if the way textools lists weapons is accurate, this isnt actually true. not that i would ever use textools mind. im a good girl who obeys the tos.
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I mean, it wouldn't be the first time Yoshida had no clue how his own game works. But this at least shows his mindset on the problem.
I guess to be fair it was more along the lines of "we have a certain memory budget per character and two different weapons would eat into this budget".
from what i can see, the game calls for say "ruby tide rapier". that leads to two models, "ruby tide rapier mainhand" and "ruby tide rapier offhand".
it means that the weapon is in two pieces and CAN be changed if the dev team wanted to. but it would still take work and use extra data when storing your glamour or saving your gearset. instead of having one link to two models, you need each model as its own separate entry.
(incidentally mch appears to have an offhand. its dozens of copies of the same lunchbox lmao)
so i understand why it probably wont be changed right now, especially with the graphics overhaul soon. but its not OFF the table.
The mindset thing I imagine is a big driver, and really the only way to change that is to request the feature enough to get looked into and changed, so that's what I did. (looks at Living Dead...)
Regarding memory, do we know if PLD sword/shield memory budget is split to equal other single skin classes? Feels like no, but could be clever implementation strategy.
Pretty sure it's mirrored at runtime. Any asymmetrical weapons basically function like OP is asking already, there's just no way for the player to interact with that aspect. My guess is because SE seemingly doesn't like off-hand items. I think they would've removed the slot from the game entirely if it wasn't for paladins.
The small amount of glamour benefit would be outweighed by the increased filling of inventory and glamour dresser space.
We just went through this whole thing of dumping HQ harvests to save the item count. Something like this would be two steps backwards.