Season 7 Dev Blog #26
View Single Post
Join Date: Jun 2012
12-05-2012, 12:32 AM
Originally Posted by
An item that is Bound, however, cannot ever be Unbound without doing a database crawl to manually flip those flags on each copy of the item owned by every character in the database, and this type of fix-up script is something that is always running on the server. Every time we add another fix-up to the game, it has a small effect on overall performance and stability, so we try only to do it when totally necessary.
Why would such a fix-up script be running all the time? Why don't you write an SQL statement that you run once on your entire database during server maintenance?
(And for that matter: Why do you store everything as its own item and not only the parts that are user-dependent? E.g. why do we have to discard ships and reclaim them to get bugfixes to costumes or transwarp abilities? How did you manage to write a game with such a weird database back-end?)