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hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
107
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Posted - 2013.05.13 14:18:00 -
[31] - Quote
Chankk Saotome wrote: I need to figure out drop-boxes for spreadsheets.
Let me know, and i can help you with the dropboxes.
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Chankk Saotome
SyNergy Gaming EoN.
275
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Posted - 2013.05.14 10:20:00 -
[32] - Quote
hydraSlav's wrote:Chankk Saotome wrote: I need to figure out drop-boxes for spreadsheets. Let me know, and i can help you with the dropboxes.
Thing is I use OpenOffice to do all my processing. It's not quite as clear as MS but once you figure it out you can do everything that you can do with that other program.
I don't know if dropboxes are a part of the sheet itself or a GoogleDocs introduction, I have no idea what they're even called in OO if they even exist...
Except that I'm just lazy. Just found out how to ad "Dropdown Lists" in OpenOffice... hopefully those translate to GoogleDocs. Man, sometimes I'm an idiot.
I'll be adding those in for all the selection options and locking down everything else so all you can do is modify the skill level numbers on the next version... let's call it 0.8.3 since I hope to also include skill effects and % modifiers for current skill. |
Chankk Saotome
SyNergy Gaming EoN.
287
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Posted - 2013.05.17 09:48:00 -
[33] - Quote
UPDATE: Ver 0.8: Adjusted skill requirements and modifiers Added new Uprising skills Plotted out skills for likely future dropsuits
UPDATE: Ver 0.8.3: Added Skill Descriptions and effect multipliers Added tabs for marketplace Module, Equipment, and Weaponry data dumps Organized all Modules, Equipment, and Weaponry into related types by skills Added listings of which Modules and Equipment are available based on current skill sets Added Module bonuses based on skill effect multipliers
NEAR FUTURE UPDATES: Add Weaponry availability based on current skill Add Equipment PG/CPU requirements Add Weapon PG/CPU requirements Add PG/CPU modifiers based on current skill multiplier
DISTANT FUTURE: Add module benefits to account for stacking penalties per modules that have stacking penalties |
Tyrn'gog
Dead Six Initiative Lokun Listamenn
42
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Posted - 2013.05.17 23:27:00 -
[34] - Quote
Chankk Saotome wrote:Eewhen Nisala wrote:Impressive, thanks for the work. Keeping an eye on it. You're welcome... This isn't a completely shameless self-bump... Honest. Actually, I've been re-checking this now with rumors about a new build up and coming. I have a lot of other things to work on at the moment which is why the G.T.O. post hasn't had any more data added to it though that could be a whole book in its own right still without all the future adjustments and effects we're likely to see. Anyway... Will be keeping an eye on this along with skills and equipment adjustments possibly soon to come. I will say one thing... As a Logi, at 3.2mil SP I'm just short of being a very solid archetypal logi setup and I'll tell you proper field logis are far more skill-intensive than most other classes. I only make this comment because I've heard a lot of complaints by new players that the "oldberries" or "vets" have such a huge lead that they'll never make up or catch up to. Honestly, though this may be true for some, it's just fallacy to imagine that newberries will never be as good as the older guys. At 3mil, unless you've been spreading yourself all over the place, you can and should have a very, VERY solid setup. At 5mil you're virtually done with your character minus minor tweaks and improvements (with which come increased ISK expenditures as well, take note). Just some friendly advice to anyone feeling a bit lost in the game or like they'll never be as good as some others, and a small anecdote: My suits are generally 0-20k ISK per. I've run totally free-suit matches (on Militia BPOs, but you could just use ISK militia gear as well) and come out at the top of a winning crew. Skills and gear are a benefit and aide but they don't mean you're going to win over actual game ability and skill, which doesn't necessarily mean "gun game" either. Maybe my next post on the General Tactics Overview should be a little motivational speech... __________ A strong man can do many things, But the strongest knows he cannot do everything alone.
First off, looks amazing! Thank you for all the time and effort you put in to this. Next, a question..
