[quote]For a halfway competent developer, it should be... but then again if they were halfway competent they'd have playtested it in the first place...[/quote]
It should be? Is it easy to do, yes or no?
[quote]I see where this is going - you want an answer to a cherry picked binary question that you can use to defend Bungie's complete inability to produce a game where something doesn't completely break at least once every season (and then fix it in a timely fashion).
No, it isn't easy to do, because Bungie can't code for toffee and have no way of separating the PvE and PvP sandboxes.
Does that answer your question you simpering little sycophant?[/quote]
Lol, no need to be so upset.
The point, that you still missed, is you don't know.
And no amount of bluster is going to change that.
here's how code works with OOP, which destiny 2 is built with. There's classes, these make objects. Every armor mod is a an object of this thing something like 'armorMod' (using for reference, most likely called something different in the actual code). An seasonal artifact mod is an extension of this 'armorMod' class, meaning it contains all the properties of an 'armorMod'. They have proven they have the capabilities to disable certain 'armorMod' objects this season. Since artifact mods are an extention and contain all the same properties, just with added effects (an extra function call perhaps, or something more complex if necessary), they can disable the mod for specific game modes (such as pvp). This is very doable, especially since they've already done it with some basic armor mods, this is no different.
[quote]here's how code works with OOP, which destiny 2 is built with. There's classes, these make objects. Every armor mod is a an object of this thing something like 'armorMod' (using for reference, most likely called something different in the actual code). An seasonal artifact mod is an extension of this 'armorMod' class, meaning it contains all the properties of an 'armorMod'. They have proven they have the capabilities to disable certain 'armorMod' objects this season. Since artifact mods are an extention and contain all the same properties, just with added effects (an extra function call perhaps, or something more complex if necessary), they can disable the mod for specific game modes (such as pvp). This is very doable, especially since they've already done it with some basic armor mods, this is no different.[/quote]
And the artifact mods are coded exactly the same way, are they?