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If you're gonna fix crafting do it right.

daedalus304daedalus304 Member Posts: 1,049 Arc User
Get rid of the ******n Unreplicatable materials.

they are destroying the Crafting fields. they are tawdry and annoying.

Crafting should not be a grindable offense, it should be as it used to be, with skilled crafters and gathering the needed materials, and making something.

All you've done with the nonreplicatable materials is cheapen and kill the crafting scene, despite it's outdated rank setup.
Post edited by daedalus304 on
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Comments

  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited February 2014
    They have acknowledged dozens of times since they last revised the Crafting system that adding the unreplicatable materials was a bad idea and they are once again revising the crafting system.
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited February 2014
    Crafting is always a grind. There might be a few crafting systems that don't have levels, but they are extremely rare. The main problem with the crafting system is that there is only a few items in the crafting system that are of any use, Ground Kits which are supposedly getting altered next Season, the Aegis set, and the combat Horta. There are far more things to fix with Crafting than just Unreplicatable materials.
  • thecosmic1thecosmic1 Member Posts: 9,365 Arc User
    edited February 2014
    I have to agree with starkaos. Crafting, by its nature, is designed to be a grind: find items and resources as you play and use them to create something else.

    The only issue I have ever had with Crafting is that most of it is obsolete compared to items you can get simply by playing the game.
    STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
  • revandarklighterrevandarklighter Member Posts: 0 Arc User
    edited February 2014
    I agree that the unreplicatible materials are a massively bad idea

    Grinding or not, the point of crafting is to have ANOTHER source for materials. So it should definitely not involve Dillithium in ANY way.

    Also the choice of craft able equipment is obviously bad, I mean.... its just MK XI.
  • lostusthornlostusthorn Member Posts: 844
    edited February 2014
    STO never had crafting in the first place. It does has a item exchange, you exchange materials of a specific item. that is it, that is not crafting.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited February 2014
    thecosmic1 wrote: »
    I have to agree with starkaos. Crafting, by its nature, is designed to be a grind: find items and resources as you play and use them to create something else.

    The only issue I have ever had with Crafting is that most of it is obsolete compared to items you can get simply by playing the game.
    Yeah, if uncommons were only 100 dil, it'd be tolerable. As-is it's too expensive, and it'd be too expensive even if it gave MK12 gear which it doesn't.

    My poor Aegis is suffering because level scaled gear doesn't go up to 12. :(

    Another aspect, which lostusthorn hinted at, is that you're just assembling a blueprint. Machine alloyX into shapeY, insert secreat sauce, then energize with Vertions... zzzz.... It's fine, really it is. But it's BORING.

    Also there's a very limited array of possible mods. They also don't get any mods that you can't find on random drops. Even more boring.

    I often use examples from Diablo 2, and this is gonna be another one.... In Diablo 2, crafting gave you items that were a LOT better than most random drops. Crafted gear in D2X was the approximate equivalent of fleet gear in STO. Although D2X crafted gear had a lot more randomness, it gave the item special mods, and was usually superior to all but the best random drops.

    What is crafted gear in STO was more like the Runeword items in D2X. Steep requirements and (nearly) guaranteed results.

    Suggestion:
    Give the higher level crafted items a special mod and then make it so that it selects 3 more at random. And of course have recipes for mk12 stuff....
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  • thecosmic1thecosmic1 Member Posts: 9,365 Arc User
    edited February 2014
    The Dilithium costs do not really bother me all that much any more. There are so many ways to make tons of Dilithium now that you practically need to be incompetent to not hit your cap in around an hour. Someone can play 2-3 hours - which is fairly average for most MMOs - and easily be sitting on 25,000. Granted it takes 3 days to Refine it - unless you are like me and use multiple characters - but getting it is not difficult to do any more.

    I am not saying they should not be decreasing the Dilithium costs, but if you can earn 15-20,000 in a couple of hours then a project costing 15-20,000 Dilithium does not seem all that unreasonable to me. I would probably spend more time finding the Anomalies over grinding the Dilithium.
    STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
  • admrenlarreckadmrenlarreck Member Posts: 2,041 Arc User
    edited February 2014
    I put my Aegis set on my Tuffli, but if I ever need to help out a newer player. Ill invite him on board and make him a set and give it to him. It will do till he gets something better.

