Quote:
Originally Posted by Brinkman
[You must be logged in to view images. Log in or Register.]
I never said it was a design bug, do you not see how you are trying to twist what im saying around to fit better into what you are trying to compare?
|
But it IS a design bug.
The data structures for items were not
designed to have different IDs or attributes based on the amount of charges the item had. Therefore, when the item was placed into the vendor data structure, they
designed it to increment the current quantity of the original item instead of creating separate items on the vendor, each with a different amount of charges.
Or, the class-based XP penalty was a coding bug:
The classes were
coded to have different strengths and weaknesses based on the particular max skill values and different abilities and spells
coded into the game. The balance of power that would require the class penalties never materialized, therefore it was fixed.
Six of one, half dozen of the other. The point is still --
if you fix one thing before its time, you set the precedent of fixing other things before their time. I don't care whether class-based XP penalties are corrected now or in Velious, I'm 2 yellows away from 60, so I did my time already.