At 5 million SP, does that get you into a proto racial logi suit? I can get (what I think) is a pretty good load out for just under 6 million.. but I'd be curious to see how my thoughts differ from your experience.. |
Chankk Saotome
SyNergy Gaming EoN.
288
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Posted - 2013.05.18 02:29:00 -
[35] - Quote
Tyrn'gog wrote:
First off, looks amazing! Thank you for all the time and effort you put in to this. Next, a question..
At 5 million SP, does that get you into a proto racial logi suit? I can get (what I think) is a pretty good load out for just under 6 million.. but I'd be curious to see how my thoughts differ from your experience..
That comment was made back in Chromosome and doesn't really apply to the new SP costs of skills.
Still, I will say, currently (though these numbers will change invalidating this comment soon as well) At 3 mil you could have yourself decent passive base bonuses, advanced equipment/modules and an advanced basic frame. At 5 mil you're jumping up to an advanced specialization frame or proto weapon. At 7 mil you're running proto specialist suit and advanced everything, or advanced specialist suits and a mix advanced/proto modules or equipment. At 9 mil you've got proto suit and mostly proto modules and advanced equipment, or vice-versa on modules and equipment.
This is just MY experience from being a dedicated logi and from my own plans to build up my skill-set to match my suit growth and logi's require a 2 mil SP dump into suits alone, not to mention wide module and equipment SP spread just to do our jobs properly. I'm not talking about the guys who min-max to make Logi Assault suits and give logis a bad name.
At this point, if you're really specializing and focusing into one element, as a Logi, if you're not at proto fittings by say 10 mil, you've been wandering about. For everyone else, if you haven't reached some proto fittings, (modules, weapons) by maybe 7 mil... you're doing it wrong.
That 3 mil+ SP discrepancy is a real kick-in-the-teeth to logis... but hopefully we'll see a bit of a skill bonus adjustment to give stronger incentive to skill into racial specialization suits beyond the basic frames for more reason than to save a bit of ISK. |
Chankk Saotome
SyNergy Gaming EoN.
302
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Posted - 2013.05.21 13:54:00 -
[36] - Quote
Quick update
0.8.35 (05-21)
Adjusted EQUIPMENT and MODULE tabs to be in line with their displays on their particular store sections. Searched and added AUR prices for Equipment and Modules Added CPU/PG usage to modules and equipment based on market values. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
133
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Posted - 2013.05.21 14:33:00 -
[37] - Quote
I will be having an intimate weekend getaway with your spreadsheet come the next weekend (i hope) |
Chankk Saotome
SyNergy Gaming EoN.
305
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Posted - 2013.05.22 14:15:00 -
[38] - Quote
Updated to reflect 05-22 Basic Dropsuit SP multiplier lowered from 6 to 4 Specialization Dropsuit SP multiplier lowered from 10 to 8 Changed basic dropsuit skill requirement to lvl 3 for specialization suits. Dropship SP multiplier lowered from 8 to 4 Specialization LAV SP multiplier dropped from 8 to 6 _________________
If there's anything else I missed, please let me know. |
Driftward
Subdreddit Test Alliance Please Ignore
101
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Posted - 2013.05.22 14:50:00 -
[39] - Quote
Hey look they did actually change it....who was it that already had fixed their spreadsheet.....jees I just can't seem to remember.
EDIT: I just saw your reply on my post, so I feel a little guilty about being this snarky. Just guilty, I'll leave it up though. heh heh. |
Chankk Saotome
SyNergy Gaming EoN.
306
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Posted - 2013.05.22 22:26:00 -
[40] - Quote
Driftward wrote:Hey look they did actually change it....who was it that already had fixed their spreadsheet.....jees I just can't seem to remember.
EDIT: I just saw your reply on my post, so I feel a little guilty about being this snarky. Just guilty, I'll leave it up though. heh heh.
It gave me a good morning chuckle. Thanks though.
I'm wondering if I should leave skill modifiers and such on the primary page or if I should put those next to the actual items they'll eventually modify.
