Base skill targets
Posted: Monday, 2nd November 2020, 19:05
The skill training UI is the best it's ever been, and handles most use cases perfectly, but there's still one that's tedious and wasteful but could be easily improved. This is when you have some bonus to a skill that you want to stop training when its experience point cost increases. Training stops when the boosted skill value reaches the target value, and then you have to keep increasing the target by 0.1 until you see the cost increase, which almost always results in some overflow on your investment.
I suggest that when setting a skill target, the game would check whether "enhanced" or "base" level is currently selected, and store that as a boolean value for each skill target. Enhanced targets would appear green and base targets grey, so the player can see at a glance what kind of targets they set for each skill. Enhanced targets would use the current behavior, and base targets would instead stop when the base value reaches the target.
I suggest that when setting a skill target, the game would check whether "enhanced" or "base" level is currently selected, and store that as a boolean value for each skill target. Enhanced targets would appear green and base targets grey, so the player can see at a glance what kind of targets they set for each skill. Enhanced targets would use the current behavior, and base targets would instead stop when the base value reaches the target.