JohnCarver wrote:and where does the pack go if the character is wearing it. If their inventory then what happens when the weight of the total artifice and clothing exceeds their carry capacity and thus destroys itself for that reason? What about artifice that may otherwise not be capable of becoming a bitem again because of timers or other data that may or may not be restored back to a previous form?
I agree with you. There is probably a solution for EVERY edge case. A solution that would come at a tremendous cost, extreme amount of contemplative thought on all possible edge cases to minimize or mitigate every possible loss. You pretend it would be 'professional' but I have never played a game where I didn't just receive a nerf bat to items that were reclassified to do something else, the majority of the time without any warning at all so the players wouldn't stock up on them. In countless other titles the worlds are simply reset and all characters and maps wiped when the development team wants a large enough scope change.
What you consider 'professional' is not even done or considered by AAA multi million dollar gaming companies and MMOs with the budget to do so because it is quite frankly more ignorant than 'professional' to tarnish your code base and create possible loop holes and edge cases to last the duration of your server simply because you are trying to preserve and artifact here or there from some players who are on vacation as you suggest and miss a patch warning.
Further prodding on the subject will only lean me towards giving no warnings on future changes.
You can simply leave that pack on the character itself, let it be a clothing element with an interaction options. Able to wear out, unable to wear on. Don't say you have no clothes that behave so.
A good developer always care about backwards compatibility. I suggest you to care and make it right, because regarding your roadmap you're planning overhaul clothing. And this is not a empty criticism, since I'm offering adequate solutions for the problem (and future problems). You can ignore that, if you like.
Also, about extra time consuming. I do believe, that in my suggestion I've used all mechanics and patterns, that are already implemented in game: unslotting, packs, wearable items with inventories and wearable items with interact options (mostly masks). All you need - spend some time to put them together and make a universal function for refund of any cloth elements with slotted artifacts, voila, another nice thing done and you instantly become better, then "multi million dollar AAA developers". At least for this and similar cases.