I want to do with all the equipment and weaponry the same as I've done with the Module bonuses to show their overall effect based on your skill adjustment but would like some advice on the matter.
Also, should I leave things colored as-is? I feel it's a bit of a mess...
I've aligned modules and equipment based on their required levels and feel it's much prettier than the Weaponry tab if not exactly as clear upon immediate viewing the actual level of the item in question...
Trying to figure out the best way to make this as easy for at-a-glance information as it can be. |
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hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
149
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Posted - 2013.05.23 01:19:00 -
[41] - Quote
Chankk Saotome wrote: Also, should I leave things colored as-is? I feel it's a bit of a mess....
The black is a little distracting, other than that i think the colors are fine
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stormyuk
DUST University Ivy League
36
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Posted - 2013.05.23 08:35:00 -
[42] - Quote
Looks like someone has overwritten the defaults. Can you put up a new copy please? |
xAckie
Ahrendee Mercenaries
150
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Posted - 2013.05.23 11:22:00 -
[43] - Quote
does this take into account the changes to the skill multipliers? |
Chankk Saotome
SyNergy Gaming EoN.
308
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Posted - 2013.05.23 14:16:00 -
[44] - Quote
xAckie wrote:does this take into account the changes to the skill multipliers?
Yes, I keep track of that all manually.
CCP posted the numbers but I waited till the actual update to change it. I also checked the new multipliers for Dropships and LAVs which were adjusted.
As stated in the "Quick Update" message.
No worries, I'm keeping on top of it. I get messages when something is likely to change to keep my eyes open for it. |
xAckie
Ahrendee Mercenaries
151
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Posted - 2013.05.23 14:55:00 -
[45] - Quote
thanks for your time on this. It is so very useful |
greymystic
Crux Special Tasks Group Gallente Federation
0
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Posted - 2013.05.23 18:37:00 -
[46] - Quote
Stupid government computer. Will not let me download it. |
Chankk Saotome
SyNergy Gaming EoN.
313
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Posted - 2013.05.24 11:21:00 -
[47] - Quote
greymystic wrote:Stupid government computer. Will not let me download it.
You can save it to your own Google Drive which I would suggest... I'm thinking of just locking it down to make sure even I don't muck up elements of it without intending though I tend to use one my my half-a-dozen copies in order to test builds and equipment requirement skills for people who ask me.
I wish they would just get the tool for themselves -.- |
Driftward
Subdreddit Test Alliance Please Ignore
113
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Posted - 2013.05.24 20:21:00 -
[48] - Quote
Chankk Saotome wrote:Driftward wrote:Hey look they did actually change it....who was it that already had fixed their spreadsheet.....jees I just can't seem to remember.
EDIT: I just saw your reply on my post, so I feel a little guilty about being this snarky. Just guilty, I'll leave it up though. heh heh. It gave me a good morning chuckle. Thanks though. I'm wondering if I should leave skill modifiers and such on the primary page or if I should put those next to the actual items they'll eventually modify. I want to do with all the equipment and weaponry the same as I've done with the Module bonuses to show their overall effect based on your skill adjustment but would like some advice on the matter. Also, should I leave things colored as-is? I feel it's a bit of a mess... I've aligned modules and equipment based on their required levels and feel it's much prettier than the Weaponry tab if not exactly as clear upon immediate viewing the actual level of the item in question... Trying to figure out the best way to make this as easy for at-a-glance information as it can be.
The color is nice, but I guess I prefer my color scheme (crazy right, I like what I did). I know that I find it difficult to sometimes track across on the same line due to the solid color scheme though. Maybe add alternating rows? Or Darker and lighter rows (I was contemplating doing this, but hadn't done so yet because it's a pain to do in Google docs). Personally, I like having a buffer row between the sections, perhaps not black but something.
I would suggest adding a frozen 2 rows at the top to keep the headers in view. I also feel like the relevant information on the front page is very.....spread out.
