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Forum > Suggestions > Allow us to multi train to certain %s as well as levels and attribute levels
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BadgerPhil
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Originally posted by Rayzerx
perhaps warning that your gonna go over on the next training would be more appropriate i play every day have no prob with this


+1

Probably the best we are going to get.


Though it would be nice to train to exact percent. Btw, it wouldn't be lazy training, as somebody mentioned above. It the right spots it will enhance your overall build. How could that be lazy? Though likely to never see this, so I'll take the warning.

Another idea, and I'm sure this has been suggested. The ability to disable the breakthrough, would be nice. Though probably like capping training to a set percent, not likely to happen.
 
Theo Wizzago
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Originally posted by AirMcMVP
So you'd basically have to set your auto train to (for example) 63 and then once it finishes set it again for 95%? To do it in one step would require an interface change that I doubt Bort would be willing to make.


No. Right now you can set a specific number for your auto training to stop at. That number IS the skill number (in your post, that number would be 63). The OP is asking for a SECOND setting that goes WITH what we have already that stops BEFORE it reaches the next number... and that number is the TRAINING GAIN.

Example; I set my SKILL number at 63. But I don't WANT to reach 64... and I DO want to train until training in that skill reaches 98%... so I want to STOP when training is at 98% of 63... before the next training would bump my skill OVER to 64. Why? Hellifiknow. Perhaps there's better builders out there that have figured out that having a 98% trained skill waiting on the cliff before reaching it's next up gives their dot some weird advantage.

If that's true... fine. Personally I keep track of my builds and if I didn't want my skill to gain another point, then I'd stop it without need of a setting or warning. But I am me and my way is NOT the only way (yeah... I'm overkill on notes and numbers and hands on 24/7 stuff. Call me OCD.) and I'm supporting the OP's right to have a setting or warning if it helps him/her build better dots. Since this addition would not give anyone an advantage over others... and it would make the game easier for some... then it gets my +1

Edited by Theo Wizzago on Jan 15, 2013 23:38:44
 
Rayzerx
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eh theo the thing is to train to %s at a lower lvl till you start dumping sps yada yada i do it seems to make my builds look ok at the end i have never built n e thing fantastic imo. but your overall review their is basically right on point.

i mean we have so much other handicapping going on in the game and tools to help the game a bit easier to setup and tools to help train why would this be any different than those? its not like im asking for a huge change i mean it would be at most adding a second drop down menu to stop training % at this.


setup maybe like this

(drop down for player training option) (drop down for the number) (drop down for the % of training to stop at)

so the training option to the number you want to train to then when at that number this is the % you wanna train to before stopping.
 
AirMcMVP
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Originally posted by Theo Wizzago
No. Right now you can set a specific number for your auto training to stop at. That number IS the skill number (in your post, that number would be 63). The OP is asking for a SECOND setting that goes WITH what we have already that stops BEFORE it reaches the next number... and that number is the TRAINING GAIN.

Example; I set my SKILL number at 63. But I don't WANT to reach 64... and I DO want to train until training in that skill reaches 98%... so I want to STOP when training is at 98% of 63... before the next training would bump my skill OVER to 64. Why? Hellifiknow. Perhaps there's better builders out there that have figured out that having a 98% trained skill waiting on the cliff before reaching it's next up gives their dot some weird advantage.

If that's true... fine. Personally I keep track of my builds and if I didn't want my skill to gain another point, then I'd stop it without need of a setting or warning. But I am me and my way is NOT the only way (yeah... I'm overkill on notes and numbers and hands on 24/7 stuff. Call me OCD.) and I'm supporting the OP's right to have a setting or warning if it helps him/her build better dots. Since this addition would not give anyone an advantage over others... and it would make the game easier for some... then it gets my +1



So we're looking at an interface change that would only be necessary if you're training an attribute to a specific point. I just don't see that being something that they'll be willing to do.

If you want an attribute at, for example, 63 at 90% trained, set the attribute to 62 and do some manual training. Its really not that hard.

-1

 
Theo Wizzago
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Originally posted by AirMcMVP
So we're looking at an interface change that would only be necessary if you're training an attribute to a specific point. I just don't see that being something that they'll be willing to do.

If you want an attribute at, for example, 63 at 90% trained, set the attribute to 62 and do some manual training. Its really not that hard.

-1



I understand ya Air... I basically said the same as you. But even if I wouldn't use it, there are those that would and for them I give my :thumb's-up: (still no new smileys. ). The only reason I can see at all for giving a :thumb's-down: (still no new smileys. [please support the smiley suggestion thread! ) is if it would be difficult to code into the game.
 
AirMcMVP
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Originally posted by Theo Wizzago
I understand ya Air... I basically said the same as you. But even if I wouldn't use it, there are those that would and for them I give my :thumb's-up: (still no new smileys. ). The only reason I can see at all for giving a :thumb's-down: (still no new smileys. [please support the smiley suggestion thread! ) is if it would be difficult to code into the game.


I don't think the coding would be particularly difficult, but you're changing the interface. Also, from a Bugs perspective, I see this causing problems. Currently if you set it to stop training once an attribute hits 33 (for example) training will stop when the attribute hits 33 and the chances of it training over to 34 are small (possibly linked back to ALGs or a breakthrough if at 32.99 and the attribute has a high modifier).

If you're trying to reach 33 with 75% training there's a chance you would train at 33.20. A breakthrough at that point would take you to 34 with some amount of training. If you're auto-training you don't know there was a breakthrough so, to the average user, this would seem to be a bug.

