test content
What is the Arc Client?
Install Arc

Official feedback thread for the Kit Revamp

1246711

Comments

  • wraithshadow13wraithshadow13 Member Posts: 1,728 Arc User
    edited March 2014
    While playing around with the Tailor, i noticed that a lot of the options had different palettes, even within the same kit, making matching colors difficult. Other parts had a base hue which invalidated a lot of color options. Sometimes, parts had no true black, leaving an orange of blue color, while other parts had no clear Tactical red options, especially the lightup options.

    is anything being done to correct the coloring of these pieces? Would it be possible to add more Borg like colors to the palette as well, to allow Liberated Captains to make their Character a little less so?

    Will Klingons and Romulans finally be getting their own kit and armor visuals? Will there be unlockable kit and armor parts based on other enemies, like the Borg, or the Undine, coming in season 9?




    Power wise, i seem to really be enjoying this set up, but how much are the current powers going to be changing? My other main concern was pricing. At Mk IX, common powers were between 5-6k each. With all of my characters at max rank in a maxed out fleet, getting equivalent powers on an equivalent kit would be insanely expensive, which sucks after already grinding out several of the already expensive kits. Is anything being done to lower the prices or convert existing kits?
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited March 2014
    We're looking into adding a way to convert existing fleet kits into the new versions, for players who opt to do so.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited March 2014
    We're looking into adding a way to convert existing fleet kits into the new versions, for players who opt to do so.

    Thank you for the update, adjudicatorhawk. Note that the spire physicist kit is a 5/0 kit, and some of the others are 4/1 kits. All fleet kits currently on Tribble are 3/2 kits. Also, will the new fleet kits come with 5 abilities instead of just one?
    Waiting for a programmer ...
    qVpg1km.png
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited March 2014
    We're looking into adding a way to convert existing fleet kits into the new versions, for players who opt to do so.

    This is great news. Would be nice to convert all the current kits to the new system, but they are not as important as the Fleet kits.
  • umaekoumaeko Member Posts: 748 Arc User
    edited March 2014
    Yeah, any other kit that's Mk X and less is pretty easy to acquire.

    The Fleet kits (from Embassy/Spire) by comparison are a much larger investment in time and resources.

    I'm very happy to hear that conversion is being considered.

    Heck, I'd be happy enough seeing the Ferengi collector used to give us dilithium/fleet mark refunds of what we paid for them. Then, even if we'd need to re-assemble our new kits through the new system instated, at least we wouldn't have lost our investment.
  • pfreemanpfreeman Member Posts: 86 Arc User
    edited March 2014
    not gonna read all 10 pages here...

    Can we get the cool holographic kit parts as well? Those looked really cool but were almost always part of the odd numbered kits, so I didn't use them. When I first heard about this kit change, my first thoughts were "oh sweet I can have the holographic kit parts on my higher mark kit!"

    peter
    [SIGPIC][/SIGPIC]
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited March 2014
    We're looking into adding a way to convert existing fleet kits into the new versions, for players who opt to do so.

    Yaman, cause its kinda lame that we literally just got all of these new Mk XII kits this month, to turn around and already have them obsoleted the next month.

    Good show, I look forward to this.

    Idea: Simply have a vendor NPC in the spire that lets you buy a "new" kit with the matching "old" kit. Theres what, 36 total if you count all MK numbers?
    Gold.jpg
    Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
    Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
    Chief of Starfleet Intelligence Service == Praise Cheesus
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited March 2014
    We're looking into adding a way to convert existing fleet kits into the new versions, for players who opt to do so.

    Hey Hawk on the topic of Kits I know this is a long long long time bug that I have submitted over the course of 3 years and most recently maybe 3-4 weeks ago in a bug report and on bug forums. The Anesthizing Gas science skill in relations to kits and being that the romulan sci kit uses this power and one reason its been viewed as not viable for skill setups with kits. The skill basically has what I believe to be a programming issue most likely even if you try to use the doff that extend its duration with or without it only lasts the duration of the stun proc. So even if you can get it up to the tooltip giving you 23-30 seconds for this skill it only lasts 10 seconds.