I'm also not exactly sure what you're trying to show with the bonus and multiplier columns.... (nevermind just got it, however maybe a little esoteric. Has potential though. Just need right way to present the info. You could displace it to the far right or something so that it's there for people if they want it but not in the middle of your front page perhaps)
Toss me some comments if you feel like returning the favor. Any info you'd like to see added? |
Chankk Saotome
SyNergy Gaming EoN.
315
|
Posted - 2013.05.24 23:40:00 -
[49] - Quote
OKAY!
Colors adjusted for the skills list, also rearranged certain columns to be more in line with their directly linked info... it's hard to have the skills and descriptions and all that... not sure how to order those... I've got
[Skill] [Level] [Invested SP] [Goal] [SP cost] [Description] [modifiers] [lifetime nonsense]
But not sure if that works well or if I should put the level and goals to the right of the description and modifier numbers... I really want to leave those connected to the descriptions to show the immediate effect of the skill not just have to math it out yourself.
If the colors are good I'll do the same to weaponry first I think because it's just a nightmare and even I hate looking at that nonsense... Then I'll go to Modules next I suppose... Equipment last.
It takes a LONG time to modify each of those lines independently but will be easier with the market item tabs because I can just mod the whole line not just specific blocks.
ALSO, if people want the skill color to run all the way across let me know. I personally like having skill level and skill goal a solid column but if that's too hard to connect I'll change it to be more user friendly based on community input. |
Chankk Saotome
SyNergy Gaming EoN.
316
|
Posted - 2013.05.26 11:22:00 -
[50] - Quote
Another quick-fix.
Module and Equipment tabs adjusted to match market view Module and Equipment availability display function added Equipment colorized for perhaps easier viewing of different item tiers
I just really like how the skills all look and colorized the Equipment to match I'll do the same to modules if there are no complaints... I like the GoogleDocs color shade ranges so that item colors have the same base but a different shade per tier.
If people don't like this let me know. It is a lot of work as GoogleDocs demands I input each function and color each line all individually but I just want this as useful and easy to use at a glance as it can be. |
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Driftward
Subdreddit Test Alliance Please Ignore
120
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Posted - 2013.05.27 01:06:00 -
[51] - Quote
The front page looks a lot cleaner now with the useful columns nicely clustered. I also like the idea behind the shading, a little confusing still but certainly a step up from before. Kudos. Also, thanks for the advice on those dropboxes (data validation), it was frustrating to not be able to figure out how to do that. |
V 23
Sebiestor Field Sappers Minmatar Republic
0
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Posted - 2013.05.27 01:59:00 -
[52] - Quote
Could you give a brief tutorial on how to use this thing?
I am having a fair amount of trouble. |
Driftward
Subdreddit Test Alliance Please Ignore
120
|
Posted - 2013.05.27 02:38:00 -
[53] - Quote
V 23 wrote:Could you give a brief tutorial on how to use this thing? I am having a fair amount of trouble. Well #1, have you made a copy to your own google drive?
If so, then you need to be more descriptive if anyone is going to help you figure it out. What specifically are you having trouble with. Which column? What headers do you not understand? That kind of thing. |
Chankk Saotome
SyNergy Gaming EoN.
318
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Posted - 2013.05.27 10:19:00 -
[54] - Quote
Driftward wrote:V 23 wrote:Could you give a brief tutorial on how to use this thing? I am having a fair amount of trouble. Well #1, have you made a copy to your own google drive? If so, then you need to be more descriptive if anyone is going to help you figure it out. What specifically are you having trouble with. Which column? What headers do you not understand? That kind of thing.
Thanks for the backup Driftward. Also, if any front-page info seems confusing or difficult (as that's basically an attempt at a user's guide) let me know so I can modify that first post.
I don't want to clutter the actual TOOL with instructions, but if there's any information I missed before you even open the sheet I'd like to get that taken care of for the community as a whole.
