Quote:
Originally Posted by Algren Cole
I have a large problem speaking with people who attempt to explain things they don't understand. Implementing a guild storage is not a simple task. It's not just cutting and pasting code from one part of the game to another. There is extensive modifications required in modules, functions and subroutines required to make this change work. Changes that would turn what is a single entity storage into a mutliple entity vault. It's also not the reason I said it would take hundreds and hundreds of hours...Guild Raids is the reason I said it would take hundreds and hundreds of hours. But to think that putting a guild storage into the game is a simple change is taking credit away from the developers...cuz it's not. References to Database IDs and dynamic links need to be changed. Functions need to be recoded to handle multiple user IDs accessing the storage. Modifcations to subroutines need to be made to remove items from one persons personal inventory and then storing it in a public inventory. An interface needs to be designed...it's an extensive change to the game. Putting in NPCs is easy...they are static and interact only in YOUR world(or a single layer level)....a guild storage would require the game to interact in mutlitple words(or a multiple layer level)...
|
Yet agin I will say it would not be simple, but it would not require massive amounts of time. Ether way it will happen, how long after they put in the vault do you think it will be before they add storage to it? I guess that I was arguing with your statment that it was an ideotic idea.
So Im done hijacking this thread, yall get back to disscussing the suggestions.
And Cole, I hope that one day you dont want to be the ass of every argument. Once you stoped calling me a moron/stupid I actually started giving thought to your points. Its much more efective.
EDIT:*sigh* Dax, never said it was easy, or that a patch was easy. And actually it WOULD be just as easy as realesing a patch, no comment on how easy that would be though.