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Path to F2P Dev Blog #20

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited November 2011 in Galactic News Network [PC]
In today's entry on The Path to F2P Stephen talks about upcoming changes to Patrols, and Fleet Crafting.

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Nice to see that the patrol missions will get a much needed update.

    I have pleny of chars that only have them partially done or not at all.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I greatly appreciate this compromise for the crafting system (until it can get a much needed overhaul next year after F2P is live).

    One thing I didn't see mentioned, are these new remastered patrol missions going to be re-playable by entering the system again? Or will they still be single-use never revisit-able missions?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    The crafting changes will make alot of people happy, I think this is a completely reasonable trade off.

    Good job!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Wow this is great news! This proves that Cryptic does listen and is making the great effort to change things that aren't working. Way to go Cryptic, it's nice to see that you are doing the right things not just to make the players happy but to make a great game! Here's a vat of bloodwine on me!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Thank you, Thank you, Thank You, Thank You.... a million times Thank You for taking another look at Crafting. You guys get a lot of flak on these forums, but I really do have faith that you have the best interests of your customers at heart.

    Oh, and that other stuff sounds great as well!

    Keep up the good work. I look forward to playing all the new stuff with characters I'll actually get to keep. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Compromise, and one focused on trade and social ties. Good work!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    The 'big' secret is the borg ground invasion we already know is coming.....:p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I still don't think dilithium has business being anywhere in the crafting process. Crafting is supposed to be the alternative. While I applaud your effort in listen to the community feedback in response to concerns with dilithium in fleet crafters, this is just a work around that won't work. We have fleet crafters because some people don't want to craft and others do. this is making it so everyone has to craft a little, but only fleet crafters craft alot. This really is no change at all, it just adds additional steps. You are making it so fleet crafters have to depend on others to craft something in the process of their crafting. I'm sorry but this "work around" just won't work! While I'll save my rage for when this releases and we can see the dilithium cost associated with the new step it just won't work. Now if you add crafting stations to ship interiors, this might work.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    CapnBludd wrote: »
    The 'big' secret is the borg ground invasion we already know is coming.....:p
    Yep. Fark let that one slip last night.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Sounds and looks to me that the Borg Ground Invasion is coming!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    So far I like this compromise to crafting. Thanks for listening

    I saw there was no mention about making the crafting blocks sellable for EC so I doubt we'll be able to buy them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I will add my thanks for listening to, and acting on, the feedback.

    While I still don't like dilithium in crafting I do understand the reasons for it. This change improves the situation for fleet crafters enormously, they can once again be provided with all the materials needed to craft and can provide their time and skill to make the item. It also helps with crafting for alts, I can make the tradeable parts on a character that has dilithium, send to the crafter alt to make the item, and finally send the item to the character that needs it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Instead of having an overarching mission to patrol a number of systems, each system will have its own mission that you can discover when flying around the galaxy. The missions are also being updated to run at your level (instead of a fixed level), and to give much better rewards. Our hope is to make it fun to patrol sectors looking for some rewarding missions to play.
    This sounds intriguing. Instead of just getting a mission to patrol a sector and go to these specific planets, you trundle around -- hey, look! MISSION!

    A suggestion? Make it possible for multiple missions to appear in systems. That way each time you trundle on by a system you get a signal or a message of some kind. GIves more reason to patrol any given sector.
    The big change is that we are going to make it so that instead of directly spending Dilithium in high end crafting recipes, players will use Dilithium to craft material blocks. Then the material blocks will be used in the final recipes. This adds a step to the crafting, but since we will be making the material blocks tradable, it makes it possible for guilds and friends pool their Dilithium for crafting purposes.
    Outstanding! I'm sure others will ponder the economics of this, but I think this works out better for fleet crafting than what was before. Thank you!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    players will use Dilithium to craft material blocks

    1. Please, please, please let them be called something along the lines of a SELF-SEALING-STEMBOLT!! I know we already have them ingame as a commodity - but it makes a lot of sense, really. Finally give this piece of iconic trek a USE. hehe - Call the Commodities 'stico bricks' for all I care ^^

    http://en.memory-alpha.org/wiki/Self-sealing_stem_bolt!

    2. Nice job at not only taking in community feedback but making it work within the business model. /applaud

    3. Instead of having ALL patrols be set to 'on discovery' (F'ing a planet) can you please direct some to be triggered using hails in sector space based on proximity. Much like the very simple, and rather underwhelming, Pico Distress call in sector space? This would really tie them in well to the 'off-the-grid' universe.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    We’re also going back to make some improvements on some systems that went out earlier in the test period. For example, after letting the new crafting system changes brew on Tribble long enough to get some useful data, we’re going to go back and make some changes.

    The big change is that we are going to make it so that instead of directly spending Dilithium in high end crafting recipes, players will use Dilithium to craft material blocks. Then the material blocks will be used in the final recipes. This adds a step to the crafting, but since we will be making the material blocks tradable, it makes it possible for guilds and friends pool their Dilithium for crafting purposes.

    Nice!!! :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Please make the NON-WORKING Clickable Firing Buttons on the UI (during space battles) one of the first Tribble BUGS to be fixed...

    Some of us out here are NOT KEYBOARD SOLELY ORIENTED and I for one, am unable to do any Space Battles.

    I don't care about all the suggestions to use KEYBINDS...

    I have personal reasons why that is not possible.

    ========================================================

    Thank You for this BLOG Mr. D', it will be interesting to see just how many of the Original BUGS are done away with.

