Posted by ckknight Apr 29, 2009 at 17:09 UTC
We're launching Curse Premium today and I'm sure some are wondering about the effect that Premium will have on authors.
All authors will have complimentary premium. Yes, this could lead to gaming the system and creating fake projects for the sake of it, but we have a manual approval process, and we will investigate any reports of said gaming. Please, don't ruin it for the real authors. It will be one or two weeks before complimentary premium is provided for authors.
We are also launching our Author Rewards Program (ARP). 20% of the revenue generated from Curse Premium will go towards the ARP. Some of you may have heard about it, but I'll describe it now:
One of the main reasons Curse.com has become so successful is due to the addons it distributes. These addons obviously are created by the addon authors, our content producers. As a way to reward our content producers, we are launching the ARP. We will grant addon and library authors Reward Points (henceforth called points) based on said addon's popularity; for libraries, it will be based on the popularity of the addons using said library.
Points will start accumulating now that premium is launched, but the CurseForge author store will not be available to redeem from until details have been worked out, likely a month from now.
We aren't going to release the full details of the algorithms we use to calculate points, to help limit gaming the system, but the general idea is as such:
There are some complications with all this, though:
We've already started granting points to authors. To see your points, go to http://www.WowAce.com/home/ and check the bottom-left.
Update: Authors should now have free premium if you have a project with at least 1000 downloads. The 1000 number should hopefully limit gaming the system somewhat. If you have a legitimate addon, getting 1000 downloads should not be hard to do, especially with the number of users that use Curse.
Posted by Kaelten Apr 13, 2009 at 19:24 UTC
Recently Curse and WoWInterface got together to come up with a solution for an ongoing problem. The problem in question is WowMatrix. The reasons they are a problem are many:
For months now, both sites and multiple authors have been trying to come up with solutions to the problems caused by WowMatrix. However, WowMatrix just keeps ignoring authors' requests to remove their addons from their application, working around the protections we have put in place, and proving repeatedly that they have no intention of ever becoming responsible, legitimate members of the community. Instead, they choose to continue to leech off the community. Well we, Curse and WowInterface, have gotten together and between us we believe we may have found a solution to prevent them from pulling authors' addons from our sites to redistribute without permission and stealing our bandwidth any longer. Unfortunately we cannot release details on the solution, so as to keep it viable.
"Yeah yeah yeah, blah blah, get to the important question: What does this mean for me, your sites' user?" For the majority of users it should be completely transparent, you should not notice any difference whatsoever, other than improved site responsiveness during patch days. We hope that we will be able to revert the changes made to our sites eventually, if WowMatrix ever stops violating authors' copyright and ceases stealing our bandwidth and other resources.
If you were previously using WowMatrix to keep your addons updated, please use our official updaters (Curse, WoWInterface). You may also mark addons as favorites on both WoWInterface and Curse in order to be alerted when they are updated.
Posted by ckknight Mar 27, 2009 at 20:52 UTC
Hello friends, ckknight here.
Some of you may be wondering what the next step for CurseForge/WowAce might be. You may have seen the piles of tickets that the CurseForge project has and it can be disheartening.
So, I'd like to let you know that development absolutely has not stopped. We have limited resources with regards to manpower, as it has been essentially just one person (me, ckknight) doing nearly all the work on the site itself. Kaelten has been working furiously on the Curse Client, and I think we can all agree that it has blossomed under his guidance.
I've been working on the upcoming Author Rewards Program and Author Store, for when we launch Curse Premium and the Author Rewards Program soon.
The current gameplan is to completely overhaul the HTML and CSS on the website. While we previously had a frontend developer working with us, that is no longer the case and hasn't been for about a year, causing general bad practices to leak into our display code. This will lead to an overall greater polish for both WowAce and CurseForge. Things will also be very easy to change and add to in the future.
