
What it ultimately comes down to, as Warren said, is bad coding. If their programmers truly understood the concept of object oriented programming, this wouldn't be an issue.
Here is a very brief example of how the game should be written:
Item1 is an object. A piece of gear that goes on a character's chest.
Item1 has the following properties that ALL items of type "gear" have:
- model used
- stats used
- gear slot
- level requirement
- etc
Everyone who has this item in their inventory has an instance of this object saved to their user account on the server. When you glamor an another object over top of this item, all that needs to be changed is the 'model used' property of the instance saved in your account. When a client fetches this data from the server, it loads the appropriate model and displays it on everyone's screens.
It's that simple. And changing how much damage a healing spell heals for should in no way affect this code because it's all contained in said object.
That is how you can tell bad programming from good programming.
Here is a very brief example of how the game should be written:
Item1 is an object. A piece of gear that goes on a character's chest.
Item1 has the following properties that ALL items of type "gear" have:
- model used
- stats used
- gear slot
- level requirement
- etc
Everyone who has this item in their inventory has an instance of this object saved to their user account on the server. When you glamor an another object over top of this item, all that needs to be changed is the 'model used' property of the instance saved in your account. When a client fetches this data from the server, it loads the appropriate model and displays it on everyone's screens.
It's that simple. And changing how much damage a healing spell heals for should in no way affect this code because it's all contained in said object.
That is how you can tell bad programming from good programming.