Should the gauntlets equip-table bug be fixed or recreated?
Posted: Sun Dec 27, 2020 5:58 pm
I was working with the code that assigns and equips generated equipment items to enemies that can use equipment. While doing this I noticed something that explained a lot of confusion that others have had about why gauntlet armor is so hard to come by and seems so rare.
The reason being that gauntlet armor is omitted from the generation for items that get equipped to enemies. The thing is, I know this is not a bug/mistake on Daggerfall Unity's part, but is instead a conscious recreation or an attempt at recreating this behavior from the original DOS game.
Now the point of this post, should this behavior that was clearly a mistake/bug from the original DOS game, of which there are numerous instances of, such as exploits such as immunity to paralysis and critical weakness to paralysis, which have been fixed in Daggerfall Unity. Should this clearly not intended behavior from the original game be recreated in Daggerfall Unity in this instance? I personally don't think it should be, since it seems somewhat arbitrary to just have gauntlet armor be more rare for this reason. While glove armor is more valuable overall with how the struckbodypart roll works and having hands be the most likely spot to be hit by like 5% or whatever, but I still doubt this was the original intention for balance of some kind.
Anyway, that's just my opinion about this thing I found while going through the code and wanted to see what other people on here felt about this idea. Sorry that this post reads so terribly for whatever reason, I swear English is my first language, lol.
The reason being that gauntlet armor is omitted from the generation for items that get equipped to enemies. The thing is, I know this is not a bug/mistake on Daggerfall Unity's part, but is instead a conscious recreation or an attempt at recreating this behavior from the original DOS game.
Now the point of this post, should this behavior that was clearly a mistake/bug from the original DOS game, of which there are numerous instances of, such as exploits such as immunity to paralysis and critical weakness to paralysis, which have been fixed in Daggerfall Unity. Should this clearly not intended behavior from the original game be recreated in Daggerfall Unity in this instance? I personally don't think it should be, since it seems somewhat arbitrary to just have gauntlet armor be more rare for this reason. While glove armor is more valuable overall with how the struckbodypart roll works and having hands be the most likely spot to be hit by like 5% or whatever, but I still doubt this was the original intention for balance of some kind.
Anyway, that's just my opinion about this thing I found while going through the code and wanted to see what other people on here felt about this idea. Sorry that this post reads so terribly for whatever reason, I swear English is my first language, lol.