    For my part, I am looking and hoping that they get the crafting sorted out. Right now its all but USELESS.
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  • jagdhippiesjagdhippies Member Posts: 676 Arc User
    edited February 2014
    There should be no recipes. The properties of the weapon should depend on what you put in.

    Say a vanilla Mk XII Phaser bank takes 30 of item X.
    If I want to add [CritH] I add 5 of item Y.
    If I want [CritH]x3 I add 15 of item Y.
    If I want [CritH]x2 [Acc] I add 10 of item Y and 5 of Item Z.
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  • purplegamerpurplegamer Member Posts: 1,015 Arc User
    edited February 2014
    STO never had crafting in the first place. It does has a item exchange, you exchange materials of a specific item. that is it, that is not crafting.

    Bingo. In order for crafting to be a fun and interesting feature, it has to be more than an item exchange.
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited February 2014
    STO never had crafting in the first place. It does has a item exchange, you exchange materials of a specific item. that is it, that is not crafting.

    Version 1 Crafting was pretty close to other MMO crafting - gather resources, but in a box and create.

    There should be no recipes. The properties of the weapon should depend on what you put in.

    Say a vanilla Mk XII Phaser bank takes 30 of item X.
    If I want to add [CritH] I add 5 of item Y.
    If I want [CritH]x3 I add 15 of item Y.
    If I want [CritH]x2 [Acc] I add 10 of item Y and 5 of Item Z.

    I agree somewhat and disagree at the same time.

    I rather have schematics, that way we have to learn recipes in order to assemble. Because if everyone had everything, then there really wouldn't be a purpose to crafting other than tweeking. And recipies could end up rare rewards in certain events and expand our boring drop count.
  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited February 2014
    I think a key to crafting is that it's stuff you don't find elsewhere. One of my favorite crafting approaches in an MMO is probably WoW's engineering. It's weird. Its items may be outmatched by high end raid gear but it has effects you don't see elsewhere and I liked the points where they let you combine it with raid progress to create raid quality items.

    I think a strong start would be to develop a weapon energy type that is unique to crafted weapons. The Hargh'peng comes close but not really.

    Imagine Metreon Energy weapons that have a 2.5% chance of creating "sensor ghost" decoys, confusing a target with an added perk to Metreon Projectiles that they create an AoE when destroyed.

    Maybe Baryon weapons that reduce your ship's stealth/avoidance when equipped and increase threat (see: Chang's issues with using neutron power in TUC) but also act as a combination proton/kinetic damage (both neutrons and protons count as baryons) and have a very slowly stacking DOT effect (hence the need for Baryon sweeps of starships).

    Another key component of a good crafting system IMHO should be that it has benefits you can sell or trade (ie. maybe unique energy types) and crafter exclusive benefits.

    I also think a strong candidate for crafting would be "cross-circuited" consoles. These could be a single unique equip console, preferably of a less popular type for the most part, that could be universal.

    Like, for instance, a "Crosscircuited RCS Console" as an RCS Accelerator (limit 1 per ship) that can be slotted in ANY console slot regardless of type and maybe which has a small side benefit.

    I'd probably supply crosscircuited consoles with a small increase in resistance to subsystem disabling (the enemy would be targeting the wrong subsystem if you're routing some enegineering functions through tactical systems) and maybe a small warp core like effect (ie. for "Crosscircuited RCS" your weapon and shield power settings each improve your engine power slightly). Maybe to really sell it, it boosts the effectiveness of other RCS consoles equipped by 10%.

    You make it the less popular console styles to keep these from making anything obsolete but also to fuel niche builds.
  • angrytargangrytarg Member Posts: 11,003 Arc User
    edited February 2014
    There shouldn't be dilithium and the like involved in crafting, it's supposed to be the source for gear that doesn't depend on that. But instead, maybe make it so that in order to create a very good item you need another item to "strip" it's effects from.

