even more slipperier slope idea: add kill counters to other items and use it as a progression. ex: rianov series rifles can be upgraded per X kills.
however this is quite a steep slope and also requires modding the client (?) to allow such things
even more slipperier slope idea: add kill counters to other items and use it as a progression. ex: rianov series rifles can be upgraded per X kills.
however this is quite a steep slope and also requires modding the client (?) to allow such things
andy
changed title from unseal items to kill counters3 years ago
Current implementation only counts kills for sjs/lame/limiter by incrementing the kill counter directly on the item.
Another option rather than directly modifying is to instead add a WeaponModifier and UnitModifier for kills and track kills that way?
Not sure if/how this would impact performance since we'd constantly be writing things into the DB rapidly for potentially every item a character has equipped.
This could be something like WeaponModifier::AddKill{ monster: MonsterType, attack_type: (normal|special|tech) } which could would allow for things like tracking which monsters are killed over the lifetime of all items, which are commonly killed for unsealing, techs vs. physical kills, etc.
Or this might be all over-engineered 🍃
Current implementation only counts kills for sjs/lame/limiter by incrementing the kill counter directly on the item.
Another option rather than directly modifying is to instead add a `WeaponModifier` and `UnitModifier` for kills and track kills that way?
Not sure if/how this would impact performance since we'd constantly be writing things into the DB rapidly for potentially every item a character has equipped.
This could be something like `WeaponModifier::AddKill{ monster: MonsterType, attack_type: (normal|special|tech) }` which could would allow for things like tracking which monsters are killed over the lifetime of all items, which are commonly killed for unsealing, techs vs. physical kills, etc.
Or this might be all over-engineered 🍃
WeaponModifier::AddKill was definitely what I had in mind for these things, its only 3? items all of which I'd say are rare enough to not actually be a problem (I already have so many problems from these item decisions whats one more).
maybe all weapons should keep track of every enemy they kill 🍃🍃
`WeaponModifier::AddKill` was definitely what I had in mind for these things, its only 3? items all of which I'd say are rare enough to not actually be a problem (I already have so many problems from these item decisions whats one more).
maybe all weapons should keep track of every enemy they kill 🍃🍃
slippery slope idea: bosses and rare monsters count as more than 1 kill towards unsealing things.
even more slipperier slope idea: add kill counters to other items and use it as a progression. ex: rianov series rifles can be upgraded per X kills.
however this is quite a steep slope and also requires modding the client (?) to allow such things
unseal itemsto kill counters 3 years agoCurrent implementation only counts kills for sjs/lame/limiter by incrementing the kill counter directly on the item.
Another option rather than directly modifying is to instead add a
WeaponModifier
andUnitModifier
for kills and track kills that way?Not sure if/how this would impact performance since we'd constantly be writing things into the DB rapidly for potentially every item a character has equipped.
This could be something like
WeaponModifier::AddKill{ monster: MonsterType, attack_type: (normal|special|tech) }
which could would allow for things like tracking which monsters are killed over the lifetime of all items, which are commonly killed for unsealing, techs vs. physical kills, etc.Or this might be all over-engineered 🍃
WeaponModifier::AddKill
was definitely what I had in mind for these things, its only 3? items all of which I'd say are rare enough to not actually be a problem (I already have so many problems from these item decisions whats one more).maybe all weapons should keep track of every enemy they kill 🍃🍃