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Can Competitive be added to the DestinyActivityModeType? #712
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I happen to be discussing that with folks as we speak! What I'd like to see is a larger overhaul of our activity modes to more consistently group them together, and this would be part of that effort. I can't promise when we will do this, as there's a lot on our plate at the moment: but if we add a Competitive filter I'd like that to come with these overall improvement and standardization of how we return activity mode info. |
TFS 701113 |
After some discussion on Reddit, I realized that waiting for the larger refactoring at some unknown point in the future is causing harm to the data people want now. For the winter wishlist, I'm going to see about adding these now instead of making it part of the large refactoring attempt as a result. Better to do some good now than to wait for greater good that may never come. |
I should note as well to set expectations, that it's too late for me to add any winter wishlist changes in time for the December 11th release, which is our last scheduled release of the year. I'll be attempting to work on these as I can, but I won't be able to deploy any winter wishlist fixes until the new year as a result. |
@vthornheart-bng sounds good, I think this is a great move |
Just saw this. When the new mode(s) are added, will previously played games get their modes updated? This would be ideal, but I don't know about the feasibility of it. |
Oy, I need to fix my spam filters: I didn't see this (or many other) notifications that someone commented. Bleh. Sorry for the delay on that! Yes, previously played games should automatically flow into the new mode(s) thankfully! Here's the current gameplan:
This approach should maximize backcompat while providing you with the data you've been requesting for so long! Let me know if you have any questions or concerns! This should be coming in the January deployment! |
@vthornheart-bng would it be possible to let us know all of those mode numbers before the release? It would be great to get them added to our code before you guys make the change so nothing breaks unexpected. |
Good call! They will be: PvPCompetitive = 69, |
This should be fixed as of today's deployment (1/29)! |
For reference: DestinyActivityModeType in the docs
For private matches, you have each game type and an umbrella over all of them.
For Iron Banner, you have clash/control/supremacy specific to iron banner, then an umbrella over them.
For trials, you have each game type, then an umbrella over them.
For doubles, there is crimson doubles, doubles, and an umbrella over them.
For competitive, there is no hierarchy.
Why is this important you ask? Now that clash/control are in both the comp playlist and the quick play playlist, you can't use the data from the activity history endpoint to determine which playlist they were in. I'd have to get the PGCRs for every game to see how many people were on each team, but I'm pretty sure that would have edge cases (if 4 people finish the game on each team then I'd detect that as a comp match)
So far I have not needed to get the PGCRs for my clan's automation, but now that I know about this issue I think I'm going to. I have roles for competitive PVP KD/EFF to showcase people's skill, but right now it's only using countdown/survival for the calculation because I don't have easy access to which clash/control matches were done in the comp playlist. Is there an easier way to get a comp KD now?
Proposal: Add CompClash and CompControl and/or a Competitive type to the mode types.
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