sentientomega wrote: »Reistr_the_Unbroken wrote: »I think ZoS said they’d never do it though
They did, but as someone else has pointed out, this wouldn't be the first time they've changed their mind about implementing something if they do change it on this, as they're entitled to.
I could be wrong, but I think skill lines were one of those things.
lordrichter wrote: »sentientomega wrote: »Reistr_the_Unbroken wrote: »I think ZoS said they’d never do it though
They did, but as someone else has pointed out, this wouldn't be the first time they've changed their mind about implementing something if they do change it on this, as they're entitled to.
I could be wrong, but I think skill lines were one of those things.
You have to be careful. ZOS has certain phrasing that they use. Having "no plans" means the door is still open, as the word "plan" does have a development meaning that still allows for a "maybe". When there is "no interest" or "it is not something we want to do", that is more final. To my knowledge, this has only been used a couple of times, and has not yet been reversed.
The amount of programming need to do a class change and have it work properly would be a mountain in itself more than likely it would glitch out and you would have a sorc using dragon leap or a dk summoning a twilight. The examples are likely outcome of class changing. However the more likely and better alternative is for a spellcrafting system.
I'm not sure why you say that because the class systems are already programmed. It should be simple to do. All the hard work is already done.
With race change it’s simply a matter of a handful of passives but to do a class change requires 3 skill lines to be converted and ideally people will want the skill lines at same level as their toons had prior to changing class. There are even further complications on top of the basic issues presented
That would be simple to do, even if you wanted to carry over the same skill ranks. Simply save the current levels of each skill rank into temporary variables (though I'm sure they are already saved on permanent ones anyway) and then apply them to the corresponding skills once you swap them. So that wouldn't be difficult to do either, even if you wanted to do that. So the situation you presented would not be a complicated one to address and I've seen no "basic issues" presented in this thread that would make programming a process to change classes difficult. This would be a very basic code.
Trust me, it's not programming difficulties that's keeping them from doing this.
You fail to see the coding issue would be if their is even the slightest coding error you would say have a sorc with dragon leap or a nightblade with the bear ultimate for some simple examples
You fail to see the coding issue would be if their is even the slightest coding error you would say have a sorc with dragon leap or a nightblade with the bear ultimate for some simple examples
You fail to see the coding issue would be if their is even the slightest coding error you would say have a sorc with dragon leap or a nightblade with the bear ultimate for some simple examples
We already know that class abilities are not stored that way, they are simply indices into the parent class structure.
That means that switching the class on an existing character can not result in any mixup of class skills ...
You fail to see the coding issue would be if their is even the slightest coding error you would say have a sorc with dragon leap or a nightblade with the bear ultimate for some simple examples
We already know that class abilities are not stored that way, they are simply indices into the parent class structure.
That means that switching the class on an existing character can not result in any mixup of class skills ...
Again it is not as easy and clear cut as you think the coding for class change will likely place unforeseen bugs into the system. With coding there are always unforeseen bugs.
Usually the program is structured to where classes are basically just applied or removed through the database. I would be very surprised if any complex coding was even needed to simply swap classes. It would likely be as easy as telling the program to remove existing class and replace it with the new class. I suspect that's what Sir Andy is referring to.
skill_line = 1; skill = 3; skill_level[skill_line][skill] = 3.14159265;
skill_line = 1 = "Daedric Summoning" for a Sorc, "Shadow" for a Nightblade and "Draconic Power" for a Dragonknight skill = 3 = "Summon Winged Twilight" for a Sorc, "Path of Darkness" for a Nightblade and "Dragon Blood" for a Dragonknight skill_level[1][3] = some level value = The current level for that skill
Usually the program is structured to where classes are basically just applied or removed through the database. I would be very surprised if any complex coding was even needed to simply swap classes. It would likely be as easy as telling the program to remove existing class and replace it with the new class. I suspect that's what Sir Andy is referring to.
Disclaimer: I do this stuff for a living and have for a very long time
Like i said above, we already know (due to previous bugs that exposed the underlying structure) that your class skill progression is saved in the database as a simple index for both the skill lines as well as the skills in each skill line.
Simplified pseudo code example (ignoring morphs for simplicity):skill_line = 1; skill = 3; skill_level[skill_line][skill] = 3.14159265;
In the example above:skill_line = 1 = "Daedric Summoning" for a Sorc, "Shadow" for a Nightblade and "Draconic Power" for a Dragonknight skill = 3 = "Summon Winged Twilight" for a Sorc, "Path of Darkness" for a Nightblade and "Dragon Blood" for a Dragonknight skill_level[1][3] = some level value = The current level for that skill
The only way you’re getting a class change token is if it costs more than all maxed skill lines, and full skill point unlocks combined
ZOS would never miss a chance to milk idiots
Usually the program is structured to where classes are basically just applied or removed through the database. I would be very surprised if any complex coding was even needed to simply swap classes. It would likely be as easy as telling the program to remove existing class and replace it with the new class. I suspect that's what Sir Andy is referring to.
Disclaimer: I do this stuff for a living and have for a very long time
Like i said above, we already know (due to previous bugs that exposed the underlying structure) that your class skill progression is saved in the database as a simple index for both the skill lines as well as the skills in each skill line.
Pseudo code example (ignoring morphs for simplicity):skill_line = 1; skill = 3; skill_level[skill_line][skill] = 3.14159265;
In the example above:skill_line = 1 = "Daedric Summoning" for a Sorc, "Shadow" for a Nightblade and "Draconic Power" for a Dragonknight skill = 3 = "Summon Winged Twilight" for a Sorc, "Path of Darkness" for a Nightblade and "Dragon Blood" for a Dragonknight skill_level[1][3] = some level value = The current level for that skill
You aren't are programmer, are you?This is an over simplification as there is the coding for animations as well.
You aren't are programmer, are you?This is an over simplification as there is the coding for animations as well.
Animations and their coding have no relevance to how character data is stored on the server.
This topic is about class change and how easy (or not) it would be to implement.
Animations have no roll in that at all, that's not how one stores character data server side ...
animations are tied to skill coding. You definetly don’t understand the basic conceptYou aren't are programmer, are you?This is an over simplification as there is the coding for animations as well.
Animations and their coding have no relevance to how character data is stored on the server.
This topic is about class change and how easy (or not) it would be to implement.
Animations have no roll in that at all, that's not how one stores character data server side ...
animations are tied to skill coding. You definetly don’t understand the basic conceptYou aren't are programmer, are you?This is an over simplification as there is the coding for animations as well.
Animations and their coding have no relevance to how character data is stored on the server.
This topic is about class change and how easy (or not) it would be to implement.
Animations have no roll in that at all, that's not how one stores character data server side ...
You clearly have no idea what you are talking about, another armchair game programmer in the making ...