    For example, you can only craft up to XII common items. If you want a XII [Dmgx2 CrtD] weapon you would need, for example, a uncommon XII [Dmg] and a very rare [Dmg CrtDx2] of the same type and take those apart and combine the effects to a new item. This way, drops would serve a purpose again.
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  • catoblepasbetacatoblepasbeta Member Posts: 1,532 Arc User
    edited February 2014
    There definitely needs to be more unique things you can craft besides the horta and aegis set. Shuttles, ships, ground & space sets, special consumables like the combo batteries the Q event drops or the large batteries the STFs drop (or even more exotic things) special kits (or kit components when kits get revamped) Heck, give some rewards for getting max crafting rank, like a trait or something. Right now there just isn't any incentive to invest in crafting-it's time consuming, expensive, and rewards poorly.
  • drazursouthclawdrazursouthclaw Member Posts: 223 Arc User
    edited February 2014
    By the time I've collected enough resources to craft, I've made it to the next tier and find that what I can craft is useless to me. Do this 4 times (up to lvl 50) and you've replicated (pun intended) my crafting experience perfectly.

    Unless crafting is only supposed to be used 1 in every 4 characters that you level up. If this is their intent, then they've freaking well NAILED it.

    Also, the dilithium/ec required makes it just as viable (if not more so) to outright buy the items from the Exchange. I understand that crafting should take resources, but my lord - this reminds me of Guild Wars 2 when it comes to 'unrealistic amounts of random stuff to make something you could buy for HALF THE PRICE on the Exchange".

    For instance: In the time it takes me to gain, say, 18 uncommon unreps, I could just play the game and use the earnt EC to BUY the item (MK X engines, or whatever) from the Exchange.

    "Well, why don't you do that then?" I hear you ask.

    I do, which is kind of my point.
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    This content has been removed.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited February 2014
    I am a bit partial to integrate crafting in the existing systems of reputation and duty officers. And the exploration "system".

    Say this:

    Technology Research Reputation
    The "Crafting" Reputation has the usual 5 tiers for reputation.
    When you unlock a new tier, you get a choice:
    1st Tier (Ground Items):
    - You can make Ultra-Rare Craftable Personal Weapons
    - You can make Ultra-Rare Craftable Personal Shields

    2nd Tier (Space Items)
    - You can make Ultra-Rare Craftable Weapons
    - You can make Ultra-Rare Craftable Shield Arrays

    3rd Tier (Ground Items)
    - You can make ultra-Rare Craftable Kits
    - You can make Ultra-Rare Craftable Body Armor

    4th Tier (Space Items)
    - You can make Ultra-Rare Craftable Deflectors
    - You can make Ultra-Rare Craftable Impulse Engines

    5th Tier (Space and Ground)
    You can make Ultra-Rare Craftable Devices and Consumables (both Space and Ground)

    You are not able to master everything, which means you need to trade with others if you want access to specific items (or have alts). Additional incentive for such trade could be crafting sets - since you can't craft all the items in the set, you need to trade.

    Marks and Schemas
    Both Duty Officer Assignments and the Reputation Project will grant you schemas.
    You need Research Marks for the reputation, research marks are granted via exploration missions. Additional input could be anomalies.

    A schema in turn is a special type of reusable item. A schema allows you to create a specific item in up to 3 different marks, the marks avaialble are either fixed from X to XII or scale with your level. The rarity of the item equals the rarity of the schema, though I would assume that we only use rare, very rare and ultra-rare rarities for crafting, because what's the point in the rest?

    Upgrade Projects can grant new DOFFs or specific schemas.

    Crafting
    When you activate the item, you start a DOFF assignment that results in the item.
    Critical Failure: Mark X Item or 1 Consumable
    Failure: Mark XI item or 2 Consumables
    Success: Mark XII Item or 4 Consumables
    Critical Success: 1 Mark XII Item or 8 Consumables, plus one extra bonus, either a new schema, a second item or bonus technology research marks.
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  • timelord79timelord79 Member Posts: 1,852 Arc User
    edited February 2014
    Crafting should include.

