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originally posted in:BungieNetPlatform
originally posted in: API Suggestions
11/19/2014 7:27:48 PM
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We will investigate providing Advisor data that's publicly shared and common for all. Currently, we provide additional information that is character/account specific alongside the public data (for example, whether you've actually completed the Nightfall): but if the data that's generally applicable to all would be useful for you, we can certainly provide it! We'll keep you posted.
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  • raid progress would be great as well, it'd be great to be able to show on an app which of the 4 bosses on normal and hard you've done on each character during the week, it's a bit of a pain trying to keep track of it

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  • That kind of data is returned from the /Platform/Destiny/{membershipType}/MyAccount/Character/{characterId}/Advisors/ service (aka GetAdvisorsForCurrentCharacter), but unfortunately we are limited at the moment to that kind of data requiring authentication. I am not certain whether we will be able to provide you character specific progress/advisor data in an unauthenticated manner, but I will bring that up as well! Can't make any promises on that front, though.

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  • thanks VThornheart, that helps a lot, I'll take a look at that API call I think a single card type web widget that shows you the following would be very useful to people (I'm only basing it on what I need myself playing with 3 different characters): For each character, have I done the following yet: Nightfall Weekly Heroic Daily Heroic Daily Event (for the postmaster reward) Raid (each of the four bosses, normal / hard). I think right now that it's only the Raid stats that can't be retrieved without authentication, so the rest of the above is doable, although requiring authentication is fine for an app like this if it could be implemented in the browser only.

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  • Sadly I can't make any promises, but I definitely agree with your sentiment. The good news - the next release we have will include a /Platform/Destiny/Advisors/ endpoint for getting publicly accessible Advisor info (what events are currently taking place, and what the current nightfall/weekly/daily events are). Hopefully this will be a decent bit of data to work with for now - thanks for your patience!

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  • Hello! Do we have a good sense of when to expect this end-point to be available? As a new developer to Destiny API, that's where I'd like to start (I've gotten the auth part down already).

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  • Understandable! So we were about to release it in the last release, but there are more details about how we will go about - and the extent to which we can provide - "privacy" or "visibility" settings for data, which is deeply related to this ask. This is all still being hashed out, and I don't have a good estimate at this time of when we'll be allowed to turn it on. Stay tuned to this group: we'll provide the info here first.

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  • sounds great, thanks!

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  • Hi VThornheart, Great! Yes, data such as what bounties are available and the daily / weekly Heroic missions would be really useful for implementing something similar to the 'Advisors' section in the official companion apps. I haven't been able to locate where the current activity completion information is - would you be able to tell me which endpoint it's accessible from? Thanks, Vivek

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  • Unfortunately, That GetAdvisorsForCurrentCharacter service is the only way we expose the actual activity completion information for activities with advisor data, and it requires authentication for the time being. We can definitely get you that more general data - the data that doesn't require extended Character information - but for a given Character's status in regards to that data (completion of a Raid etc...) we don't have plans to expose that just yet. I'll bring it up, however!

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  • Hi VThornheart, Ah ok, good to know :) I have noticed that the Character/Activities endpoint (which doesn't require authentication) returns a list of activities the user has experienced and each item has an 'isCompleted' field. I completed the VoG at Level 26 last week however 'isCompleted' is false for that activity. I assume the 'isCompleted' field must correlate to the *current* completion state of activity 'nodes' in the Director menu (as this would say incomplete for the Raid as I haven't completed it this week). If that's the case, would I be able to evaluate the 'isCompleted' value to get the completion status of weekly activities (Heroic / Nightfall Strikes and Raids)? Thanks, Vivek

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  • Ah, yes indeed - isCompleted does indicate the "completed" state of an activity. Take a look in the data you got back - is the node you're looking at activity hash 2659248071? That's the activity for the level 26 VoG Raid, and if you've completed it then isCompleted ought to be true for that one (but *only* for that one, not for the other tiers). If it isn't marked as isComplete, let me know and I may need to get more data from you! As long as there's not a bug in isCompleted flag, you indeed can glean this data from isCompleted, with some caveats. In our next release, we will be exposing a new /Platform/Destiny/Advisor/ endpoint that will give you information such as the activity hashes for current Nightfall/Weekly Heroic/Daily Chapters. isCompleted for these will reset along with the reset for these activities, so you should be able to use that flag to see whether you've "completed" them. The caveat is that Completed doesn't always mean what you might think. The notable exception is Nightfall, which isCompleted will tell you whether you "completed" it (as in whether you did it and either won or lost), but not specifically whether you won or lost in the activity. You also won't be able to tell how far you've gotten through the Raid with this data, but (unless there's a bug, as we were talking about) you should be able to tell whether you completed the whole thing for a given difficulty tier with that flag. Hopefully this helps! Let me know what that flag looks like in your advisor data for that activityHash, and we'll dig in from there.

