

No, it wouldn't be. The client would have to keep track of both sets, which is more memory used.The memory usage would be the same as now. The real reason is that they wanted an easy solution to make sure a 2 piece item (head + body for example) would always be glamoured to another 2 piece item. Instead of having multiple checks on vanity slots for if head and body are changed etc. they just forced you to do the actions on the gear itself and the gear keeps track of what you can and can't do.
Had they never made those awful two piece armors, the good vanity system would probably have been implemented. With reservation for SE maybe favoring crafting updates over design.
I hate that system with a passion ( > . >
So needlessly complicated it's scary.
vanity in the first place should be casual side content... why make it so complicated lol
Should just went normal with vanity slots on top of equipment slots without all the boring crafting process ( - . - ;
/CraftersKilledMyQoL
I miss the glamour tab I had in Mabinogi. You cannot use the stats of anything in glamour tab. It covers what you are "really" wearing. It's for show only. Very simple system any mmorpg could adapt it.
We are speaking trivial differences. Currently they add a pointer to each gear that has had the appearance changed. And the alternative we are talking about is having the pointers inside an equipment menu, which in programming means a list.
Because the vanity objects take the same data size regardless of where the pointers are, we are only talking about if the memory location is inside equipment or a list. Potentially there are a few bytes difference in memory to allocate the list/array instead of having them be a member of the gear class.
Regardless, claiming they had no choice due to memory, is the same as claiming that if anyone throws 1 stone into the ocean, cities will be flooded by tidal waves.
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