    I'm sure many of Us will be abel to tell You which ones You've missed... ;)

    <chuckle>
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    That's a pretty brilliant solution to the crafting problem. Somebody deserves a pat on the back. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Nice to see the feedback is getting attention, I think that's a good compromise for crafting, and the patrols sound like what they should have been from the start, and will help with the people upset with the linear storyline missions.

    Still have some concerns with the Klingon stuff however, and some form of patrols would be nice in omega leonis.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Nor-Man wrote:
    Quick Someone Tell The Blog 14 Guys!
    We already know...

    Thou I certainly am not happy with Dilithium being extracated from a system that which it had absolutely no business being in in the first place, I am glad to see something that will help eleviate the impending doom to the Fleet-Crafter.
    One area that is getting some attention in the development team right now is the Patrol missions. These missions have been confusing, long, and generally unrewarding. After doing a review, we are now altering these missions.

    Instead of having an overarching mission to patrol a number of systems, each system will have its own mission that you can discover when flying around the galaxy. The missions are also being updated to run at your level (instead of a fixed level), and to give much better rewards. Our hope is to make it fun to patrol sectors looking for some rewarding missions to play.

    Some of the patrol changes will make it to Tribble this week, with the remainder arriving next week.

    Any way some of these could be reworked so they are more Uni-Factioned so there would be more mission content for the KDF?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Crafting, again, should not involve Dilithium. Dilithium does not need a sink, it's gated in time, Energy Credits are what needs a sink, what part of this was missed? what part of this new economy needing to make Energy credit sinks got missed when making it?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    jam062307 wrote: »
    You are making it so fleet crafters have to depend on others to craft something in the process of their crafting. I'm sorry but this "work around" just won't work!

    Big deal....

    World of Warcraft's crafting is the same way where a tailor needs to rely on a leather worker for mats only a leather worker can make to make something from their tailoring craft.And it works quite well.

    Example say someone in the guild wants me to make them an epic robe that takes so many pieces of cloth so many pieces of leather and some enchanting materials.

    Now I have to rely on 2 other guild members to get those materials.An enchanter to disenchant something for the enchanting materials or buy them from them directly and a skinner or leather worker for the leather I need.

    This will be no different and I think is a good change from what it was.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I knew dilithium in crafting was here to stay because it has a direct link to C-Points which in essence monetizes all gear in the game no matter if you subscribed or not.

    At least fleets and friends will have a way to get gear now which is very positive. I suspect there will be a lot of "Dilithium Mining Officer" positions opening in fleets everywhere soon. And also people who gain fleet status by buying C-Points to get Dilithium for fleet crafting. A win win for the bean counters for sure.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    clever crafting fix, seems reasonable. overhauling the patrol missions is good, blowing away 5 npc's or scanning 5 things is pretty dull. it wouldn't be if the npc's them self got a massive ai and ability overhaul. this new event with a whole new kind of game play for STO sounds interesting. but is it that huge borg invasion ground map we already heard about? that ones kind of spoiled. new gameplay though? that would be news
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    nynik wrote:


    3. Instead of having ALL patrols be set to 'on discovery' (F'ing a planet) can you please direct some to be triggered using hails in sector space based on proximity. Much like the very simple, and rather underwhelming, Pico Distress call in sector space? This would really tie them in well to the 'off-the-grid' universe.[/COLOR]
    nice idea but i don't want to be bugged every 5 second when i am trying to get some where.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Thanks for listening to our suggestion regarding the crafting. Our fleet thanks you. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    3of9 wrote: »
    I greatly appreciate this compromise for the crafting system (until it can get a much needed overhaul next year after F2P is live).

    One thing I didn't see mentioned, are these new remastered patrol missions going to be re-playable by entering the system again? Or will they still be single-use never revisit-able missions?

    What would be great would be if they were replayable and contributed to the Defend the Sector Block Accolades via a daily wrapper mission.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Hurrah!!!

    Finally I can see some light at the end of the tunnel.

    Thankyou for listening to us :D

    We just need to know how much these blocks will cost in dilithium, hopefully it wont be the same ridculous prices on there right now ;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    It's good to see the various Patrol Missins get a facelift like this. I DO hope you've slotted in some time to do a similar thing to the main storyline/Front missions of STO as:

    1) They STILL require a player to to do them in the EXACT same order every time; and if you miss one or stop; or encounter a bug, you cannot proceed further and this is not at all good.

    2) You also are BLOCKED from entering the Gamma Orionis (Borg) sector block.

    3) The mission enemies scale (good thing); BUT (with the exception of the former FE series mission content, that was worked into the mission progession storyline) - the mission rewards DO NOT scale.

    I really hope you have set aside some dev time to fix the MAIN mission content of the game; as I honestly believe if it goes ou in the form it is now; it will be skipped over by the majority of new players; AND replayability of Alts will suffer as the 'one way only must play in this order, and play absolutely everything to unlock everything else' is a bad paradigm in the long run.

    The content is good, but it must have rewards the equal of the random repeatable content, or it will be bypassed. The fact the loot still doesn't scale is another BIG disincentive.

    Please don't make what was the main content of STO since launch into completely substandard content.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I'm really glad to hear that you guys will be spending a decent amount of time bug fixing. I was really hoping you would do that before F2P went live. my thanks :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Radiolysis wrote:
    I'm really glad to hear that you guys will be spending a decent amount of time bug fixing. I was really hoping you would do that before F2P went live. my thanks :)


    Yeah, the main one that gripes me is the "taking 10 or more minutes to beam into sed" one :rolleyes:
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