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  • Hi, Sorry, my mistake, 'isCompleted' is true for Level 26 VoG (I must have looked at the Level 30 version by accident). Good to hear that these new capabilities are coming, they're certainly a welcome addition! Just to clarify, when you say that completed doesn't necessarily return extra data such as win/loss or Raid progress, do you mean only in the current implementation or will this also be the case when the new Advisor endpoint is made available? Additionally, if this extra information is hidden, would you be able to provide a reason why? I don't mean that to come off as demanding or anything similar, just curious as to what the reasons behind hiding this sort of info e.g. is that a technical limitation, are there security concerns etc? Thanks for taking in my suggestions and please keep me posted on progress for the new endpoints :) Vivek

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  • Ah, no worries! So yes, this will... sort of... get you what you want then. There's a few reasons why we don't return this data with activities... some of it is design/structural, and some of it is technical. I can't go into great detail on the technical limitations at the moment, but from a structural design perspective the DestinyActivity data you're looking at is meant to be somewhat generic data about each activity: just enough to show a Director icon, for example. Information such as whether you won or lost the activity and raid progress are pieces of data that are relevant to some activities but not to others, and currently the DestinyActivity object only contains information that would be commonly accessible/relevant for all activities. For example, not all activities have the notion of progress: it's either completed or not. One of our original design approaches with this data was to give you a generic "summary" for things like Activities, items, etc... and then expose other services that would provide more detailed items to prevent inflating our contracts with data that's relevant in some contexts but not in others. The Advisor data was envisioned as being where we would return you this kind of additional/activity specific "special" information. However, the big drawback here is that the Advisor also performs some additional processing that we currently wouldn't want to expose in such a way that it could be called anonymously... and thus leads us to where we are today. I do think that there could be a good middle ground that would get you guys more information without necessarily spoiling our contract classes. (I'm already not a big fan of how I ended up splitting out some of our data to begin with...) I can't make any promises that we'll be able to get to it soon, but I'll take the idea of getting you guys this specific information alongside the more generic Activity information under consideration, and we'll keep you posted here as it develops.

