Open - Outdoors - New Player Experience - Creature Knowledge Clarification | Star Wars Galaxies Restoration

Open Outdoors New Player Experience Creature Knowledge Clarification

This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
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Proposal
I propose to add a message upon using Creature Knowledge that informs the player whether or not they can actually learn anything like wrong pet or insufficient skill.
Justification
This will make Creature Knowledge much clearer for the user and reduce the annoyance of not knowing whether or not any progress towards ones ability goal is even being made.
Motivation
These changes are to alleviate the uncertainty of using Creature Knowledge. Myself and many others have spent hours trying to acquire creature abilities with nothing but faith and hearsay that the next time a mob uses the ability we will get it. Not to mention the countless players who have wasted time using wrong pets or some abilities being simply impossible to learn due to a lack of skills.
What do you all think?
 
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I like part 1, part 2 won't work because there's a roll each time the creature uses the ability. There's no "progress", per se. Each attempt is it's own roll, and has no effect on the next one, other than having a probabilistic relationship with all previous rolls. You start at 0 each time the creature uses the ability during a CK buff.

You can learn a difficult ability on the first try or it might take (and has taken) 80 hours.
 
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I like part 1, part 2 won't work because there's a roll each time the creature uses the ability. There's no "progress", per se. Each attempt is it's own roll, and has no effect on the next one, other than having a probabilistic relationship with all previous rolls. You start at 0 each time the creature uses the ability during a CK buff.

You can learn a difficult ability on the first try or it might take (and has taken) 80 hours.
thats why i said to have the roll add progress but increase the overall rate for the rolls to even out the time it takes to get abilities because some being anywhere from 10 minutes to as you said 80 hours and being almost mystery the entire time is a bit much
 
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thats why i said to have the roll add progress but increase the overall rate for the rolls to even out the time it takes to get abilities because some being anywhere from 10 minutes to as you said 80 hours and being almost mystery the entire time is a bit much
There's a learning attempt roll each time the mob uses the ability. That's why mobs that spam the attack and have a lot of action are the best to learn from. You can see how often they use the ability in the combat log if you turn on detailed logging, basically log everything:

Under Options->Chat
Tick the checkbox to timestamp incoming messages (for comparing frequency)
Move radio button from Brief Combat Messages to Verbose Combat messages and tick the boxes.
For some abilities like flank, cat mobs only use it once. Don't bother with flank (for now) because pets don't crit so it's a waste of an attack and actually lowers your dps; I'm just using that as an example.
 
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There's a learning attempt roll each time the mob uses the ability. That's why mobs that spam the attack and have a lot of action are the best to learn from. You can see how often they use the ability in the combat log if you turn on detailed logging, basically log everything:

Under Options->Chat
Tick the checkbox to timestamp incoming messages (for comparing frequency)
Move radio button from Brief Combat Messages to Verbose Combat messages and tick the boxes.
For some abilities like flank, cat mobs only use it once. Don't bother with flank (for now) because pets don't crit so it's a waste of an attack and actually lowers your dps; I'm just using that as an example.
i understand how the mechanic works. My #2 change idea is suggesting that instead of a like .01% each time to get the ability its instead a 1% chance each time but instead have it grant 1% progress instead of the entire thing(yes i know thats not exactly the same probability just an example) Its just to make the whole thing a little more tolerable than essentially shots in the dark for hours on end tho at least if #1 gets added youll be aware its not a total waste of time.
 
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Bump, also edited out the additional not as pressing and much higher dev time suggestion for clarity of the PV
 
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I would certainly like to see part 1. I think part 2 might just be too much work even if I agree with it.