Gregious.8903 Posted October 23, 2018 Share Posted October 23, 2018 I acknowledge that the entire "aura" system needs to be completely overhauled, but in the meantime there is an issue that could use a "band-aid" fix.After a small amount of testing, it appears that the load sequence for infusions has nothing to do with what slot an infusion occupies. The infusions have various arbitrary rules applied to them where some override others and the last infusion applied will be the one shown in the case of conflicts. This can be observed by manually taking a piece of equipment off the character and putting it back on while there is an infusion on it to force it to have loaded last as well as having infusions on weapons and the weapon swap skill doing the same thing. However, these are the ONLY ways a user can control override order. This has become a more troublesome issue with the new Polysaturating infusions. The new infusions do not override the older Polyluminescent infusions, but the older infusions do override the newer ones. The issue here is the load order appears to be random from all possible aura effects so if you have both an old and a new Poly then you have a chance on any map change that you have the new Poly either active or inactive and nothing short of having the new poly on a weapon slot and changing weapons or manually unequipping the item with the new poly and putting it back on will rectify the situation.This is not a "bug" as this is something that simply no one from the developer team has given any thought or effort to and is therefore functioning "as intended". I would like to propose that someone change how the load checks work for infusions so that a user can have more control or go through and adjust "aura" interactions so there are less conflicts while they are working on a complete "aura" overhaul. Reducing conflicts is self explanatory so I will only explain the former suggestion further.Currently, "aura" loading is random and has no input variables that a user can control. I suggest changing this such that at least infusions are loaded in a certain order for "auras" so that a user can put their infusions in a certain desired order to create consistency in character appearance. For example, if all armor infusions load before trinket infusions, I could place Poly Orange into an armor slot and Poly Red into a trinket slot and because Red doesn't override Orange (but the reverse is the opposite) I will always have both Red and Orange active. This could be easily accomplished a number of ways, such as having every infusion slot load in a certain order, or having groups with certain priority.My primary suggestion should be quite easy to implement, as there should somewhere be a very basic hard-coded hierarchy that stipulates infusion conflictions. Sadly this is probably on a per item list as part of an item property which is a truly horrible way to program...in which case, there should be a separate function somewhere that is responsible for checking agony resistance that simply does not have any priority programmed into it because it is irrelevant which infusions slots have +7 agony resistance and which have +9 since the total is all that matters. Therefore, this particular segment of code could be modified or copied and modified and some load hierarchy for infusion "auras" could be added without much difficulty on the programmer or the server load. In fact, this section is likely what is already controlling "aura" load order and its general lack of definitions is probably causing this "random" appearance and adding definitions would probably decrease server load, albeit probably insignificantly. 1 Link to comment Share on other sites More sharing options...
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!Register a new account
Already have an account? Sign in here.Sign In Now