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  • Just to piggy back on this. Like you said, this data drives whether or not to show a hollow icon or a filled icon on the maps and director. Assuming the above is true: 1. I can understand why even though you haven't completed a raid this week, it still says complete. Because, once completed once, the icon will remain filled in regardless of whether you've run it that week. Using the character/activity end point [spoiler]Activity: Vault of Glass Difficulty: 26 isCompleted: 1 ---------------------- Activity: Vault of Glass Difficulty: 30 isCompleted: 1[/spoiler] both show complete even though i haven't done them this week. 2. I see that things that reset weekly like the nightfall and heroic actually show the "completed" status for the current week, since they'll remain hollow icons until you complete them weekly [spoiler] Activity: Weekly Heroic Strike (omnigul) Difficulty: 24 isCompleted: -------------------- Activity: Weekly Heroic Strike (omnigul) Difficulty: 28 isCompleted: -------------------- Activity: Weekly Heroic Strike (omnigul) Difficulty: 30 isCompleted: -------------------- Activity: Weekly Nightfall Strike (omnigul) Difficulty: 30 isCompleted: [/spoiler] I haven't done these this week but have DEFINITELY completed these when they were weeklys or nightfalls in previous weeks. 3. What i DON'T understand, is why the "daily story" mission is not in here. First, I assumed it would just be called "Daily Heroic" in the way that the Nightfall activity name is "weekly nightfall strike" but that was incorrect. Then I thought, maybe the activity name is just the name of the story mission but as a level 30 activity. I searched for all of the activities offered to me at level 30 but all say completed while i assumed ONE of them to be incomplete (you'll also notice some uncompleted house of wolves stuff below :) ) [spoiler] 2 4611686018433114566 2305843009222910343 http://www.bungie.net/platform/Destiny/2/Account/4611686018433114566/Character/2305843009222910343/Activities/?definitions=true ---------- Activity: Tower Difficulty: 0 isCompleted: ---------- Activity: Patrol Cosmodrome Difficulty: 4 isCompleted: 1 ---------- Activity: Patrol the Moon Difficulty: 8 isCompleted: 1 ---------- Activity: Patrol Venus Difficulty: 11 isCompleted: 1 ---------- Activity: Patrol Mars Difficulty: 17 isCompleted: 1 ---------- Activity: The Grand Arena Difficulty: 0 isCompleted: ---------- Activity: Eternal War Difficulty: 0 isCompleted: ---------- Activity: Executor's Challenge Difficulty: 0 isCompleted: ---------- Activity: Dead Sectors Difficulty: 0 isCompleted: ---------- Activity: Vault of Glass Difficulty: 26 isCompleted: 1 ---------- Activity: Vault of Glass Difficulty: 30 isCompleted: 1 ---------- Activity: Destiny Credits Difficulty: 0 isCompleted: ---------- Activity: Restoration Difficulty: 2 isCompleted: 1 ---------- Activity: Restoration Difficulty: 3 isCompleted: 1 ---------- Activity: Restoration Difficulty: 22 isCompleted: 1 ---------- Activity: Restoration Difficulty: 26 isCompleted: 1 ---------- Activity: Restoration Difficulty: 30 isCompleted: 1 ---------- Activity: The Dark Within Difficulty: 3 isCompleted: 1 ---------- Activity: The Dark Within Difficulty: 4 isCompleted: 1 ---------- Activity: The Dark Within Difficulty: 22 isCompleted: 1 ---------- Activity: The Dark Within Difficulty: 26 isCompleted: 1 ---------- Activity: The Dark Within Difficulty: 30 isCompleted: 1 ---------- Activity: The Warmind Difficulty: 4 isCompleted: 1 ---------- Activity: The Warmind Difficulty: 6 isCompleted: 1 ---------- Activity: The Warmind Difficulty: 22 isCompleted: 1 ---------- Activity: The Warmind Difficulty: 26 isCompleted: 1 ---------- Activity: The Warmind Difficulty: 30 isCompleted: 1 ---------- Activity: The Last Array Difficulty: 5 isCompleted: 1 ---------- Activity: The Last Array Difficulty: 7 isCompleted: 1 ---------- Activity: The Last Array Difficulty: 22 isCompleted: 1 ---------- Activity: The Last Array Difficulty: 26 isCompleted: 1 ---------- Activity: The Last Array Difficulty: 30 isCompleted: 1 ---------- Activity: The Dark Beyond Difficulty: 6 isCompleted: 1 ---------- Activity: The Dark Beyond Difficulty: 9 isCompleted: 1 ---------- Activity: The Dark Beyond Difficulty: 22 isCompleted: 1 ---------- Activity: The Dark Beyond Difficulty: 26 isCompleted: 1 ---------- Activity: The Dark Beyond Difficulty: 30 isCompleted: 1 ---------- Activity: The World's Grave Difficulty: 7 isCompleted: 1 ---------- Activity: The World's Grave Difficulty: 10 isCompleted: 1 ---------- Activity: The World's Grave Difficulty: 22 isCompleted: 1 ---------- Activity: The World's Grave Difficulty: 26 isCompleted: 1 ---------- Activity: The World's Grave Difficulty: 30 isCompleted: 1 ---------- Activity: The Sword of Crota Difficulty: 7 isCompleted: 1 ---------- Activity: The Sword of Crota Difficulty: 11 