The current version on tribble is to put it simply insane the cost for weapons is way to high and honestly the whole implementation of it seems rather bad. Currently on live crafted items are already over-priced and crafters can pull in a lot of cash through it on tribble this is even more pronounced with the addition of a dilithium cost the prices would go up insane amounts and most likely make crafted items simply not worth it from both the crafter and buyers standpoint.
Currently most of the crafted items are not worth anything even remotly near their current dilithium cost if the Champions online system for custom items was added this could possibly change that however the cost still seems excessive.
My suggestion to improve the dilithium in crafting system is pretty simple, Instead of a flat component and dilithium cost change components to function similar to discount tokens for instance you want to craft whatever item its base cost is 8k dilithium so you can pretty much just feed 8k into a crafting replicator and bam you have your item alternatively the item has a component cost lets say 30 metreyon, 1 anyon, 1 duderon, 1 schematic for each component you feed into the crafting the dilithium cost would be reduced resulting in a 0 dilithium cost from using all of the components or simply a reduced cost from using some of them.
This would also have a number of positive effects for the economy it would keep the item prices at relatively the same levels they are at now if not a little cheaper. It would create a dilithium sink for people that had extra or were missing components for what they desired. There could be some special recipes that the component's didn't reduce cost to 0 allowing them to be more difficult to create and get ( these would probably need to be custom items similar to champions online or else it wouldn't be worth it ).
Dilithium cost for any item should not exceed 8k or the amount that can be refined per day having to grind for 2 days to get extra dilithium and spending the time to gather all of the necessary components is excessive for any single item.
The current version on tribble is to put it simply insane the cost for weapons is way to high and honestly the whole implementation of it seems rather bad. Currently on live crafted items are already over-priced and crafters can pull in a lot of cash through it on tribble this is even more pronounced with the addition of a dilithium cost the prices would go up insane amounts and most likely make crafted items simply not worth it from both the crafter and buyers standpoint.
Currently most of the crafted items are not worth anything even remotly near their current dilithium cost if the Champions online system for custom items was added this could possibly change that however the cost still seems excessive.
My suggestion to improve the dilithium in crafting system is pretty simple, Instead of a flat component and dilithium cost change components to function similar to discount tokens for instance you want to craft whatever item its base cost is 8k dilithium so you can pretty much just feed 8k into a crafting replicator and bam you have your item alternatively the item has a component cost lets say 30 metreyon, 1 anyon, 1 duderon, 1 schematic for each component you feed into the crafting the dilithium cost would be reduced resulting in a 0 dilithium cost from using all of the components or simply a reduced cost from using some of them.
This would also have a number of positive effects for the economy it would keep the item prices at relatively the same levels they are at now if not a little cheaper. It would create a dilithium sink for people that had extra or were missing components for what they desired. There could be some special recipes that the component's didn't reduce cost to 0 allowing them to be more difficult to create and get ( these would probably need to be custom items similar to champions online or else it wouldn't be worth it ).
Dilithium cost for any item should not exceed 8k or the amount that can be refined per day having to grind for 2 days to get extra dilithium and spending the time to gather all of the necessary components is excessive for any single item.
I have a simple suggestion to improve the Dilithium crafting system. Keep it the way it is--which is NO DILITHIUM. Don't charge us for already taking our time, energy, and money to get samples rare and common. There was nothing wrong with the original way so why break it??? Why does it feel like cryptic is turning their backs on their loyal following?? Better stop now before i say something that might 'offend' somebody from cryptic.
I have a simple suggestion to improve the Dilithium crafting system. Keep it the way it is--which is NO DILITHIUM. Don't charge us for already taking our time, energy, and money to get samples rare and common. There was nothing wrong with the original way so why break it??? Why does it feel like cryptic is turning their backs on their loyal following?? Better stop now before i say something that might 'offend' somebody from cryptic.
How about this for a strange idea. Leave all recipes as they are on holodeck as is. If dilithium is going to be added as part of the cost of crafting, add new better results. Perhaps, a new Gold color quality, maybe Extraremely Rare rarity, with 4 Mods. Or even Mods not available otherwise.
What I'm saying is, if that there is additional cost, there should be additional value.
Ok, here's my take on the situation, and it pretty much echoes what everyone else is saying:
1.) Crafting materials should be used for crafting.
2.) Currency should be used for buying and selling.
3.) Currency should NOT be used as a crafting material.
I get that the intent is to make the high end gear harder to obtain, and I'm fine with that. Don't go mixing in Dilithium just because it's new. Crafting is its own economy in and of itself...use it. I could go for the dilithium cost if it was optional (use additional rare samples for discounted dilithium cost, or just use the dilithium.)
Another alternative would be to just increase the rare sample costs on the Mk II, IV, VI, VIII, X and XI gear - with the right numbers this would have the same effect as the dilithium cost, but would keep crafting as crafting.
Another alternative would be to just increase the rare sample costs on the Mk II, IV, VI, VIII, X and XI gear - with the right numbers this would have the same effect as the dilithium cost, but would keep crafting as crafting.
This is what they need to do right there. Take gold pressed latinum...err dilithium out and just increase the sample costs to increase the rarity. Or, if they want they could make it so you could buy samples with dilithium to fill out any you don't have. Then you can still have a potential dilithium cost, but if you take the time to farm samples instead of grinding dilithium you can craft everything that way.
