1. #1
    Field Marshal Cedande's Avatar
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    How hard would it be to Transmog the enchantment on the weapon being copied?

    THIS ISN'T A RANT THREAD, just curious.

    Anyone know how hard it would be to apply the enchant from the weapon you are coping, letting it override the current enchantment. So Dancing steel looks like Lifestealing.

  2. #2
    As a developer I can say this:

    It's not a matter of how hard but how risky and how much testing needs to be done.

    They would need to add an extra database column on the weapons / item instance table to contain the needed additional information. Not hard but anything against a database with information in it can be a bit risky.

    Secondly, although the code changes are fairly simple for this to work it's a matter of testing. The code change should in theory work however theory and practice don't always meet up. The primary code / GUI changes would be to add a check box to allow the transmorge to copy over and the rendering engine would need to check to see if the enchant transmorge has been put in place and use it instead. This would require a client side patch.

    However with both of those factors included it should not take more than a day or 2 development / testing. The internal procedures, specially for something with the attached risks will likely make it take a lot longer. There is also the matter of this being a secondary issue vs primary issues such as new phasing tech taking up the limited development skills available to any company.

    This doesn't mean that it should be pushed out though, it's a minor annoyance but an annoyance that could be "relatively quickly" fixed.

  3. #3
    Quote Originally Posted by JDocs View Post
    As a developer I can say this:

    It's not a matter of how hard but how risky and how much testing needs to be done.

    They would need to add an extra database column on the weapons / item instance table to contain the needed additional information. Not hard but anything against a database with information in it can be a bit risky.

    Secondly, although the code changes are fairly simple for this to work it's a matter of testing. The code change should in theory work however theory and practice don't always meet up. The primary code / GUI changes would be to add a check box to allow the transmorge to copy over and the rendering engine would need to check to see if the enchant transmorge has been put in place and use it instead. This would require a client side patch.

    However with both of those factors included it should not take more than a day or 2 development / testing. The internal procedures, specially for something with the attached risks will likely make it take a lot longer. There is also the matter of this being a secondary issue vs primary issues such as new phasing tech taking up the limited development skills available to any company.

    This doesn't mean that it should be pushed out though, it's a minor annoyance but an annoyance that could be "relatively quickly" fixed.
    That's very interesting, what other information about WoWs architecture can you tell us without assuming everything? As a developer you should know that what you wrote is next to meaningless. No application is ever well designed, straight forward and logical.

    @OP, No one knows but Blizzard themselves, people assume things like this are easy to implement given the size/impact but we have no idea how WoW actually works. For all we know it could be a mix of gotcha and kludges for enchanting effects in the first place and be a massive time sink to implement given what the end will be.
    Only make passive aggressive posts when it doesn't make you look like a dumbass.

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  4. #4
    The problem with the architecture of WoW is that it's an old core with plenty of patches, bandages and stitchings to make things hold up and work properly. I have seen videos where they talk about how much they have improved the structure and the programs they use, so the WoW architecture is in a sense an evolving organism. They change, fix and implement what they need and develop the tools needed and then implement it. You could sort of see it as how AddOns work for us, for every thing you add you need to make it work with everything else.

    Things that might seem easy using other engines could be rather tricky with WoW due to a certain aspect being needed that they haven't had the need to create. Everything in WoW is built from scratch by Blizzard specifically tailored for WoW, it's different when it comes to things like Unreal Engine that are more universal and thus more "fleshed out".


    It's all rather fuzzy and fluffy, but for anyone who hasn't worked with the WoW engine it's very hard to say how much work would be needed.
    Quote Originally Posted by Rugz
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