isCompleted: 1 ---------- Activity: The Sword of Crota Difficulty: 22 isCompleted: 1 ---------- Activity: The Sword of Crota Difficulty: 26 isCompleted: 1 ---------- Activity: The Sword of Crota Difficulty: 30 isCompleted: 1 ---------- Activity: Chamber of Night Difficulty: 8 isCompleted: 1 ---------- Activity: Chamber of Night Difficulty: 12 isCompleted: 1 ---------- Activity: Chamber of Night Difficulty: 22 isCompleted: 1 ---------- Activity: Chamber of Night Difficulty: 26 isCompleted: 1 ---------- Activity: Chamber of Night Difficulty: 30 isCompleted: 1 ---------- Activity: Shrine of Oryx Difficulty: 8 isCompleted: 1 ---------- Activity: Shrine of Oryx Difficulty: 12 isCompleted: 1 ---------- Activity: Shrine of Oryx Difficulty: 22 isCompleted: 1 ---------- Activity: Shrine of Oryx Difficulty: 26 isCompleted: 1 ---------- Activity: Shrine of Oryx Difficulty: 30 isCompleted: 1 ---------- Activity: A Stranger's Call Difficulty: 10 isCompleted: 1 ---------- Activity: A Stranger's Call Difficulty: 14 isCompleted: 1 ---------- Activity: A Stranger's Call Difficulty: 22 isCompleted: 1 ---------- Activity: A Stranger's Call Difficulty: 26 isCompleted: 1 ---------- Activity: A Stranger's Call Difficulty: 30 isCompleted: 1 ---------- Activity: Ishtar Collective Difficulty: 11 isCompleted: 1 ---------- Activity: Ishtar Collective Difficulty: 15 isCompleted: 1 ---------- Activity: Ishtar Collective Difficulty: 22 isCompleted: 1 ---------- Activity: Ishtar Collective Difficulty: 26 isCompleted: 1 ---------- Activity: Ishtar Collective Difficulty: 30 isCompleted: 1 ---------- Activity: The Archive Difficulty: 12 isCompleted: 1 ---------- Activity: The Archive Difficulty: 15 isCompleted: 1 ---------- Activity: The Archive Difficulty: 22 isCompleted: 1 ---------- Activity: The Archive Difficulty: 26 isCompleted: 1 ---------- Activity: The Archive Difficulty: 30 isCompleted: 1 ---------- Activity: Scourge of Winter Difficulty: 12 isCompleted: 1 ---------- Activity: Scourge of Winter Difficulty: 16 isCompleted: 1 ---------- Activity: Scourge of Winter Difficulty: 22 isCompleted: 1 ---------- Activity: Scourge of Winter Difficulty: 26 isCompleted: 1 ---------- Activity: Scourge of Winter Difficulty: 30 isCompleted: 1 ---------- Activity: Eye of a Gate Lord Difficulty: 13 isCompleted: 1 ---------- Activity: Eye of a Gate Lord Difficulty: 17 isCompleted: 1 ---------- Activity: Eye of a Gate Lord Difficulty: 22 isCompleted: 1 ---------- Activity: Eye of a Gate Lord Difficulty: 26 isCompleted: 1 ---------- Activity: Eye of a Gate Lord Difficulty: 30 isCompleted: 1 ---------- Activity: Exclusion Zone Difficulty: 15 isCompleted: 1 ---------- Activity: Exclusion Zone Difficulty: 18 isCompleted: 1 ---------- Activity: Exclusion Zone Difficulty: 22 isCompleted: 1 ---------- Activity: Exclusion Zone Difficulty: 26 isCompleted: 1 ---------- Activity: Exclusion Zone Difficulty: 30 isCompleted: 1 ---------- Activity: The Buried City Difficulty: 17 isCompleted: 1 ---------- Activity: The Buried City Difficulty: 19 isCompleted: 1 ---------- Activity: The Buried City Difficulty: 22 isCompleted: 1 ---------- Activity: The Buried City Difficulty: 26 isCompleted: 1 ---------- Activity: The Buried City Difficulty: 30 isCompleted: 1 ---------- Activity: The Garden's Spire Difficulty: 16 isCompleted: 1 ---------- Activity: The Garden's Spire Difficulty: 19 isCompleted: 1 ---------- Activity: The Garden's Spire Difficulty: 22 isCompleted: 1 ---------- Activity: The Garden's Spire Difficulty: 26 isCompleted: 1 ---------- Activity: The Garden's Spire Difficulty: 30 isCompleted: 1 ---------- Activity: A Rising Tide Difficulty: 17 isCompleted: 1 ---------- Activity: A Rising Tide Difficulty: 20 isCompleted: 1 ---------- Activity: A Rising Tide Difficulty: 22 isCompleted: 1 ---------- Activity: A Rising Tide Difficulty: 26 isCompleted: 1 ---------- Activity: A Rising Tide Difficulty: 30 isCompleted: 1 ---------- Activity: The Black Garden Difficulty: 18 isCompleted: 1 ---------- Activity: The Black Garden Difficulty: 20 isCompleted: 1 ---------- Activity: The Black Garden Difficulty: 22 isCompleted: 1 ---------- Activity: The Black Garden Difficulty: 26 isCompleted: 1 ---------- Activity: The Black Garden Difficulty: 30 isCompleted: 1 ---------- Activity: Vanguard Eagle Difficulty: 18 isCompleted: ---------- Activity: Vanguard Viper Difficulty: 20 isCompleted: ---------- Activity: Vanguard Wolf Difficulty: 22 isCompleted: ---------- Activity: Vanguard Tiger Difficulty: 24 isCompleted: ---------- Activity: The Devils' Lair Difficulty: 8 isCompleted: 1 ---------- Activity: The Summoning Pits Difficulty: 12 isCompleted: 1 ---------- Activity: The Nexus Difficulty: 14 isCompleted: 1 ---------- Activity: Winter's Run Difficulty: 14 isCompleted: 1 ---------- Activity: Dust Palace Difficulty: 18 isCompleted: 1 ---------- Activity: Cerberus Vae III Difficulty: 18 isCompleted: 1 See next post [/spoiler]