    1. Learning a recipy or schematic. Give the job to a doff specialist. Once learned you can always make this item with the right parts. everyone can learn common items of the appropriate level. If you are a commander your item will be Mk V with a chance for Mk VI. If you are a VA your item will be Mk XI with a chance for Mk XII. To make uncommons you have to reach Tier 1 of the new and shiny Crafting rep.

    2. The abilty to reverse engineer found gear. Everyone can reverse engineer common items of the appropriate level. As a Commander you can RE a Mk VI item but not a Mk XI.
    To RE a blue item you need to reach T2 of the Crafting Rep.
    REing provide you with the parts necessary for new items with a chance for a schematic.

    3. Alternate way to learn new recipys would be crafting trainers on a revamped new Memory Alpha and their counterparts in KDF and Romulan space.
    Trainers would be class specific.
    While schematics are universally useful, Class crafting trainers would provide class specific gear schematics that can only be used by engineers, science and tacticals.
    Crafted class gear can be traded to other players, though.

    4. Actually producing new gear would work through doffs. Crafting assignments would be available on player ships or on Memory Alpha for class gear.

    5. Every crafted item will generate Crafting Reputation to progress through Tiers 1 (uncommon), 2 (rare), 3 (very rare), 4 (ultra rare), 5 (unique gear that is not available anywhere else in game).
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  • staq16staq16 Member Posts: 1,181 Arc User
    edited February 2014
    I suspect that some sort of dilithium cost is a necessary evil - after all, there is no incentive for Cryptic to develop the system unless they can demonstrate some return. Making Crafting worth spending dilithium on would fit the bill.

    Equally, Crafting should not be superior to Rep or Fleet sources of gear; just different. Otherwise, you undermine the value of those items - and since they require dilithium, they generate real money for Cryptic via the Dil Exchange. No sane developer is going to undercut that.

    As another idea for Crafting; to represent this as the "hobby engineering" side of STO, how about focussing it on TOS era items? The idea is already there with the playable NX class - an entire vintage starship, build to modern specs as a pet engineering project.

    Crafting could be used to unlock TOS-style weapons to Mk XII VR standards - representing characters "upgrading" their favourite vintage items - I'd certainly shell out some Dil for a Mk XII Klingon TOS disruptor.

    If you really want to set the cat among the pidgeons, put a custom TOS hull material and nacelle unlock in there at the end of the rep for 200K dilithium. I suspect that a lot of players would happily pay to "TOS-ify" their ships.
  • mindshadow999mindshadow999 Member Posts: 241 Arc User
    edited February 2014
    staq16 wrote: »
    I suspect that some sort of dilithium cost is a necessary evil - after all, there is no incentive for Cryptic to develop the system unless they can demonstrate some return. Making Crafting worth spending dilithium on would fit the bill.

    Yeah, that's what makes the dilithium cost so annoying. You're paying the same or greater amount for inferior gear to what you get from the Reputation tree. The only benefit from crafting being there's no 20 hour cooldowns on grinding up your "Crafting Rep" to be able to buy it.
  • talonxvtalonxv Member Posts: 4,257 Arc User
    edited February 2014
    Personally, there should be some way to craft level 12 gear. Like IDK a lvl 12 breen set once you get it, you should be able to figure out how to replicate the lvl 12 gear for it.

    I also think they should have level 12 crafting of ship consoles. Maybe not as good as say fleet or rep grind, but good enough to be used.

    Problem is, you can craft and sell it on the exchange, but it's really a hassle for what you can do with crafting.
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  • phadrenphadren Member Posts: 159 Arc User
    edited February 2014
    There should be no recipes. The properties of the weapon should depend on what you put in.

    Say a vanilla Mk XII Phaser bank takes 30 of item X.
    If I want to add [CritH] I add 5 of item Y.
    If I want [CritH]x3 I add 15 of item Y.
    If I want [CritH]x2 [Acc] I add 10 of item Y and 5 of Item Z.

