Hi didn't want to hijack that other thread but I have a few problems with the new taming stuff.
Firstly great on the ‘new’ critters for taming.
My issues are purely with the UI and the way the skill training works. So complicated to do the figuring out.
My understanding is:
Unless someone comes up with a calculator real quick most people, including myself, are gonna have a major issues in doing all the calculations.
It is basically a very complicated version of Imbuing only this is Imbuing a Pet. Only this is more irreversible than existing imbuing as you can’t actually ‘lower’ an existing skill once it is raised.
The training gumps SHOULD have ‘starting points’ at the top and ‘points left’ at the bottom with the selections on one page so they are all visible.
You should then be able to select all the things you want and the amounts you want them in to ‘use’ your points going down the list, and once you are done the point tally at the bottom should read ‘0’.
This is the point where you should ‘accept’ the selections or not. Or go and change them if you needed to amend one to get another in etc.
Without this ability to work out your pet before you ‘commit’ to it there is instantly a need for an external calculator which is currently essential for high end imbuing. This will be more critical as you can’t just craft up another animal if you muck it up like you can leather pants.
Personally I don’t know why Pet Skills/Training should not be like character skill/training is with a ‘max’ allowable on any pet with toggles (up down lock) against all things. Which can then be raised or lowered if you want to reskill. Just as with a normal character. So turn up poisoning on a cu and lower bleed whatever and adjust str/dex/intel (which should also correspond with hps/stam/mana) No idea why maxing HP's on a creature does not auto change the str etc. Kinda weird.
Eg Players have 260 stats and 720 skill points, why not make it that pets have 2000 stats and 720 skill points on a 5 slot down to 300 stats 340 skills on a 2 slot etc. (whatever the numbers are) Seems to me that they are using imbuing as the ‘base’ for this instead of the more logical character skill selection/application system.
Way, way to complicated as it is unless there is a way to ‘see’ your training points and what you can ‘fit’ onto the pet BEFORE you commit to it. Sorry but in my opinion it is pretty poor design, as already there is a need for an external calculator just to work it out unless you want to spend your life on the test centre fiddling around.
Has great potential but misses in the application. I don’t have stable slots to toss all my stuff out to ‘test’ these new combos, with 11? new tames that is more than half the stable just to get one of each let alone test a few combos of skills on the same pet.
The ability to customise your pet is great, but why make it so flipping complicated? Sure we are gonna see some 'strange' combos to start with but at the end of the day once it is found that xyz pet with abc combo is good against Melisande, everyone will just imbue that pet. There is no need to actually get out and lore pets to 'selectively' tame the best of any breed as now what you tame won't matter, just imbue it to what you want, it will be a race to the imbued common denominator once it is discovered. As imbuing has done to crafting, ie 70 resists, 6 mr, 100 lrc, 40 lmc with a bit of hpi or mi per suit is stock standard the major pets are gonna end up like this as well.
To me using the training system for a character only now applied to a pet would of been a much better way to go than imbuing a pet to order. Or making it that the 'base' stats on a tame could not be changed just the skills and resists etc so that 'taming' as in finding a good pet to start with is not made completely null and void.
Just my view.
Firstly great on the ‘new’ critters for taming.
My issues are purely with the UI and the way the skill training works. So complicated to do the figuring out.
My understanding is:
- You get ‘so many’ training points to up-skill a pet. So for eg 1550 points
- When you ‘Begin’ training you get to ‘select’ the stuff you want to ‘add’ to your pet and it ‘uses’ your points up.
- What you can train depends on the individual pet, so not all pets can have all options available.
- You may decide to add hit points to the pet which will use say 900 of your 1550 points to ‘max’ it. (note: It could be ‘any’ of the options hp’s, str, intel, raising caps on skills, resists, adding magical or combat abilities etc).
- Whatever mod you select you then have to ‘train pet’ which cements that choice before you can progress to the next thing you may want to spend your points on. (You get a gump saying that once you have accepted the selection, ie the hit point upgrade, that it is irreversible).
