
Originally Posted by
Enkidoh
I suspect the original poster's idea actually comes from a misinformed belief that rolling shield use into sword would somehow then increase inventory space, but as others have pointed out, the offhand slot is it's own independent section in the Armoury Chest and it's removal wouldn't freeup space like removing Belts did.
I'm not confused. An unused inventory slot is stuff free space in the DB. The "free space" we see is just an illusion of the UI. If there's a free slot in our inventory, it's not represented in the database as anything. Why would you when you don't have to?
Every weapon/shield pair is two inventory slots that could be one. At a minimum that's every in-progress relic, matched glamour (i.e., where the sword and shield you want are the same), etc. It's not as big a win as belts, but it's non-zero.
I'm also concerned about code complexity. Most code complexity in my career has come from exceptions -- things where everything directly, but you have to add something like the below which also is another place that can go wrong and another thing that has to be tested. So, yeah, I'd like to make things simpler, reduce the average omni-players inventory needs by a handful of slots, remove a bunch of crafting recipes, remove the PLD tax, and just makes things a little more consistent in this one area. Separate swords and shields don't get you much, especially if you can keep the asymmetric glamouring.
Code:
if (special_condition) {
// do_special_thing
}