Figured I should maybe explain my suggestion a bit better because I'm not sure I did very well ( lack of coffee at the time )
Crafting would be the same as it is atm on holodeck just with the extra recipes
There would be a dilithium cost displayed however it's use would be completely optional
Basically item X takes 30 dna samples, 1 duderon, 1 anyon, 1 schematic
Alternatively item X can be made with 8000 or something dilithium
or 5000 dilithium, 1 duderon, 1 anyon, 1 schematic
pretty much if you have all the components and want to use them you need 0 dilithium its the same as it is atm however you can replace components with a dilithium cost if you don't happen to have them or miscalculate the amount. It would be lots of extra work involving plenty of coding and a update of the crafting ui to handle such a thing but it would be alot better then what's on tribble atm.
Figured I should maybe explain my suggestion a bit better because I'm not sure I did very well ( lack of coffee at the time )
Actually you stated your suggestion very well. In terms of something that would make the crafting experience better, that's the kind of thing we need: something that is more engaging than put X samples together and hit a button, since it would allow for more expansion and customization. From someone with some programming knowledge, it would take quite a bit of time and resources to put together such a system. Changing the material costs, on the other hand, would solve the short term need for the items to be more "rare," and is a comparatively easy solution. The hardest part would be determining what the cost should be.
In short, as a long term solution, I like your idea. It would, however, take a while to implement, and if they started on it now, I doubt it would be doable before F2P.
Definitely agree with a lot of what's been said:
Keep crafting and currency separate. Crafting is a means of acquiring elite items by expenditure of time as opposed to currency. If you make it so it costs currency as well as time, then what's the point? Better to just spend your time earning more currency.
This seems like yet one more way to promote "The Great Dilithium Grind." I have no interest in playing a game that coerces me into any type of playing for the sheer pleasure of earning "more stuff." The best games allow a variety of methods for a varied player base. Some like to grind, some like to craft, some like to PvP, some like to do UGC. Give us MORE options. Not more options to earn and spend dilithium.
Comments
I have a simple suggestion to improve the Dilithium crafting system. Keep it the way it is--which is NO DILITHIUM. Don't charge us for already taking our time, energy, and money to get samples rare and common. There was nothing wrong with the original way so why break it??? Why does it feel like cryptic is turning their backs on their loyal following?? Better stop now before i say something that might 'offend' somebody from cryptic.
Simply put.... EXACTLY!!!!!!!!!!!
What I'm saying is, if that there is additional cost, there should be additional value.
1.) Crafting materials should be used for crafting.
2.) Currency should be used for buying and selling.
3.) Currency should NOT be used as a crafting material.
I get that the intent is to make the high end gear harder to obtain, and I'm fine with that. Don't go mixing in Dilithium just because it's new. Crafting is its own economy in and of itself...use it. I could go for the dilithium cost if it was optional (use additional rare samples for discounted dilithium cost, or just use the dilithium.)
Another alternative would be to just increase the rare sample costs on the Mk II, IV, VI, VIII, X and XI gear - with the right numbers this would have the same effect as the dilithium cost, but would keep crafting as crafting.
This is what they need to do right there. Take gold pressed latinum...err dilithium out and just increase the sample costs to increase the rarity. Or, if they want they could make it so you could buy samples with dilithium to fill out any you don't have. Then you can still have a potential dilithium cost, but if you take the time to farm samples instead of grinding dilithium you can craft everything that way.
Crafting would be the same as it is atm on holodeck just with the extra recipes
There would be a dilithium cost displayed however it's use would be completely optional
Basically item X takes 30 dna samples, 1 duderon, 1 anyon, 1 schematic
Alternatively item X can be made with 8000 or something dilithium
or 5000 dilithium, 1 duderon, 1 anyon, 1 schematic
pretty much if you have all the components and want to use them you need 0 dilithium its the same as it is atm however you can replace components with a dilithium cost if you don't happen to have them or miscalculate the amount. It would be lots of extra work involving plenty of coding and a update of the crafting ui to handle such a thing but it would be alot better then what's on tribble atm.
Actually you stated your suggestion very well. In terms of something that would make the crafting experience better, that's the kind of thing we need: something that is more engaging than put X samples together and hit a button, since it would allow for more expansion and customization. From someone with some programming knowledge, it would take quite a bit of time and resources to put together such a system. Changing the material costs, on the other hand, would solve the short term need for the items to be more "rare," and is a comparatively easy solution. The hardest part would be determining what the cost should be.
In short, as a long term solution, I like your idea. It would, however, take a while to implement, and if they started on it now, I doubt it would be doable before F2P.
Keep crafting and currency separate. Crafting is a means of acquiring elite items by expenditure of time as opposed to currency. If you make it so it costs currency as well as time, then what's the point? Better to just spend your time earning more currency.
This seems like yet one more way to promote "The Great Dilithium Grind." I have no interest in playing a game that coerces me into any type of playing for the sheer pleasure of earning "more stuff." The best games allow a variety of methods for a varied player base. Some like to grind, some like to craft, some like to PvP, some like to do UGC. Give us MORE options. Not more options to earn and spend dilithium.