Creature Handler Archive
Thread: The Training Window
DivNotDed wrote: When you select a skill the top window fills up with all the pertinent info about the skill and what req. are needed to teach the pet.
I elongated my /train window from top to bottom for the time being.
My current view from other thread on the future of the /train window:
5. The train pet screen is a beta. Admit it. It should bereplaced with a larger screen illustrating the pet currently targeted, all of it's statitics, and the alphabetized list of skills with three columns of boxes (L1, L2, L3) readily showing you what is at the CH's disposal and what is left to be found in a future taming session. Selecting each trainable skill should illustrate the guaranteed stat change that will take effect on the pet and the training point cost if the current selection is confirmed. This is like managing a starship which is half the fun of being a pilot. An additional trainable slot leftbar or maturity bar illustrating the pet's progress towards full maturity would be a useful visual aid as well, Trainers ask themselves, "should I use the last training slot now, or wait until another xp turnover before using the last training point in a risk of finishing the pet maturity prematurly? I know pet level determines max number of training slots. But who can remember what a level 23 pet has left from memory?
My only addition would be to show a small table of pet level vs target level xp andcalculated dpsagainst11target levels. The table might be 12 rows tall featuring title row, 5 levels above pet level, this pet's level row, and 5 levels below pet level using the color coded level key seen when targeting entitys or characters in relation to your own PC level. Below is a brief attempt to illustrate how useful this simple table might be when planning which of your pets could best benefit you either from and experience point gain, or a damage output function. All values on the example are estimates for a level 25 pet.
Target level | Experience points | DPS
30 | 6000 | min
26 | 4000 | 125
25 | 3500 | mid range value <----Current Pet and it's level on the "food chain".
24 | 3000 | 135
20 | 1000 | max
I use the 5 levels above and below the pet's own level because these seem to be the design limits. Anything above 5 levels seems to return a diminished gain (I could be wrong). Anything below more than 5 levels of your pet, the damage is maximized and you and your pet gain 1 xp for even bothering to kill something that far down the food chain.
A nice enhancement for the UI would be if the middle bar could be adjusted manually.
Ya, I never understood why we had this HUGE open, blank top window pane on the train window. All it says is "Select a command to teach your pet" ... why we need all that blank space when I'd much rather be able to see more of my listed commands instead of scrolling is beyond me.
SioBabble wrote:
Ko, this isn't as important as other things on the top five, but since it would be handled by the UI folks, perhpas we can get some attenton to it.
Why is HALF of the training window taken up by a single line of characters?
Why can't you resize the two boxes so that the one with the skills takes up most of the space, and you don't have a huge blank space below "Select a command to teach your pet"?
I mean, this is ridiculous at anything beyond the 0400 level of CH. For a master, with all those possible commands to teach, it becomes unwieldy quickly, with all the scrolling and moving the hands from keyboard to mouse to manipulate the training window.