I just don't see how it can be implemented without adding a layer of complexity that won't be apparent until after implementation.
 
daryls61
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To simply the suggestion, i believe what agents are looking for is a way to train an attribute to as close to 99% without rolling the attribute over. The VPB has this sort of built into it where you can see a "training will cause rollover" alert.

Could that be somehow implemented into the training screen or alerted on the main page?
 
Rayzerx
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a warning that the next training would level the att would suffice its not a hard code job imo and doesnt really add much complexity at all imo just gives an additional training option if we care to use it. i work, like im sure many do, 5-6 days a week in a hospital sometimes 14-18 hrs a day. would just ease the training concentration a bit and allow me and others the chance to do what we want with our training %s.

can you possibly explain to me air how this is remotely going to be hard to add and or complex in any way? dont we have a testing server for pre-implementation of these kinds of things to test and make sure bugs arent apparent and or if bugs are noted then just adjusted to fix that?
Edited by Rayzerx on Jan 17, 2013 18:55:17
 
Theo Wizzago
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A warning setting could work... but it would need, itself, to have a "when" setting on it. Such as, "when" do you want to be warned? If you're an everyday login kinda peep, then it wouldn't matter... but what if you weren't? Or what if you knew you wouldn't be on every single day but were mostly? Either person of that ilk would want a warning sooner than the day it happens on.

Also it would have to be coded to warn when X% is achieved AT level whatever. Otherwise it would warn you everytime you reached that % whether or not you were at the level you desired. One would seem to need to be tied to the other.
 
AirMcMVP
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Originally posted by Rayzerx
a warning that the next training would level the att would suffice its not a hard code job imo and doesnt really add much complexity at all imo just gives an additional training option if we care to use it. i work, like im sure many do, 5-6 days a week in a hospital sometimes 14-18 hrs a day. would just ease the training concentration a bit and allow me and others the chance to do what we want with our training %s.

can you possibly explain to me air how this is remotely going to be hard to add and or complex in any way? dont we have a testing server for pre-implementation of these kinds of things to test and make sure bugs arent apparent and or if bugs are noted then just adjusted to fix that?


Currently there are very few Alerts in the game. You have the notification Alerts (Endorsements, PF Invites, Contracts, etc.), auto-train complete alert (icon), and team alerts (icon). Where are we proposing this new alert would go? There has been an unwillingness to add notification alerts and, depending on how many dots you have, notification alerts would be cumbersome. Changing the color of the auto-train complete alert could work (red for will definitely go over, yellow for could go over with breakthrough) but you would still have to be paying attention. There would also be an interface change (minor, but from a design perspective I could see pushback).

As for the test server, I don't know much about it. I do know there are only a handful of testers (in relation to the number of people who play the game). I can promise you there will be something that falls through the cracks and that's not an indictment of the testers one bit. There are so many different scenarios that present on a given day on GLB that something would be missed. Also, I think they focus more on the sim than UI. I don't think they actually put dots through the build process.

Don't get me wrong, adding the percentage would help me in my building. I just don't think the potential risk is worth the reward.
 
The Hitman
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+1
 
daryls61
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Originally posted by AirMcMVP
Currently there are very few Alerts in the game. You have the notification Alerts (Endorsements, PF Invites, Contracts, etc.), auto-train complete alert (icon), and team alerts (icon). Where are we proposing this new alert would go? There has been an unwillingness to add notification alerts and, depending on how many dots you have, notification alerts would be cumbersome. Changing the color of the auto-train complete alert could work (red for will definitely go over, yellow for could go over with breakthrough) but you would still have to be paying attention. There would also be an interface change (minor, but from a design perspective I could see pushback).

As for the test server, I don't know much about it. I do know there are only a handful of testers (in relation to the number of people who play the game). I can promise you there will be something that falls through the cracks and that's not an indictment of the testers one bit. There are so many different scenarios that present on a given day on GLB that something would be missed. Also, I think they focus more on the sim than UI. I don't think they actually put dots through the build process.

Don't get me wrong, adding the percentage would help me in my building. I just don't think the potential risk is worth the reward.


Would it be possible to use the same alert that is used now when training hits your target # and just have it show up 1 training cycle earlier so what it would be doing is alert the agent that training the attribute again will result in rollover?
 
AirMcMVP
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Originally posted by daryls61
Would it be possible to use the same alert that is used now when training hits your target # and just have it show up 1 training cycle earlier so what it would be doing is alert the agent that training the attribute again will result in rollover?


That's what I was getting at when I said...

Originally posted by AirMcMVP
Changing the color of the auto-train complete alert could work (red for will definitely go over, yellow for could go over with breakthrough) but you would still have to be paying attention.


If you didn't account for breakthroughs I pretty much guarantee there would be people screaming within a week that the new training feature is broken.
 
daryls61
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Originally posted by AirMcMVP
If you didn't account for breakthroughs I pretty much guarantee there would be people screaming within a week that the new training feature is broken.


Originally posted by AirMcMVP
Originally posted by daryls61
Would it be possible to use the same alert that is used now when training hits your target # and just have it show up 1 training cycle earlier so what it would be doing is alert the agent that training the attribute again will result in rollover?

That's what I was getting at when I said...

Originally posted by AirMcMVP
Changing the color of the auto-train complete alert could work (red for will definitely go over, yellow for could go over with breakthrough) but you would still have to be paying attention.


Perfect. Lets move suggestion to Epic. Get it voted on and implement immediately.

 
Myd
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Too many numbers, decimal points, and percentages here as it is and not enough football... I hate you all.

-1
 
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