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  • Hmm, I will have to look into #3 when I get some time - we don't rely on this data for what we display in BNet, so the details of what we return for particular nodes isn't frequently examined. Daily story missions may potentially be a special case where we're not getting or returning the info that drives the Director's visual state as a result... but since we don't mimic the Director in our UI, this lapse would go unnoticed by us.

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  • [spoiler] ---------- Activity: Weekly Heroic Strike Difficulty: 24 isCompleted: ---------- Activity: Weekly Heroic Strike Difficulty: 28 isCompleted: ---------- Activity: Weekly Heroic Strike Difficulty: 30 isCompleted: ---------- Activity: Weekly Nightfall Strike Difficulty: 30 isCompleted: ---------- Activity: Dead Sectors Difficulty: 0 isCompleted: ---------- Activity: Doubles Skirmish Difficulty: 0 isCompleted: ---------- Activity: Crota’s End Difficulty: 30 isCompleted: 1 ---------- Activity: Crota’s End Difficulty: 33 isCompleted: 1 ---------- Activity: The Dark Below Difficulty: 0 isCompleted: ---------- Activity: Fist of Crota Difficulty: 24 isCompleted: 1 ---------- Activity: Fist of Crota Difficulty: 28 isCompleted: 1 ---------- Activity: Siege of the Warmind Difficulty: 25 isCompleted: 1 ---------- Activity: Siege of the Warmind Difficulty: 30 isCompleted: 1 ---------- Activity: The Wakening Difficulty: 26 isCompleted: 1 ---------- Activity: The Wakening Difficulty: 30 isCompleted: 1 ---------- Activity: Vanguard Roc Difficulty: 26 isCompleted: ---------- Activity: The Will of Crota Difficulty: 26 isCompleted: 1 ---------- Activity: The Undying Mind Difficulty: 20 isCompleted: 1 ---------- Activity: The House of Wolves Difficulty: 0 isCompleted: [/spoiler]

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  • Hi, Thanks for the really detailed response :) What you're saying definitely makes sense, and now that I think about it, I should be looking at ways to reducing the data usage of my app with regards to requesting data from the platform API. At the moment, I'm appending ?definitions=true to the end of most requests though I've since realised that I'm able to use the SQLite manifest databases from the Destiny/Manifest endpoint. Have you got any tips / considerations as to how I might go about using the database files? Should I be calling that manifest endpoint and checking for a new version upon every launch of the app? How do I go about comparing the version strings (it seems they aren't just regular x.x.x.x version numbers?) Are there likely to be data conflicts between versions that mean I should I only load the app UI once the database is fully downloaded? I'd really appreciate your advice :) Thanks again for your continued involvement with supporting third-party developers using the platform :) Vivek

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  • Ah, yes! Using the SQLite manifest databases would be ideal for both your side and ours, perfect! I think the idea of checking for that version on every launch of the app is probably reasonable - my recommendation would be to treat that version as a string: if that version is ever different, you should scrap whatever you have in terms of database files and grab latest. (no need to necessarily scrap any images or assets you've downloaded though in the course of the app's usage [if you bother downloading them], as they may be unchanged and generally will be unchanged) Now, if you want to get fancy, you could go ahead and launch with what you've got and grab the latest off-process: but know that there'll be a few times where you will potentially have bad data, and you may want to disable/account for them: * Talent node data may appear incorrect using a prior version * Vendor data will almost always appear incorrect using a prior version * You may get data for items, activities, etc... for whom you don't have definitions yet * Some details in the definitions may have changed (for instance, some properties of an item may have changed, so it will look like it still has "old" data until the new content is downloaded... but this is generally not a big deal) If you can handle those scenarios, you should be good to go with your idea of continuing to use the old content until the new one is downloaded. Glad to be of help! I really appreciate and respect what you guys are making out there - there's some absolutely wonderful fan sites, and I feel humbled and overjoyed to see people actually using our services!

