I believe yall are using
designed in a different context. In the coding of the game, the programmers
designed their data structures in a way that allowed for the recharging exploit. In other words, the programmers did a poor job in
designing the data structures to execute the
design they intended for the game. As a result, we have the recharging exploit.
Quote:
Originally Posted by YendorLootmonkey
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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.
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