- What happens then is you get to the next thing, you find you don’t have enough points left for it as you used too many on the hit points, you should of taken say 800 hps to fit in the discordance or whatever else you were going to add.
- There is NO progressive count (or deduction from your starting training points) as you select items on the gump BEFORE you move to the next so basically you better be ‘right’ the first time.
- This now means that your pet is kinda stuffed unless you sit down with a pen and paper or spreadsheet to start with and plot out each point you want to add. This is again complicated as every single individual pet is going to be different due to it’s starting stats/resists etc. So you have to ‘see’ what amount of points are going to be deducted if you put on the Hit Points and how many you have left prior to committing, and then how many points it is going to take if you add say spellweaving to the pet, before committing, then whether you want to take wrestling etc to 120 and have the power scroll before committing, etc etc etc.
- Then go back to the start and hope your maths was correct and that you can ‘fit’ what you figured out you could fit ‘committing’ each time. Again this is complicated as when you are in one screen it says you have 1550 points, but then you go to the next and it says you have 1451 points as the weighting is dif, and then you get to the add skill thing on the same pet and it says you have 1000 to spend. Talk about a headache.
Unless someone comes up with a calculator real quick most people, including myself, are gonna have a major issues in doing all the calculations.
It is basically a very complicated version of Imbuing only this is Imbuing a Pet. Only this is more irreversible than existing imbuing as you can’t actually ‘lower’ an existing skill once it is raised.
The training gumps SHOULD have ‘starting points’ at the top and ‘points left’ at the bottom with the selections on one page so they are all visible.
You should then be able to select all the things you want and the amounts you want them in to ‘use’ your points going down the list, and once you are done the point tally at the bottom should read ‘0’.
This is the point where you should ‘accept’ the selections or not. Or go and change them if you needed to amend one to get another in etc.
Without this ability to work out your pet before you ‘commit’ to it there is instantly a need for an external calculator which is currently essential for high end imbuing. This will be more critical as you can’t just craft up another animal if you muck it up like you can leather pants.
Personally I don’t know why Pet Skills/Training should not be like character skill/training is with a ‘max’ allowable on any pet with toggles (up down lock) against all things. Which can then be raised or lowered if you want to reskill. Just as with a normal character. So turn up poisoning on a cu and lower bleed whatever and adjust str/dex/intel (which should also correspond with hps/stam/mana) No idea why maxing HP's on a creature does not auto change the str etc. Kinda weird.
Eg Players have 260 stats and 720 skill points, why not make it that pets have 2000 stats and 720 skill points on a 5 slot down to 300 stats 340 skills on a 2 slot etc. (whatever the numbers are) Seems to me that they are using imbuing as the ‘base’ for this instead of the more logical character skill selection/application system.
Way, way to complicated as it is unless there is a way to ‘see’ your training points and what you can ‘fit’ onto the pet BEFORE you commit to it. Sorry but in my opinion it is pretty poor design, as already there is a need for an external calculator just to work it out unless you want to spend your life on the test centre fiddling around.
Has great potential but misses in the application. I don’t have stable slots to toss all my stuff out to ‘test’ these new combos, with 11? new tames that is more than half the stable just to get one of each let alone test a few combos of skills on the same pet.
The ability to customise your pet is great, but why make it so flipping complicated? Sure we are gonna see some 'strange' combos to start with but at the end of the day once it is found that xyz pet with abc combo is good against Melisande, everyone will just imbue that pet. There is no need to actually get out and lore pets to 'selectively' tame the best of any breed as now what you tame won't matter, just imbue it to what you want, it will be a race to the imbued common denominator once it is discovered. As imbuing has done to crafting, ie 70 resists, 6 mr, 100 lrc, 40 lmc with a bit of hpi or mi per suit is stock standard the major pets are gonna end up like this as well.
To me using the training system for a character only now applied to a pet would of been a much better way to go than imbuing a pet to order. Or making it that the 'base' stats on a tame could not be changed just the skills and resists etc so that 'taming' as in finding a good pet to start with is not made completely null and void.
Just my view.
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