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  • Awesome, thanks for the advice :) I'll definitely look at those scenarios and build the appropriate error handling around them. I'll probably launch the app using pre-loaded data so I don't length app launch times too much so I'll need to make sure that possible conflicts are solved. I suppose the best route to go about this would just be to never assume that a given item's definitions exist and have error messages ready in the event of non-existent definitions. Would that be a reasonable way to approach it? Also, I've got a few more questions: * Do the hashes change between database versions? For example, if I download data for a Strike activity and use old definitions, is there a chance that there will be a mismatch between the hash of the Strike activity type in the data and in the definitions? * Can you clarify which talent node data properties might be incorrect? Are you referring to node XP progress or something else such as changes to node perk properties or swapping a perk (similar to the recent swap of Clown Cartridge on Shotguns?) * Regarding vendors, which data is likely to be out-of-date? Is it just the 'sales' or is the data in 'summary' subject to change as well? If it's only the 'sales' which change, then would it be OK to display the vendor summary (name, description, thumbnail) and then have a loading indicator for the sales while the definitions are downloaded? * Also regarding vendors, I've noticed that the 'sales' collection seems to be all of the possible things the vendor can offer. Is there a way of obtaining the vendor's current stock? I know there's a Character/Vendors endpoint which might provide some of this data (I'm not 100% as I haven't tried it) but I assume that this falls into a similar category as advisors where there is public data (the vendor's stock which they sell to everyone e.g. Gunsmith selling Rare Fusion Rifles) as well as private data (mission/bounty/quest rewards, level-dependent items). Separating the vendor stock into public and authenticated endpoints might be a possible future improvement to the API so third-party clients can retrieve real-time vendor stocks. The fact that you guys are so transparent about the platform and it's limitations as well as acknowledging and encouraging people to improve the way the game is experienced outside of the game itself (public event timers, LFG sites, third-party companion apps) is just another thing that puts Bungie over the top! Thanks :)

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  • Yes, that would be the ideal situation - to show an error message along the lines of "we don't know what this item is" when you run into one that has no definition. For the other questions: * Indeed, hashes should never change between database versions (for any property referred to as a "hash" other than talent node hashes... more info in the next paragraph on that). If they ever change, it'll be a problem for both of us. ;) Now, the detail within the definition that is keyed by that hash can change, but at least the hash itself should be unchanged. * Theoretically any talent node data could end up being incorrect, but talent nodes experience this much more dramatically than anything (other than vendor sale items), because unlike in other places, we get no guarantee of hash nor index integrity. For example, let's say that you have an item with two talent nodes that each have a couple of steps. When you get data back from our service, we'll be passing you back talent node hashes/indexes and step indexes within those hashes. If you're looking at older content, however, the game's node index 0 might be entirely different from your definition's node index 0 (if, for example, the node order is rearranged). This is a known issue with no workaround at the moment aside from not showing talent data until you are in sync with the latest content. When such a category of mismatch occurs, you won't be able to trust *anything* coming from talent nodes, which is why we recommend not showing them as you transition between content versions. * Vendor sale items experience the same problem: you'll notice that they're always referred to by index, which is not content dependent. Again, unfortunately, there is no workaround or fix at the moment aside from not showing vendor data until you're up to the latest content revision. Both Sale items and summary data is subject to change, but the more likely item to change (and in a way that causes you to show entirely the wrong information) is sale items. It should be fine to show the vendor summary data in the way you describe: if that changes between versions, it will be in a way that's arguably not significant enough to matter. For example, we might change the icon for some vendor, or alter their name... but neither of those would necessarily be breaking. * We currently limit the acquisition of the vendor's stock to authenticated calls, partly for the reasons you mentioned and partly due to other technical issues that I don't think I can go into here. Unfortunately, it is these other issues that would prevent us from giving a public version of the vendor endpoints. It's a bummer, and I would definitely like to expose that information! I'll make sure that our team knows it's a requested feature, and hopefully in a later iteration we can provide such a service. Thank you! Keep up the questions as you run into them!

