
Originally Posted by
Atma
Not hard to answer from a DB perspective.
Math is preventing that.
When you store an item into the glamour chest, it is not storing that 'specific item.' That would be wildly inefficient... imagine having to store hundreds of distinct copies of the exact same item data and hundreds of attributes for every single character across every data center's glamour chests to track specific items that exist in that space. That's why it doesn't store materia, spiritbond, crafter marks, or anything else that makes that item 'distinct.' It's not storing 'the item', it's storing the reference.
The efficient route, and almost assuredly what they are doing, is simply storing a 'pointer' to a reference on a master table. For example Character #11725234 Item #623 = Ref # 1725345 (2B BOOTS JET BLACK DYE). This means every character that wants to store 2B boots just needs to have that reference number associated with their glamour chest entry, not something distinct and specific about that individual item.
Saving dye color is already database bloat, but it's livable because instead of the reference table having to have simply have the base item, it needs to have n different references for that item, where n is the number of possible applied dyes.
For an outfit SET, we are now into a whole new world. With x pieces that could all have n possible dies applied, to store it as a pointer to a reference, you now need to have n^x entries on that master table representing every possible combination of n dyes across x items. Instead of n distinct references, we're now talking about billions. It's a problem of exponents.
Sometimes together is less efficient than apart.