question

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brendan asked

Best Practice for duplicates in drop tables

tj
started a topic on Wed, 23 September 2015 at 3:54 PM

We are currently creating a chest / bundle system that will reward a random item from a drop table when opened. What would be the best way to have our drop table not give out an item once the user has already acquired it?

My only idea right now is to check which item they got from the chest to see if they already have it and then if they do remove it and get another item from the drop table until it gives a unique item. Are there any other solutions to this?

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brendan answered

2 Comments
Brendan Vanous said on Tue, 06 Oct at 12:39 AM

Hi TJ,

We do not currently have built in scarcity or uniqueness support, so your best bet would be to award the player with some alternate "set" item or currency as a post-unlock container call (in Cloud Script). We will have support for both scarcity and uniqueness in an upcoming release, though note that we will require that not all items in a drop table be unique.

Brendan

tj said on Tue, 06 Oct at 7:29 AM

Ok, thanks for the update. We have a way to manage it in cloud script for now.

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Jose Pablo Monge Chacon answered

Hi Brendan, any updates on this?

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brendan answered

Sorry, Jose - we have this on the backlog for a future release, but it's not in the current schedule. We're still tracking on who all asks for things and using that to help with prioritization, but this isn't near the top of that resulting stack-rank right now.

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Jose Pablo Monge Chacon answered

No problem Brendan

:) Just interested in how to do this without rewriting the whole system

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brendan answered

As stated in the other thread (https://community.playfab.com/hc/en-us/community/posts/210474687-Changing-item-granted-from-container-after-droptable), we've now heard the request for a drop table evaluation Server API call (for use in Cloud Script) that we popped this up the stack. It will be live in the service next week.

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