As it stands, if we want to add any new features, wrestling with the CSS has become a case of the Old Lady Who Swallowed a Fly, where anything we do can cause a ripple effect, leading to slower development and an overall lack of polish.
Once this is finished, the website should act a lot more consistently, provide a better user experience, and allow further extensibility in the future. Also, we'll be able to call ourselves "Web 2.0" if we have rounded corners and gradients, right? ;-)
For an idea of some of the future ideas we have, so you know that we actually have future ideas:
If you have any ideas, we're more than willing to hear them through CurseForge's ticket system. Also, if you see a good idea, feel free to vote it up. That's a big reason on how we prioritize the next thing to do.
Posted by Kaelten Mar 23, 2009 at 19:43 UTC
Curse Client 3.0 Release
I just wanted to take out a few moments and let everyone know that friday we released the 3.0 client to our entire userbase. It's been a long time coming, but I feel it fixes the majority of issues people have raised.
Some of the highlights:
Not only that but....
Mac Client 3.0 Beta Release!
We managed to get you a mac client beta out on Friday as well! This was a personal victory for me as I'm now actively working on the code for the mac client. In addition to the above changes we are happy to announce that updates are now done through Sparkle (same update mechanism used by Adium, Textmate and many other mac apps).
We are still in beta here as wxWidgets' implementations can drastically differ on mac vs pc, as a result we're working hard to iron out issues, and will be putting out updates all this week until we're at a more stable point.
However, there are a few...
Over the last week we've had a few authors mistakenly upload either the wrong file or files with invalid layouts that have caused the client's fingerprinting to mistake people's folders for the wrong addon.
Two known examples of this are Ace3 and Auctioneer getting flagged as Tournament Realm Spy and epgp. We've fixed it server side however the client won't just 'forget'. You'll need to remove the false match and in some cases reinstall the new correct match.
Reporting Issues & Discussion
Posted by Kaelten Feb 04, 2009 at 00:52 UTC
I know it's been a while since I posted my last status update for the project. I apologize for the silence, but we're nearing payday!
So now, after several months of intensive development I want to bring to you guys the first release candidate for the 2.1 line.
Well, almost everything! Well, almost.
What were the issues again?
Here is a brief recap of what I posted in my last announcement as some of the major issues.
* Ignoring manual deletions * Installing over addons * Downgrading addons * UI feedback failures * Poorly worded options and button text * Too much automation in some places, too little automation in others * Lack of features that are considered defacto standards * General reliability
Now let's talk about what we did about them.
What we did about them!
The UI has gone through some major overhauls. Hrm, how can I explain this......
The old client
The new client
There are more changes than can be seen in that screenshot, but I think it gives a rough idea.
Well we didn't get everything I talked about in the last message done. Here's the list. I've struck through things we've finished. Things that are works in progress I'm marking with italics.
We'll be finishing things up as soon as possible.
Changed Behaviors & Methods
The Mac Version
Do you want the good or the bad news first?
I'll start with the bad. It's not here.
The good news is, we're now actively getting it ready for it's first night out. I can't promise exactly when just yet, but Soon has never been so close. I hope to start leaking alphas out next week, but again I can promise nothing!
The one thing I don't think anyone can argue with is that this client is hands down superior to it's predecessor. There is not a doubt in my mind regarding that.
Is it perfect? Of course not. Are there bugs? Sadly, yes I'm sure there are. However, there was no way we could justify continuing to hold back this update and letting people continue to use the old version.
We're looking for feedback as we're getting ready to put this out there to all 700k+ users in the next few weeks. Please use the ticket tracker I'm going to link below to report any feedback. But please, try and see if the ticket already exists.
I also want to apologize to all you guys who've been struggling with the 220.127.116.11 client for so long. Support on it has been weak to non existent, I'm going to be keeping a tabs on things much much closer with the new client in order to ensure that the same backlog doesn't happen with this one.
So guys, last thing I'm going to tell you is how to get the new client. So make sure to check the link section below!