    Good idea, reminds of ship part crafting from SWG.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited February 2014
    I think a key to crafting is that it's stuff you don't find elsewhere. One of my favorite crafting approaches in an MMO is probably WoW's engineering. It's weird. Its items may be outmatched by high end raid gear but it has effects you don't see elsewhere and I liked the points where they let you combine it with raid progress to create raid quality items.

    I think a strong start would be to develop a weapon energy type that is unique to crafted weapons. The Hargh'peng comes close but not really.

    Imagine Metreon Energy weapons that have a 2.5% chance of creating "sensor ghost" decoys, confusing a target with an added perk to Metreon Projectiles that they create an AoE when destroyed.

    Maybe Baryon weapons that reduce your ship's stealth/avoidance when equipped and increase threat (see: Chang's issues with using neutron power in TUC) but also act as a combination proton/kinetic damage (both neutrons and protons count as baryons) and have a very slowly stacking DOT effect (hence the need for Baryon sweeps of starships).

    Another key component of a good crafting system IMHO should be that it has benefits you can sell or trade (ie. maybe unique energy types) and crafter exclusive benefits.

    I also think a strong candidate for crafting would be "cross-circuited" consoles. These could be a single unique equip console, preferably of a less popular type for the most part, that could be universal.

    Like, for instance, a "Crosscircuited RCS Console" as an RCS Accelerator (limit 1 per ship) that can be slotted in ANY console slot regardless of type and maybe which has a small side benefit.

    I'd probably supply crosscircuited consoles with a small increase in resistance to subsystem disabling (the enemy would be targeting the wrong subsystem if you're routing some enegineering functions through tactical systems) and maybe a small warp core like effect (ie. for "Crosscircuited RCS" your weapon and shield power settings each improve your engine power slightly). Maybe to really sell it, it boosts the effectiveness of other RCS consoles equipped by 10%.

    You make it the less popular console styles to keep these from making anything obsolete but also to fuel niche builds.
    Yeah, this is the sort of thing I was thinking of. For example: Blood Gloves

    The three preset attributes are ok. At higher levels they're kinda weak, but not bad. The trick is that it has more than just those 3 mods. It had 1-5 mods added to the finished item at random. The real kicker though is that gloves don't normally spawn at random with Leech, and Crushing Blow doesn't normally spawn as a random affix at all. Thus the recipe gives you something that is better than a regular random drop.

    Obviously it may or may not be better than a set or unique item, usually not. But the point is to give the player an option for making items that are better than random junk.

    The current crafting in STO was useful back when it was first added, but then the dil cost got added, and Mk12 gear got added, but not to crafting.

    It's not that crafting was useless when added, but more that powercreep made it obsolete.
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  • centaurianalphacentaurianalpha Member Posts: 1,150 Arc User
    edited February 2014
    Several excellent ideas posted on this thread!

    I would also vote for some "reasoned" approach to ingredient functionality, but this can be problematic for items like alien artifacts, unknown substances, and technical schematics, for instance. Some attribute would have to be assigned to each sample or trace, then a much larger algorithm for working combinations would have to be devised. Ingredients could be associated to rarity by color (maybe some are already), some would affect criticality, damage, hit points, energy drain, etc. So you would have combinations of rarity, passives, ratios (how much of each ingredient), skill level of the crafter, and so on. Items of greater rarity or MK# would also natually require larger quantities of each ingredient than lesser MK's.

    Additionally, the outcome under such a scheme should not be assured; some experiments will naturally fail to meet expectation, if the product worked at all. This would also require more commitment and skill on the pllayer's part than is required now, but far more interesting & rewarding, IMO. I do like the fact that one's crafting score is also reflected at the Omega crafting tent for missions in the Deferi Battle Zone!
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited February 2014
    Oh yeah, I forgot to mention earlier that the game does have functionality for mission rewards to give you either materials for special crafting projects, or to give you recipes themselves.

    But there are few examples of it. The only recipe gained this way is the one for Jem'Hadar nanopower cells. And there's obviously the Horta schematic. then the special materials you get at Defera.

    Amd more about Defera.... the items you make there are junk. IIRC the best is Mk10 green.,,,
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  • mistressbenihimemistressbenihime Member Posts: 224 Arc User
    edited February 2014
    I've seen a lot of good idea's already that I would combine in a new crafting system.

