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Of special note: this does nothing to affect the distribution of said rewards, and is currently set at a flat distribution of 25% chance to have any currently spawned expedition gun to have rarity 0-3 |
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Have you thought about adding a more unique effect to the "legendary" version of each gun, when the system is more fleshed out? Possibly with flavor text on the gun's description like in Borderlands? A few example effect ideas; |
Goes against the stated goals of the system to be generic and apply to any and all future/past weapons. So no, not in this system. |
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Request: Could boosted stats on the statistic overview be colored green if they are getting boosted? |
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blackknight954
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Tested and it does work, so here's my stamp
Resources/Prototypes/_NF/Catalog/Fills/Items/weapon_cases_expedition.yml
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arimah
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I think this is good to go as a proof of concept. I'd love to see how it plays out in practice.
I do think we'll need to make the modified stats inspectable, but that's a separate PR and not a blocker for getting this merged.
| /// Modifier that can be applied to the gun's accuracy. | ||
| /// </summary> | ||
| [DataField] | ||
| public StatModifier AccuracyModifier = new StatModifier(0.65f, 0.85f); |
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extremely minor nitpick but technically this is an inaccuracy modifier and not an accuracy one (since lower number = better accuracy in this case)
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tested, works. |
About the PR
Adds a rudimentary rarity system for guns. It has 3 basic tiers of improvement, with each tier adding an additional 15-35% boost. The three potentially affected stats are Accuracy (recoil rates, minimums and maximums), Fire Rate, and Projectile Speed. These three values are shared across all types of guns and allows for the start of a very basic and generic system that can be applied to all guns without adding any additional burden on the weapon creators.
Why / Balance
This is an additional component to the recent gun balancing rework. With the baseline of all weapons having recently recieved cross-spectrum nerfs, this is the intended followup of having rare and unique weapon rewards that make for impactful expedition rewards. As a secondary goal, we aim to somewhat revive the 'black market' of weapons brokerage between players, giving the incentive to sell and trade more powerful versions of weaponry that can only be found through successful expedition completions.
Technical details
Very simple and lightweight implementation for now, as a proof of concept and to get it into the hands of the players. The only integration with upstream code is an added, empty broadcast event hooked into the storagefill system, so that we may catch on to an entity after it has completed filling with contents. This event has the possibility of future expansion with other systems.
How to test
Run some expeditions, carefully examine the guns you find as loot. Notice any changed names of weapons and the stats as they compare to the standard issue versions of these weapons. Alternatively, there is one "random dungeon loot" spawner that will spawn a random rarity, random t3 dungeon reward gun, and you can spawn multiple of these to see potential changed guns as well.
Media
Requirements
Breaking changes
Changelog
🆑 checkraze