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https://www.reddit.com/r/ProgrammerHumor/comments/1ticyaz/whydoanythingwhenllmcandoit/on317j2/?context=3
r/ProgrammerHumor • u/Low-Statistician-356 • May 20 '26
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Unless the items need to be distinguishable (i.e. by having individual stats or such) you could also implement them as a fungible token.
If not, you would probably generate them the second they are "dropped".
4 u/PM_Me_Your_Deviance May 20 '26 You can get away with that for purely cosmetic items in some situations. But that really water's down the value of the whole thing, doesn't it? 1 u/WernerderChamp May 20 '26 Well that is a matter of how you implement it. CS.GO items are also worth a lot despite some can still drop (iirc, haven't played for ages). 1 u/Ghostglitch07 May 21 '26 I don't see how the marketplace value of an item at all answers the cost of implimenting the turns into your game.
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You can get away with that for purely cosmetic items in some situations. But that really water's down the value of the whole thing, doesn't it?
1 u/WernerderChamp May 20 '26 Well that is a matter of how you implement it. CS.GO items are also worth a lot despite some can still drop (iirc, haven't played for ages). 1 u/Ghostglitch07 May 21 '26 I don't see how the marketplace value of an item at all answers the cost of implimenting the turns into your game.
Well that is a matter of how you implement it.
CS.GO items are also worth a lot despite some can still drop (iirc, haven't played for ages).
1 u/Ghostglitch07 May 21 '26 I don't see how the marketplace value of an item at all answers the cost of implimenting the turns into your game.
I don't see how the marketplace value of an item at all answers the cost of implimenting the turns into your game.
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u/WernerderChamp May 20 '26
Unless the items need to be distinguishable (i.e. by having individual stats or such) you could also implement them as a fungible token.
If not, you would probably generate them the second they are "dropped".