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Relic gear #4

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Fuuzetsu opened this issue May 10, 2015 · 3 comments
Open

Relic gear #4

Fuuzetsu opened this issue May 10, 2015 · 3 comments

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@Fuuzetsu
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It'd be great if there was an option to allow relic gear or to even prefer relic gear skills instead for fashionhunting.

@breakds
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breakds commented Jun 11, 2015

I think this is related to the persistency issue, as currently there is no place to store persistent data. My wife and I are working on a newer version of Frontend to make it possible.

Thanks a lot for those constructive suggestions!

@Fuuzetsu
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I think this is related to the persistency issue, as currently there is no place to store persistent data.

Well, regarding relics I think there are actually three separate issues.

  1. Make the software consider relic gear that the user already has. This indeed poses persistency issues.
  2. Make the software consider any gear with relic skills. We know all the skills that relic gear can possibly have already. There is one very easy and quick solution to this point: simply add few dummy items to the database with relic gear skills. One can just add a Relic gun, SteadyHand +5 to the database and it will start showing up in searches. In case of armours, just give it rarity 10 and biggest attainable defense value (every relic armour can be gotten at such base defense that it upgrades to a specific maximum defense value, one value for gunner and one for blademaster). Only work except adding such items to the database is to let the user filter out relics if they don't want to use them but that shouldn't be too much problem I think.
  3. Make the software only consider relics at specific equipment slot. We want to be able to say ‘I want to be able to use a relic helmet’ and it should just throw away non-relic gear in that slot straight away. It doesn't really matter what skills because the user can find the helmet with whatever skills software comes up with. This point should be easy to do if the second point is done.

Really this issue was about the second point. Relic gear is much more easily gotten than charms so we could safely consider it to be ‘craftable’ like other parts are already considered. Perhaps there should be separate issues for points 1 and 3.

My wife and I are working on a newer version of Frontend to make it possible.

That's great to hear!

Thanks a lot for those constructive suggestions!

No, thank you for making the software. I planned to eventually cobble something together myself but now I don't have to.

@breakds
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breakds commented Jun 12, 2015

All of the 3 are valid issues (and not very difficult to implement). I am thinking on how to put them into the UI so that it make more sense to the user. Sorry for replying your issues so late (I overlooked them in May, sorry!)

And I've actually learned from you that relic gear skills are limited! With that in mind, we can even gave instructions to the user on which monster/quest to fight/complete next!

Saying that, I am really new on web stuff and just learnt it for this project. Still learning it and hopefully can get to be productive soon!

Thank you for the encouragement, Fuuzetsu!

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