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Avoid losing super energy when swapping in-game loadouts #10344
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Linking #9469 |
Just going to note one thing:
These are essentially conflicting requirements because the only way to export a DIM Loadout to an in-game loadout is equipping that loadout first, so at least implementation-wise this override mechanism would be needed. |
@robojumper Just to restate things so make sure I understand, you mean that the workflow Character Emblem > |
The only in-game-loadout-creating operation Bungie.net allows is "snapshot the current equipment to an in-game loadout", and DIM currently only allows saving the currently equipped loadout to an in-game loadout - the "Save as In-Game Loadout" button doesn't exist for DIM Loadouts and adding a workflow for those is tracked by #9469, which bhollis linked. |
OK, so it's really two different settings for the same basic process, depending on what we believe about the intent:
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If I can rephrase this: When transferring a DIM loadout to an in-game loadout #9469 and only then, we should sort subclass aspects and fragments in a predictable way so that the in-game snapshot is consistent across loadouts. There would be no user-visible option, this is a background optimization for avoiding losing super energy between loadouts. All that said, I'm not sure how useful this would be since users can still directly save loadouts as in-game loadouts (either through the in-game UI or by snapshotting their equipped laodout in DIM) with abilities/fragments in any order. In that case, if we sorted the sockets we'd be introducing more variation, vs. the current behavior which would retain the existing sockets based on what's already there. |
Do we still think this is worth implementing, or are the difficulties of keeping order stable taking into account manually created in-game loadouts too much to bother with? |
I think the agile-y minimum-viable-product here would be a single button for advanced users (e.g. people relying on in-game loadout swaps to handle hard content) that they would use when prepping their loadouts. The button would basically be: "Take this character's current aspects/fragments and auto-order them in a canonical way."
Another alternative would be to impose a fixed order all the time:
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Remember, we strive to avoid adding options, especially niche options, as a design principle. |
Proposed change
I'm willing to try my hand at a PR for this, but I'd like to get buy-in on the concept first.
The ultimate purpose of this change is to minimize cases where an aspect/fragment socket is modified and the player loses all their super/ability-energy as a gameplay penalty. This also includes indirect triggering when a user picks an in-game loadout modeled on a DIM loadout.
Requirements
Save Changes
orSave as New
on a loadoutCreate Loadout
from the current character stateSync from Equipped
command is used for theSubclass
sectionCompare Loadout
drawer is being used to eitherSave As
onto an existing named loadout.Save As In-Game Loadout
ensure that the DIM ordering is imposed.Out of scope
Save As In-Game Loadout
.)Save As In-Game Loadout
instead.How does this fit into your workflow?
Imagine that a player is doing some tougher PVE activities and designs two similar loadouts so they can quickly toggle things in reaction to changing circumstances. (Often either weapon-choice or exotic armor usage or both.) For example:
There are multiple ways these DIM loadouts can become saved as in-game loadouts, however if the aspects/fragments are not identical between both in-game loadouts, then switching to first one will erase all the super energy the user just intended to use. Uh oh!
With this change, that kind of problem won't happen due to otherwise-unimportant ordering of subclass socket contents.
Potential issues
Some players may already be micromanaging the precise order of their fragments, so that ones at the tail at "less important", in order to minimize the impact of if slots at the tail-end are disabled when changing aspects in-game. This behavior may interfere with their workflow. That said, I don't expect a big overlap between this behavior and users of DIM loadouts.
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