I suppose I could always add an "Instructions" tab to the sheet at the very end behind everything. I'll consider how to write that up. |
THE GREY CARDINAL
PSU GHOST SYNDICATE DARKSTAR ARMY
103
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Posted - 2013.05.27 11:35:00 -
[55] - Quote
This is great! How about a column at the end which calculates how many days it would take to reach each skills based on active and passive SP rates? |
Chankk Saotome
SyNergy Gaming EoN.
320
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Posted - 2013.05.28 10:03:00 -
[56] - Quote
As I've said, I've long considered a time-table... but it's just impossible... People with active boosters, people with passive boosters, people who don't cap out....
I wrote my own version with it based on weekly passive and active capped SP but no booster...
It would have to be personalized to have that info, or I'd have to write in all new functions and scripts to calculate for different elements such as boosters, not capping, etc etc... It's kind of a nightmare as it stands already so unfortunately until I get the core sheet basically finalized I'm not even thinking of that right now. Sorry. |
hydraSlav's
Ostrakon Agency Gallente Federation
164
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Posted - 2013.05.28 14:19:00 -
[57] - Quote
Quote:"-20% Spreadsheet CPU/PG usage per lvl" Ahahaha! I LOLed. Wish my spreadsheet had a 20% reduction to CPU usage These things can really get heavy on performance |
Driftward
Subdreddit Test Alliance Please Ignore
127
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Posted - 2013.05.28 15:15:00 -
[58] - Quote
hydraSlav's wrote:Quote:"-20% Spreadsheet CPU/PG usage per lvl" Ahahaha! I LOLed. Wish my spreadsheet had a 20% reduction to CPU usage These things can really get heavy on performance Heh heh I liked that part too, but exactly why I do most of my spreadsheet work on my "work" computer. |
hydraSlav's
Ostrakon Agency Gallente Federation
164
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Posted - 2013.05.28 15:23:00 -
[59] - Quote
Driftward wrote:hydraSlav's wrote:Quote:"-20% Spreadsheet CPU/PG usage per lvl" Ahahaha! I LOLed. Wish my spreadsheet had a 20% reduction to CPU usage These things can really get heavy on performance Heh heh I liked that part too, but exactly why I do most of my spreadsheet work on my "work" computer.
My dilemma is that my home computer is generally faster, and has higher resolution. However my work computer has 2 monitors which is a huge bonus when working with the spreadsheet. it's a tough choice... |
Driftward
Subdreddit Test Alliance Please Ignore
127
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Posted - 2013.05.28 20:41:00 -
[60] - Quote
hydraSlav's wrote:Driftward wrote:hydraSlav's wrote:Quote:"-20% Spreadsheet CPU/PG usage per lvl" Ahahaha! I LOLed. Wish my spreadsheet had a 20% reduction to CPU usage These things can really get heavy on performance Heh heh I liked that part too, but exactly why I do most of my spreadsheet work on my "work" computer. My dilemma is that my home computer is generally faster, and has higher resolution. However my work computer has 2 monitors which is a huge bonus when working with the spreadsheet. it's a tough choice... Always is....though the avoidance of actual work is also a good motivator for me.
Alright joking aside. Chankk, I recently added a couple of features that I'm really proud of (ok mostly just two and I stole the other one from hydraslav).
1. The version updater from hydraslav's fitting tool. How he found out about this function I have no idea, but it's a nice implementation. Also, pretty easy to reverse engineer (the "key" is in the url of your page, literally says "key=....")
2. Filiter function: I JUST added this. I think it's pretty nice and cuts down on the clutter. Add a seperate column and make a formula that tosses a 1 if the skill is being used and a 0 if it's unused. Put a filter function on the "check box" column and voila.
3. Conditional formatting for pre-reqs: I realize you already have a nice implementation of your pre-reqs but I think that the strikethrough is a little....unappealing? Hard to see visually? W/e at any rate, I think that conditional formatting for that particular aspect is quite nice and doesn't require reformatting all of your pretty colors either.
EDIT: forgot to mention notes on the top frozen headers. Helps to reduce the clutter of instructions in the limited frozen rows at the top. (right click>insert notes its a pop-up note whenever you scroll across the cell) |
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