    To me crafting should be

    1 dilitium free
    2 predictable
    3 on par whit fleet and reputation system. (neither superior or inferior)
    4 not specialize (exclusively)
    5 linked whit the Doff system
    6 allow optimization
    7 allow prestige
    8 allow scraping old (crafted) items

    1 dilithium free
    I see dilithium as a high value trade commodity. It's something you trade for items of value. Whit crafting you are building them yourself.
    Also the game will benefit from a path of progression free of dilithium. It's only real use is a time gate that can be solved by having a crafting project take a while to complete.

    2 predictable
    the outcome of what you craft needs to be predictable. Random fails of crits of crafting projects are less than ideal. A fail would be a waste of time. If you allow project to crit I will see any product of crafting that didn't crit as worthless since I could have gotten a statistically better item. Crafting is a skill dependent system thus it should be free of luck. (where statistics are involved)

    3 on par whit fleet ad reputation systems.
    If you make crafted items inferior to dilithium bought items no-one will bother to try. If you make it better you ruin the dilithium economy. For example you need to be able to craft basic mk XII purple consoles but you can't craft the fleet embassy science consoles or dyson rep tactical consoles. If you could just craft those free of dilithium progression though fleet and rep system would become worthless. Crafting need to make it's own thing. It cant make things already provided by other systems however what you craft must be as valuable as what you can get from other systems or there is no reason to do it. So different items of equal value!

    4 not specialize (exclusively)
    there can be specializations but don't force them. If it's to much time and effort to specialize in everything most players would en up trading. Don't force a choice. Especially don't split up sets over multiple specializations. If I can make the aegis deflector but then need to trade for the sets engines and shields anyway than, why don't I just trade for all three items and save me the hassle of progressing though the crafting system?

    5 Linked to the Doff system.
    My opinion is still that you are the captain of a ship. You don't go and build those items yourself. Instead you order your crew to do that for you. The best representation of your crew in-game is the doff system. So to craft an item you need not only the proper materials but also the right person to build them. This makes investing in multiple specializations expensive since each specialization requires other types of Doffs to be effective. Therefore trading for items from other specializations becomes favorable over doing it all yourself. The quality of the Doffs can be used to predict the quality of the item. If you need 3 doffs to create an item slotting 3 white quality doffs results in a white quality item 3 green doffs a green item etc. 2 green doffs and a blue doff would result in 33% chance on a blue item and 67 % chance of a green item. A white a green and a blue doff would result in a 10% chance of a white item 75% chance on green and a 15% chance on blue. The overal skill of the doffs is green and therefore your most likely (3 out of 4) to create green whit a small chance on white and blue. This makes the outcome totally predicable. Making a mk XII item whit only purple doffs always results in a mk XII purple item. It's suffixes (or modifier) may be random but it's quality and mark are always predictable. More below.

    6 allow optimization
    in WoW professions such as enchanting and jewelcrafting were far better than the others since they allowed you to optimize your gear. Most others would not retain it's usefulness at max level since dungeon and raid drops were superior to crafted gear. However those dropped items could still optimized by socketing whit gems and enchanting. Crafting need to allow us to change suffixes and optimize all items to your build. Change [DMG] into [ACC] for example. Within reason and for a price of course. You can't improve the mk or quality but you can perfect the item for your build.
    Another good suggestion I read was:
    Another key component of a good crafting system IMHO should be that it has benefits you can sell or trade (ie. maybe unique energy types) and crafter exclusive benefits.

    I also think a strong candidate for crafting would be "cross-circuited" consoles. These could be a single unique equip console, preferably of a less popular type for the most part, that could be universal.

    Like, for instance, a "Crosscircuited RCS Console" as an RCS Accelerator (limit 1 per ship) that can be slotted in ANY console slot regardless of type and maybe which has a small side benefit.
    if these would character bind on pick up and allow only one to be used on a ship it would be an interesting reward for crafters.

