perrin.silveira
New member
There are already some ideas floating around for alternate item upgrades and while I don't know if any specific one will make it, I think the idea of having multiple upgrade options for an item is important for many reasons.
First off, from a development standpoint, it will ensure that the shop architecture is properly set up to handle where this game will go in the future. We have already had out test items that change slot type on upgrade, and I think this is another natural extension.
Another main reason would be for doing A/B testing of item ideas or changes. My current example of this would be having A/B(/C?) testing for long range upgrades, as that is an item that seems to have had a whole lot of changes, and not all of them directly related to range upgrades. For example, having one in the shop to test just extending the damage falloff range while dealing no extra damage seems more natural to me, but you can't collect data if it is never implemented.
If anyone else is interested in specific alternate upgrades, feel free to share them here.
First off, from a development standpoint, it will ensure that the shop architecture is properly set up to handle where this game will go in the future. We have already had out test items that change slot type on upgrade, and I think this is another natural extension.
Another main reason would be for doing A/B testing of item ideas or changes. My current example of this would be having A/B(/C?) testing for long range upgrades, as that is an item that seems to have had a whole lot of changes, and not all of them directly related to range upgrades. For example, having one in the shop to test just extending the damage falloff range while dealing no extra damage seems more natural to me, but you can't collect data if it is never implemented.
If anyone else is interested in specific alternate upgrades, feel free to share them here.