Selveem wrote:As for code, this is simple. As a builder, it's just a matter of a couple if-checks, oload, etc. There are hundreds of quests in this game. These would be very easy to implement and would benefit not only current players, but future players.
Actually, this is not true. You fail to take some aspect into consideration.
First aspect. We have 33 deities (or is it 32?). Multiply that by 3 supplicated items and you get 99 items. Assume broadly that half of those items are ICly class-restricted in their usage, that's 50 items. Classify the followers broadly into 3 categories: cloth/light/heavy for armour, and simple (e.g., wizards) / more (e.g., priests/thieves) / all (e.g., warriors) for weapons. Adding quests to allow people to automatically change an object into something usable would thus mean adding 100 such quests (50 items are concerned, and for each of them, 2 alternatives would be needed). That's not what I would call "simple", and it's definitely more than just a couple if-checks and oload.
Second aspect. Assume that objects are can be given to mobs in exchange for other, better suited, items. How would the code know what supplicated items someone already has? Currently, it checks all worn items and if it finds the first supplicated item, it loads the second item. If it finds both the first and second item, it loads the third. And all this is made through hard-code. Now, if someone changes their second supplicated item - heavy armour - for some light armour, they won't register as having the second supplicated item anymore... and thus, would get it again next time they use supplicate object.
So, to make this work, it would be necessary to either modify the hard code (something that can't be done easily since only Mask can do that and his free time is limited). Or we would have to make even more quests (200-300 quests instead of the 100 indicated above) to make it possible for people to exchange their second supplicated objects into another supplicated object.
Third aspect. This is not easy to maintain. If supplicated items are changed at some point, all the related quests need to be changed as well. A change in the file with the supplicated items entails several changes in the quests. This kind of relations "if you change something here, you also need to update there and there" are better avoided.
End result is that it is very far from simple to make such a change.
Now, I recognize that it would be better and make more sense. How sucky and completely idiot is the god who would give his/her wizard follower a nice shining platemail armour.
I would suggest that specific cases where the supplicated items does not correspond to your class (as in: a weapon that you cannot learn to use, or a piece of armour that you shouldn't ICly wear) be reported to
applications@forgottenkingdoms.com.
This is only my opinion, but I would be fine with the following changes:
a) change a piece of heavy armour made of metal to studded leather, made of leather - and keep the same enchantements
b) change a piece of heavy armour made of metal to "cloth" armour, made of silk - and keep the same enchantments
c) change a piece of leather armour made of metal to "cloth" armour,
made of silk - and keep the same enchantments
d) let followers of a god heavily associated with a weapon type learn to use that weapon type (as if they had learned the "weapon proficiency" feat to learn a new weapon-like skill)
e) change a weapon into another weapon of the same category, as long as this is not a weapon type closely associated to the deity (by same category, I mean that a dagger could become a mace or short sword, but not a long sword or a flail; and by closely associated to the deity, I would mean that Moradin's holy warhammers wouldn't be modified).
Obviously, those are just the ideas that come to mind right now, and that does in no way mean that the applications will be accepted.