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  • Awesome, thanks for the details and those reasons for the talent node conflicts definitely make sense. Would definitely love to see current vendor stock in the future but those limitations seem like the endpoint might need a redesign which is understandable. You guys are doing a great job with the Platform API and I'll definitely let you know if I run into any issues :)

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  • Thanks! Yes, keep posting here as you run into things!

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  • Hey VThornheart, Is there a way to get the maximum Attack or Defense values for weapons and armour? Alternatively, if there's no max value available in the platform right now, would you be able to give me some pointers as to how I might calculate this value? From my understanding, I'd need to inspect the talent grid and see which nodes are unlocked, work back to find the base value and then extrapolate to calculate the maximum though I was wondering if there might be a better way of doing this. I know there's a 'qualityLevel' property on gear items so maybe this could be used to determine the maximum value? Thanks, Vivek

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  • Hi again, and sorry for the late reply! Turkey day and all! So, at the moment there is no way to get this directly: but if you get an item detail, you can calculate it (more or less) by iterating through the nodes and checking their associated stats. It's a frustrating thing to do manually, however, and will only work if you have the full item details. There are plans in the works for getting you guys more information along these lines without having to make such an expensive call, but I cannot speculate on when that might go live unfortunately.

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  • Hi, No problem, hope you had a good break :) When you say the 'full item details', I assume you're talking about using the Inventory/[itemInstanceId] endpoint. Is that correct? I've taken a look at that endpoint again and noticed there's a new collection in the response called 'statsOnNodes'. This seems to show the stat impacts (Stability, Reload etc.) of individual upgrade nodes however unfortunately, it doesn't seem to include the Attack or Defense stats. I already use this endpoint to obtain node progression so I don't mind calculating the Attack and Defense stats asynchronously, I'm just not 100% on how I would go about this. From my understanding, the current algorithm for calculating the max Attack / Defense might be something like this: m = b + nx Where 'm' is the maximum Attack or Defense stat, 'b' is the base Attack or Defense stat, 'n' is the number of 'Upgrade Attack / Defense' nodes and 'x' is the amount that the stat increases by per upgrade node. This assumes that the Attack / Defense stats increase linearly per upgrade node but this may not be the case. The known data right now is 'n'. 'm', 'b' and 'x' are currently unknowns. However, it seems that 'b' (base Attack / Defense) and 'x' (increase per node) seem to be fairly regular among items of the same tier. This isn't necessarily always true however as I've noticed that some 'Rare' weapons have a base Attack stat of 224 while others have a base Attack stat of 242. That leads me to believe that there is another value which determines a kind of sub-tier of an item. The only value which I'm aware of that this could be is the 'qualityLevel' property. However, the Defense stats also seems to be related to the type of armour piece. For example, my AOS#Cryptid chest piece (all nodes except the last node upgraded) has a Defense stat of 386 whereas my Ghost Angel gauntlets (fully upgraded) have a Defense stat of only 304. So this is another unknown in the equation. This means that the equation needs to be expanded to: m = aq + nqy Where 'q' is the 'qualityLevel', 'a' is a coefficient to calculate the base stat ('b') from the quality level and 'y' is a coefficient to calculate the increase amount ('x') from the quality level. We can also formulate this equation to calculate the current Attack / Defense stat: c = b + zx c = aq + zqy Where 'c' is the current stat and 'z' is the current number of upgraded nodes. So far, the variables are 'm', 'a', 'q', 'n', 'y', 'c' and 'z'. Of those, 'q', 'n', 'c' and 'z' are known. This means the unknowns are: - 'm' (the maximum stat) - 'a' (a coefficient to calculate the base stat from the quality value) - 'y' (a coefficient to calculate the increase amount from the quality value) If we are trying to calculate 'm', then the only values we need are 'a' and 'y'. This however, assumes that the those values are linear. If I'm correct, by knowing those two coefficients, we should be able to calculate the Attack / Defense stats. Is there a sliver of correctness in there or am I completely off-base? Are these coefficients available anywhere? Is there a better way to calculate this or should I just wait for this capability to be added to the platform API? Sorry for all the math, just wanted to get it out there to see if I might be on to something. Thanks, Vivek

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