Open lowlines opened 6 years ago
I can pass on the request - unfortunately even if they can turn it on now, it would be too late to save any counts that would be lost between now and when they're eventually turned on.
Do you have a set of records for whom you know you want this data - and which ones if you've got the list handy?
Hmm, it actually looks like it IS tracking the value beyond completion, for a lot of records despite that property being set to false! Perhaps this is an unintentional bug?
Interesting! Unsure if it's intentional, or if that means that the various properties regarding "overcompletion" are just UI hints that could be ignored. I will ask.
Well regardless, tell them to leave it as it is! I can definitely make use of that data!
Ha, done and done! :)
So I am in the process of linking up the new record data for use in my maps project and I found it really cool that there are now objectives for killing specific enemies. However the "allowValueChangeWhenCompleted" property on the objective is always set to false meaning this can't be used to track how many times a player has killed that enemy. ie the Lost Sector boss from Pariah's Refuge on Mercury.
https://data.destinysets.com/i/PresentationNode:2904849017/Record:3408598133/Objective:3286238398
In Destiny 1, there were some historical stats for enemy kills, which I tried to make use of but didn't make anything substantial until near the end of the game's life. I would be keen to revisit this project again for Destiny 2 if it were possible to enable objectives which track and interesting stat to count past the completion value.
https://lowlidev.com.au/destiny/shootdex
I'm going to assume there's some kind of performance reason why a lot of objectives will only count up to the completion value and then stop counting, but there is a lot of really useful data to mine off of masterworks and emblem objectives and I feel like records should be the same. 🤔