Save up forever for a crown of eyes. Get shit all over.

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Aim_Deep wrote:
They could change the numerical values easy on the other OP legacies just like they knocked granite flasks from 4000 to 3000 despite thousands out there, they just don't want to.

Making legacy Kaoms 500 life would be same thing as granite change.
No, it would not. The granite change was to the base item type. All such changes necessarily change all items of that type.
Changing Kaoms would be a change to the value of a specific mod on the item. This requires doing an item migration with a custom script, resulting in massive downtime while migrating every item on the realm.
The equivalent of the Granite change for Kaoms would be changing the base armour of Glorious Plates (which we could do, and would affect existing ones). Changing the value or a rolled mod is entirely different.

The base value of the Granite Flask type, like the base value of the armour rating on Glorious Plates, is stored in a lookup table which all items of that type point to, rather than all that data being duplicated by separately storing that information in each item of the type. Thus changing that data would only be a change in one place, and would always affect all items of the type.

By contrast, the value of the rolled unique mod on Kaom's Heart is stored in the specific item it was rolled on, like all other rolled mods. Because mods by their nature must support the ability for two instances to have different values. Thus changing this requires changing it separately on each item changed, and won't affect other items.

With Crown of Eyes, we did not change the value of a mod (which would have made old ones legacy), we changed the mechanic it uses to work differently - we effectively changed the game mechanic the item uses, not the item itself. Each item stores the mod it has, and it's value, neither of which changed. What that mod causes to happen changes, and that of course isn't something stored separately in each item, but in code that modifies calculations. This isn't the first time this has happened (Volls comes to mind), and it may not be the last.
Last edited by Mark_GGG on Aug 11, 2014, 6:07:22 AM
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gilrad wrote:
So if the problem is that you can't update mods with number ranges, isn't it possible to change unique mods that aren't shared by other items (Aegis Auora for example) from mods with a number range to mods without a number range?
There is no such thing. A Mod is a set of stat : value pairs, where the stat is stored in a lookup based on mod type, and the value is stored individually in the item.
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gilrad wrote:
So instead of saying "this is a mod with a <number>", simply change the entire mod so that it says "this is a mod with the number 2".
The system does not support this concept - this is just not how mods and/or stats work.
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gilrad wrote:
Also, how much time are we talking about for running a script through all the items and updating them all? I'm sure if it's less than six hours
We can't be sure (it gets longer all the time as more items are created), but last time tests were done to come up with an estimation I heard something about it taking at least several days. And that was a long time ago now with a lot more items created since then.
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ampdecay wrote:
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Mark_GGG wrote:
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If I understand correctly the CoE change is different in the fact that it doesnt change the values of the items, it chanes the mod that the values point to?
They still have the same mod, we've changed the game mechanic that mod turns on.

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