Quote:
Originally Posted by Brinkman
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Everyone is jumping on me for assuming things, but many of you are coming back saying it was simple to fix and they just didnt do it, yet you have no proof in that direction either.
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We do have a time frame of four years where recharging was available, though, so strike through the
they just didnt do it part because they
just didn't do it for four years. That's proof. Maybe they didn't think of the database fix immediately or maybe it took a lot of back end coding to update, either way, it's not my place to speculate.
Quote:
Originally Posted by Brinkman
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Nobody really knows what happened behind closed doors at VI or SoE. Its going to be extremely hard to find any documentation either way.
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It's funny how this argument suits you when you want it to, but then you say things like this:
Quote:
Originally Posted by Brinkman
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What , in my opinion should be obvious, is that the mechanic itself was not put in intentionally. Its a bug, ite gives players the ability to do things in a manner they did not intend. Again my opinon, which I feel anyone with an open mind should see. It doesnt have to be game breaking to be wrong. I think ive said all this before. Suppose some are just not reading, or are and ignoring half of it.
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Please allow me to quote you on this:
Quote:
Originally Posted by Brinkman
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Nobody really knows what happened behind closed doors at VI or SoE.
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Moving on:
Quote:
Originally Posted by Brinkman
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All parties here are speculatiing.
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No, you're the only one speculating. I've refused more than once to do so, and then name calling ensues until I do.
Quote:
Originally Posted by Brinkman
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For all we know, they truely didnt have a fix untill october 2003.
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Agreed.
Quote:
Originally Posted by Brinkman
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And the reason for not maxing the recharge cost could have been many things, maybe they decided to make it a temporary plat sync, using one bug to cancel out other bugs ( that procuded too much plat ). Until they found said fix.
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They didn't do that, though. They did it for items that were deemed OP to be recharged, and didn't change anything else, unless you have proof of them changing the buyback amount on everything with charges, but that will be nearly impossible to prove.
Quote:
Originally Posted by Brinkman
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We could speculate forever as we most likely will never get any real facts about it.
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Well then we should stop debating it. Nobody has any real facts about why item recharging should be disabled. We do have facts that it was classic, though, and this is a classic server.
Quote:
Originally Posted by Nirgon
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First when an item is sold to a vendor, there has to be code to compare it to the list of current items and update the quantity. When the two items match, check if item has charges. If it is an item with charges, and the amount of charges do not match, add it to the vendor separately. Hell just do it for the hoop if it's such a big deal. I'm just here to say life taps need to be fixed.
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It's easier than that, though. Check items, check charges, vender separately. Too much unnecessary code. If the items have different database IDs for each amount of charges, it becomes no different from selling large patchwork gloves and small patchwork gloves. Six dose hoop would have the same name but different DBID from zero dose hoop, and the vender would realize it would be listed separately with no additional checks required.
Quote:
Originally Posted by Nirgon
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Create spell Drain Spirit (different spell ID, same name) put your resist mod on it, assign to hoop, revert changes to life taps. Dones. Necro and SK are fixed/classic/not further gimped on raids.
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I thought this was about recharging? Clearly off-topic and has no place in this discussion.