Razor Cure Posted July 17, 2019 Share Posted July 17, 2019 With any Task Force/Sig arc, you can only get each type of reward once a week..but other than having a super memory or keepnig a spreadsheet, there is NO way to tell what alt can get the rewards from what. Some kind of indicator would be awesome, and cant be to hard, since the game clearly tracks the real time frame between completions anyway. Link to comment Share on other sites More sharing options...
Burnt Toast Posted July 17, 2019 Share Posted July 17, 2019 TF timers are 20 hours not 7 days. I always giggle when people say things like "it can't be that hard to implement." and then say: Please provide the needed code for such an easy implementation. Link to comment Share on other sites More sharing options...
Razor Cure Posted July 17, 2019 Author Share Posted July 17, 2019 Well ok. But even for 20 hours, it would be a nice thing to know before hand, especially for things like Hami Raids. As for supplying the code needed, how about no? This is a suggestion thread, not a Development thread. Link to comment Share on other sites More sharing options...
Burnt Toast Posted July 17, 2019 Share Posted July 17, 2019 Then don't claim that it will be easy to implement if you don't know how difficult it will be. Well ok. But even for 20 hours, it would be a nice thing to know before hand, especially for things like Hami Raids. As for supplying the code needed, how about no? This is a suggestion thread, not a Development thread. Link to comment Share on other sites More sharing options...
Sniktch Posted July 17, 2019 Share Posted July 17, 2019 To give an example of "it should be easy!" - there's an option now to show recharge remaining on powers. This was never available in Live; Homecoming team coded it in. This took a lot of time to get to work right and blew up the beta server at least once. City of Heroes is not coded in modern object languages. It's coded in straight basic C. The code is not clean, efficient, and sometimes not even remotely logical. The best description I can give is it's a game of Jenga that's been played for 15 years in the remnants of an exploded string factory - except half the strings are high-tension tripwires that trigger briefcase nukes. Have fun just GETTING to the tower, much less moving a piece. Link to comment Share on other sites More sharing options...
DSorrow Posted July 17, 2019 Share Posted July 17, 2019 Then don't claim that it will be easy to implement if you don't know how difficult it will be. This. Many things are very straight forward logically (like this suggestion: just compare current time vs. last completion time, information that already exists somewhere), but an efficient implementation into existing code can be extremely difficult (Where is it saved? How would the user view what rewards he's eligible for?). Hell, sometimes at work I have a hard time adding new stuff into code I've written myself if the new ask is something that was never even considered originally. Just look at what Sniktch posted about the power cooldown timers: that data had to exist somewhere so the server would know what powers we can use, but displaying that to the players was apparently a pain in the ass because showing hard numbers to the player wasn't the original design philosophy. I think this is a very minor problem or maybe I just don't have enough time to play to lose track of which TFs I've done within the last 20 hours. So, unless it really is very simple to solve, I wouldn't spend time on this as long as there is something more critical to do. Torchbearer: Sunsinger - Fire/Time Corruptor Cursebreaker - TW/Elec Brute Coldheart - Ill/Cold Controller Mythoclast - Rad/SD Scrapper Give a man a build export and you feed him for a day, teach him to build and he's fed for a lifetime. Link to comment Share on other sites More sharing options...
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