I have added the list of items that went into the game with Update 74, in case any user wishes to document this and propose changes: https://royals.ms/forum/threads/update-74-17-09-2021.196118
Can you include specific stats of weapons into the announcement? Example: +5 DEX, +51 Weapon Attack, Dragon Purple Sleeve. I can think of the possible scenario where player pick up a godly DPS and throw a shitty DPS and pretends its how it is
I want to extend a huge thank you to the devs and all involved for implementing such a popular, and useful request. It's been fantastic. I am slightly disappointed, though, at the lack of acknowledgement for the requested feature of announcing item stats for looted equips. Forgive me if I've missed a post acknowledging it, other than the one response. Is it not possible to do something without using the gachapon/item smega type hover? Imo, this is integral to boss loot notifications (leaving no room for deceit among bossing parties), and without such a feature I feel that it is incomplete.
Assuming it is an important piece of information, imagine that the leader, no matter how transparent the party is, has a similar item or the same item that the boss launched and, according to the leader, decides to give the one with the least stats, in itself it is considered a deception and the beneficiaries would be the leaders of the expeditions!
Can we add shield matk 60% and/or shield Atk 60% to Auf Havens item notification pool? I forgot to mention that one back then
Our devs have been exploring that and it’s still on their list but it’s a complex client edit and realistically they won’t get to it anytime soon. Sorry for not being able to give a more concrete. answer.
Understanding how complex it is, imagine attaching each of the possible items that can drop you ! For Example: Each boss approximately drops between 1 to 4 teams, from those teams add the variety of stats that must have a red arzuna, str 9, dex 6, and now each number of those must be adjusted to the line of text that says (.. ....... has lotted this item, and here come its characteristics, plus its variety. Same example: red arzuna has a variety of str between 4/12 likewise in dex 4/12, so they have approximately 24 combinations. It would be 24 approximate combinations just for this item, now imagine the extravagant amount of equipment that there are in the popular bosses, some with less combinations of stats like top or bottom, including acuracy or avoid in certain cases. NOTE : Someone correct me if I'm wrong
How it can be usually done in programming is that the item is seen as an object that has inherent characteristics, such as an apple has a color and a taste. You can simply ask the computer to tell you the characteristics of any object. This is how you would do it in this case. An object "Apple" dropps and it has some characteristics "sweet, red", and you can simply put them as output. Now as Zancks says, it seems to be a complex client edit, so it might be the case that items were not coded in such a way and back then in the early 2000s, and it was not that common, there is multiple other ways to do this - or it is not that easy to access the characteristics of said apple without expensive look-ups. Maybe the item stats are stored in some sort of table and the item is simply a hash to their stats ... I dont know at all, I was just trying to explain how it could be done in programming. Apparently its not possible to access the item information from outside a player character nor the seemingly "hard-coded" smega functionality, so what they possibly might be saying is, they need to rearrange the code on a deep level to be able to access item stats like that - not that they would register any possible combination of any possible item, this would be objectively impossible to do in a game. Sry if I am being dumb here just thought it might help to understand, but of course I am just speculating here as I know next to nothing about the actual coding style and structure of the game.
In theory it could work, but I hardly know the codes, so I don't know very well if a single article covers all the statistics it gives and there are not 24 of the same article but regardless, between those that are garbage and well, I hope it is as you say!
My guess is that the items themselves are not truly generated as they drop from the boss, and there is simply placeholders lying on the ground that have a picture and X/Y coordinates and the only function they have is, that they will evoke the generation of requested item as soon as a player loots them. Once the player loots the placeholder, the item and its stats are generated and the item is existing now but before it simply has no stats as it is only there as a placeholder, and I doubt there is a list that has all combinations stored. Usually you would have a list with the max range of stats (item x: 0-10 dex, 0-10 str) and at the time of item creation, some pseudo random generator is used that shuffles and draws numbers from these possibilites and returns them to the item. sry if I am confusing anyway, it is just so fun to speculate about code. hope they can make it happen though, its a great suggestion