    7 allow prestige
    staq16 wrote: »
    As another idea for Crafting; to represent this as the "hobby engineering" side of STO, how about focussing it on TOS era items? The idea is already there with the playable NX class - an entire vintage starship, build to modern specs as a pet engineering project.

    Crafting could be used to unlock TOS-style weapons to Mk XII VR standards - representing characters "upgrading" their favourite vintage items - I'd certainly shell out some Dil for a Mk XII Klingon TOS disruptor.

    If you really want to set the cat among the pidgeons, put a custom TOS hull material and nacelle unlock in there at the end of the rep for 200K dilithium. I suspect that a lot of players would happily pay to "TOS-ify" their ships.
    people have been asking for a NX class retrofit. craft it! Blue phazers. craft them! Anything that can make your ship look different is good in this category. It's just for players to show of. Look what I can make. It's also an interesting way for crafting to crit. An item that crit would be statistically the same as a normal item but have a unique visual that displays on your ship when equipped. It's like getting a shiny pokemon of foil magic card they are just as good as a regular one but is cool to get them.

    8 allow scraping old (crafted) items
    this is exceptionally helpful when leveling up of hunting for a crit version of your crafts. Ideally its only a partial refund of the materials (say 80%?)
    THE NEW CRAFTING SYSTEM IS TERRA-BAD
    First of all it's not even a crafting system! It's just a dumb game system that's nothing more than a glorified slots machine.
    second the "special items" you hope will be the saving the saving grace are messed up to.
  • vetteguy904vetteguy904 Member Posts: 3,914 Arc User
    edited February 2014
    angrytarg wrote: »
    There shouldn't be dilithium and the like involved in crafting, it's supposed to be the source for gear that doesn't depend on that. But instead, maybe make it so that in order to create a very good item you need another item to "strip" it's effects from.

    For example, you can only craft up to XII common items. If you want a XII [Dmgx2 CrtD] weapon you would need, for example, a uncommon XII [Dmg] and a very rare [Dmg CrtDx2] of the same type and take those apart and combine the effects to a new item. This way, drops would serve a purpose again.

    so in your example if i wanted a phaser beam array MK XII [acc] [CrtH] x2,

    I would craft the array, then destroy, say a pair of Chroniton launchers, one with acc and CrtH and one with CrtH.

    that would be interesting, especially if you threw in chance to fail, say 30 % for Chroniton with a phaser as opposed to a 5% fail with a photon with a phaser. the closer you match, such as transphasic and tetryon, the better you chance of success
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  • vetteguy904vetteguy904 Member Posts: 3,914 Arc User
    edited February 2014
    ! Blue phazers.


    clearly you were not here when there was an exploit where you COULD make your weapons any color you wanted.. the outcry about how it was "Cheating" because your opponent could not tell if you were using Phasers, Disruptors or Tetryon because you could make any beam the same color.
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  • angrytargangrytarg Member Posts: 11,003 Arc User
    edited February 2014
    so in your example if i wanted a phaser beam array MK XII [acc] [CrtH] x2,

    I would craft the array, then destroy, say a pair of Chroniton launchers, one with acc and CrtH and one with CrtH.

    that would be interesting, especially if you threw in chance to fail, say 30 % for Chroniton with a phaser as opposed to a 5% fail with a photon with a phaser. the closer you match, such as transphasic and tetryon, the better you chance of success

    Oh I like the chance modifier of success. Initially I thought that in order to make a phaser beam array mk XII with three desired modifiers you need other mk XII phaser arrays you strip for effects. But having a modifier that increases the chance of failure the more different the weapon you use to modify your XII common array is is a nice idea. But maybe at least the weapon type should be the same, let's say to modify a phaser array you'd need any kind of beam array and so on. Or let the chance of failure be very high if you use a torpedo launcher to modify a beam array or something like that.
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited February 2014
    clearly you were not here when there was an exploit where you COULD make your weapons any color you wanted.. the outcry about how it was "Cheating" because your opponent could not tell if you were using Phasers, Disruptors or Tetryon because you could make any beam the same color.
    Actually I heard that got nixed for 2 reasons:

    1: the code was accidentally imported from Champions.

    2: CBS didn't like it.
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