-
Notifications
You must be signed in to change notification settings - Fork 523
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Loadout Point Increase #5935
Loadout Point Increase #5935
Conversation
The reason there is a limit is that these are meant to be special items that can be leveraged to make yoru character special or provide RP hooks. If you keep increasing the limit, or worse just remove it, it completely defeats the point because suddenly everyone can have a Type 80 Bayonet, CLF pistol, Plush, Goggles, Cigars, and a Zippo lighter. If for some reason this is what we want to do, we can just remove the limit. Bumping it by 1 "because this will be easier to get merged than an upright removal" pretty much admits there is no actual point to the change... |
It appears I've worded myself incorrectly! Allow me to elaborate. The reason for this PR is to allow a little bit more flexibility to loadout creation, allowing for more interesting / unique combos to people's character designs. Also, while I do want an outright removal of the budget limit, what I meant by "because this will be easier to get merged than an upright removal" is that I do not know how to code such a thing as it would require some limitations to keep people from spawning in with EVERYTHING, and I'm not very interested in delving through loadout code at this time. I agree with your point that increasing the point by one might be kicking the can down the road, so to say, and I'm fully aware of that and will probably come back to this PR at a later date, whether or not it's merged, to create a more permanent fix to the "issue". Right now, I'm just kinda busy. |
Make him refactor how loadout gear is given to players for the extra point. Shit's going to be overflowing inventories at this point. |
It's an extra point, so, actually, it won't be overflowing inventories. The max this'll let you get is 4 or 5 things, more then enough for the starting satchel to carry :) |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
About the pull request
Changes the the loadout point limit from 7 to 8.
Explain why it's good for the game
Honestly I don't even understand why there's a limit in the first place, but I think this will be easier to get merged then an upright removal. 90% of the stuff in the loadout menu is cosmetic and the 10% that isn't is for the most part not very useful or abusable.
Screenshots & Videos
testing not needed :)
Changelog
🆑
add: Loadout budget increased 7 > 8
/:cl: