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The Special Materials in This Item are Too Old?

RaDian FlGith

Babbling Loonie
Stratics Veteran
Stratics Legend
Okay, I have to ask... aren't items that are eligible to be imbued subject to a weighing mechanism as it is?

I've never understood, first, the initial hesitation to allow enhanced items to be imbued, or second, the hesitation, implementation, and then subsequent removal of imbued artifacts. These items are all subject to a weighing mechanism (at least as far as I understood) that prevents items with too many properties or high weight properties from being imbued in the first place. So if an artifact has 600 points worth of properties on it in the first place, it just can't be imbued.

So today, I'm about to imbue an item that has 7% LMC, and then 16, 17, 8, 18, and 9 for resists. That's it. Barbed leather sleeves. Was going to check to see what its weight vs. properties was to see if it was worth adding some stuff to. But lo and behold I receive the message "The special materials in this item are too old to survive the imbuing process."

Say what?

The imbuing system is incapable of weighing old items? Don't they have the same property spread as new items? I can't even begin to fathom what this is about.

So truly, I'm looking for some insight, because once something's imbued, it starts the inevitable path to total obliteration. There is no permanency for imbued items, so what, I ask, is the big deal?
 
S

Stupid Miner

Guest
They put that in since it was simpler than figuring how how to retroactively get enhanced items imbueable. At least that's what I'm pretty sure they said.
The problem may have more to do with the items having been previously marked "unimbueable."

Can't say I disagree with the choice, if they had infinite amounts of time, it'd be nice, but not really top of the priority list. Then again I suppose it all depends on the amount of time fixing it.
 

Nexus

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They put that in since it was simpler than figuring how how to retroactively get enhanced items imbueable. At least that's what I'm pretty sure they said.
The problem may have more to do with the items having been previously marked "unimbueable."

Can't say I disagree with the choice, if they had infinite amounts of time, it'd be nice, but not really top of the priority list. Then again I suppose it all depends on the amount of time fixing it.
Though we must not forget they do provide an excellent source of unraveling material.
 

RaDian FlGith

Babbling Loonie
Stratics Veteran
Stratics Legend
They put that in since it was simpler than figuring how how to retroactively get enhanced items imbueable. At least that's what I'm pretty sure they said.
The problem may have more to do with the items having been previously marked "unimbueable."
Except from a programmatic point of view, it's easy to say, "If beenImbued = Nothing..." or whatever. There's no logical reason (tangible or programmatic) that they would have to exclude old items, artifacts, or anything else. The system is already designed to count up properties.
 

RaDian FlGith

Babbling Loonie
Stratics Veteran
Stratics Legend
Though we must not forget they do provide an excellent source of unraveling material.
Which, of course, implies that the system knows their "value" to the imbuing system.

In honesty, I can't think of a single reason this makes sense to have done. Items are items, and even if an old item is missing a new field, the imbuing system could have been designed to make up for that. Even without having seen the database structure of the game, I still don't see why these gaps couldn't have been filled by the imbuing system, even acknowledging that such alleged gaps exist.

I mean, they at one point turned every item in the game to AoS-style items... One would presume that the itemization system hasn't changed largely since the days of AoS.
 
E

Evlar

Guest
You mean... we need to look on the underside of items to see if there's a "Use By" date?

 

Percivalgoh

Sage
Stratics Veteran
Stratics Legend
I have a whole bunch of armor that I previously enhanced or made with colored ore/leather. Those are all going to be replaced by new armor since I can now make better armor using imbuing and some of them would be really great stuff if I could imbue them. Other than that the only real issue I see is if you are buying an item and you intend to imbue it then you have no way of knowing beforehand if it is old or new.
 

phantus

Stratics Legend
Stratics Veteran
Stratics Legend
I really wish they could fix it. I was big time bummed when I found I couldn't imbue my "green" hats.
 

ACB1961

Lore Keeper
Stratics Veteran
Stratics Legend
Personally, I think they just screw us in ways like this for fun.

They've been making everything we use completely useless regularly for 12 years now. There's really nothing else it could be. It's like when we spent all that effort to make that 32 ac plate, and then one morning it was just something else to smelt.

Factions are next... Every faction suit of armor, every trap, etc. Can you imagine the effort that has gone into all that stuff being wiped out in an instant?
 
S

Stupid Miner

Guest
Except from a programmatic point of view, it's easy to say, "If beenImbued = Nothing..." or whatever. There's no logical reason (tangible or programmatic) that they would have to exclude old items, artifacts, or anything else. The system is already designed to count up properties.
If it was that easy, it would have been done already. Don't assume you know how 12 year old code was written by several different teams. There's always been a problem with pre-patch versions of items since AoS came out.
 

Nexus

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Which, of course, implies that the system knows their "value" to the imbuing system.

In honesty, I can't think of a single reason this makes sense to have done. Items are items, and even if an old item is missing a new field, the imbuing system could have been designed to make up for that. Even without having seen the database structure of the game, I still don't see why these gaps couldn't have been filled by the imbuing system, even acknowledging that such alleged gaps exist.

I mean, they at one point turned every item in the game to AoS-style items... One would presume that the itemization system hasn't changed largely since the days of AoS.
Weight of an item should in theory be easy to calculate no matter if it's an old item or new, that's just pulling stats on the item and running them through a calculation. Now going back and retro-actively applying a new flag on every single bracelet, ring, weapon or piece of armor in the game... that's an entirely different story. It is always easier to inherit a property than to create a new one.

With AoS they really didn't change any properties they just well redefined them. That's why every item wound up with base resists more or less, Silver weaps all became Undead Slayers etc. The properties were already there they just were redefined and the new items that people harvest on corpses brought in the major diversity.
 

RaDian FlGith

Babbling Loonie
Stratics Veteran
Stratics Legend
If it was that easy, it would have been done already. Don't assume you know how 12 year old code was written by several different teams. There's always been a problem with pre-patch versions of items since AoS came out.
Just because it hasn't been done that way doesn't mean that it was even considered.

They used to believe that it would take a 75mb download to update the map any time they made changes to it. They later took some very sound programmatic advice and made a system by which they can patch the map without sending the whole thing down to the client.

It's not a matter of how 12-year-old code (and taking AoS into play, it's 7-year-old code) was written, it's a matter of how recent code was put into place to handle the imbuing system. Unless they're storing items in several different formats (and if they are, shame on them), they can (and should) program the imbuing system to handle any exceptions that might exist to the rule -- if only by assigning a null or zero value to properties that might not be in the list of properties to take into account (for instance, charged items).

I mean, we all know they know how to make items stack, and yet they release new items all the time that don't stack. It's not a matter of they can't do it, it's a matter of either they forgot to do it, didn't consider doing it, or just plain figured it wasn't worth doing it.

Again, just because it wasn't done does not follow that it could not have been done.
 

RaDian FlGith

Babbling Loonie
Stratics Veteran
Stratics Legend
Weight of an item should in theory be easy to calculate no matter if it's an old item or new, that's just pulling stats on the item and running them through a calculation. Now going back and retro-actively applying a new flag on every single bracelet, ring, weapon or piece of armor in the game... that's an entirely different story. It is always easier to inherit a property than to create a new one.
Except of course that the entire imbuing system is comprised of adding properties to existing items, right?

They don't have to retroactively apply a flag. They can apply it at the time that the imbuing system touches it.
 
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