Separate Pvp and Pve, not hard, really, it is just a basic if statement.
I say keep light as is, no need to make it as idiotic as it was in Y1 with the strange infusion. Gear never meant skill, it meant time on hand, that's it.
Storyline!! I want a coherent storyline from start to finish, character development, make me care. I couldn't care less that the city is getting nuked as I never got to visit or explore it.
I also want melee weapons, tons and tons of melee weapons. Let me be the titan that goes in like a maniac and swings his sword or axe.
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Just easy right? So please, show me your coding skills so I can see how you would keep the 2 separate.
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Edited by Red October: 4/27/2017 11:54:18 PMhttps://github.com/Happimir/ set of different projects i have worked on. Here's psuedocode on how to accomplish this: if(playerObject.selectedGameMode() == "PvP") { game.loadMap(); game.setTeams(); game.setPvPTraits(); // this is where you set the specific buffs, you can already tell if someone is doing pvp or not. } Happy?
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Now imagine doing that over for every map with the addition of new weapons while also changing specific lines because the the specific weapon is too strong. Are you happy now?
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The set of weapons that are relevant at end game, versus the set of all weapons the game offers makes this a manageable issue. It is bad code practice to make your application have to apply these changes to all things. Instead, make an interface that has two separate implementations. Assume you have an interface called GameSettings. It can then be implemented via two concrete classes of PveSetting and PvpSetting. The methods are shared, but each one is unique in its own way. A prime example of this interface idea is how many languages implement the List interface: ArrayList and LinkedList. They both fulfill the same role, i.e giving you a list object, but their strengths and weaknesses differ greatly
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They could do that. But you also still know that the game is always evolving right? The influx of weapons for the dlc's would be pretty varfying so just saying It's bad coding to make manual changes that are not just all across the board is not true. Besides do you know value by value the coding of the weapons? How many different modifications and it has and all? Human error will also play into this. No matter how much work is done, a single line of coding can mess up perhaps a balance patch that would be for pvp but instead is in pve.
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One does not need to care about all mods, if the code is made well you can easily add extra functionality to it. Have a base weapon class, the rest just extend from it. Mods don't even matter, all that matters is the overall damage, stability and range. Also, if they fail to notice a pvp patch affects pve then they need to hire better QA