output (keywords like COLOR, ICON, TEXT, NUMBER, TIME) come to mind. Symetric publication of what the indicator can display would allow to filter a bit the available status list per indicator, easying the configuration a little. It would be relatively easy to build up on that foundation and include new means of display if necessary.