    So I am just seeing if you guys are aware of this and if a fix may be available before or when this revamp of kits goes live.
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited March 2014
    pfreeman wrote: »
    not gonna read all 10 pages here...

    Can we get the cool holographic kit parts as well? Those looked really cool but were almost always part of the odd numbered kits, so I didn't use them. When I first heard about this kit change, my first thoughts were "oh sweet I can have the holographic kit parts on my higher mark kit!"

    peter

    Yes we can get holographic kit parts. It doesn't matter if you are Science, Engineering, or Tactical.
  • locutusofcactuslocutusofcactus Member Posts: 651 Arc User
    edited March 2014
    1. Are duplicate powers allowed? (i.e. 2 turrets) This has probably already been answered but I can't seem to find where it's discussed.

    2. Looks like a lot of items to keep track of as I will likely get one of each type of power. Any chance of having a kit items tab?
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited March 2014
    We're looking into adding a way to convert existing fleet kits into the new versions, for players who opt to do so.

    Cool beans.

    This is good as the fleet kits are billed as premium items. I assume it'll be similar to the old STF store except instead of a requisition as the required "currency" it'll be one of the current fleet kits.

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • pfreemanpfreeman Member Posts: 86 Arc User
    edited March 2014
    starkaos wrote: »
    Yes we can get holographic kit parts. It doesn't matter if you are Science, Engineering, or Tactical.

    We can? I didn't see them in the Tailor anywhere.

    peter
    [SIGPIC][/SIGPIC]
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited March 2014
    pfreeman wrote: »
    We can? I didn't see them in the Tailor anywhere.

    peter

    You have to scroll through the various kit gear. I believe Chest Gear and Right Wrist has some under the Doctor option. It is currently limited to the Uniform section.
  • captainmd10captainmd10 Member Posts: 199 Arc User
    edited March 2014
    Sorry to say, but I don't think the Testing Kits were brought back online at Drozana station though it said so in the March 17 Tribble Patch notes. Someone may want to go and get that fixed, I got two Mk 11 Engineering kits from the Otha Ground Zone and I'd like to test them out with modules.
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited March 2014
    Sorry to say, but I don't think the Testing Kits were brought back online at Drozana station though it said so in the March 17 Tribble Patch notes. Someone may want to go and get that fixed, I got two Mk 11 Engineering kits from the Otha Ground Zone and I'd like to test them out with modules.

    You can purchase Mk IX modules from the Dilithium Store. The ones from the test console only have slightly better stats since they are Mk X.
  • genrldestructiongenrldestruction Member Posts: 194 Arc User
    edited March 2014
    I like the direction, but there are still many unanswered questions and concerns.

    1.) What mark/quality frames will be available for people not in fleets? I feel like there are more than enough enticements for fleets that 5 slot frames shouldn't be fleet exclusive. I'm fine with there being fleet exclusive modules, but the frames themselves should be accessible by everyone.
    2.) What mark/quality modules will be available for people not in fleets through the dilithium store? On holodeck we have access to Mk X purple kits (4 lvl 3 powers) (On K-7/Ganalda). The dilithium store has mark IX blue kits (3 lvl 3 powers and 1 lvl 2 power). If we lose access to comparably powered kits I won't be particularly happy.

    Example: I picked up a Mk IX Science kit (3 research, 1 Medic). Slotted Mk X Green Exothermic Induction Field, Electro-Gravitic Field, Hyperonic Radiation, and Medical tricorder. Threw in Sonic Pulse to see it too.
    Compared to Mk X Blue "Physicist Kit"

    Hyperonic Radiation: (Classic Kit, HR III) 21.3 dps for 18.5 seconds
    (New Kit) 16.2 dps for 14.2 seconds.
    Exothermic Induction Field: (Classic Kit, EIF II) 130.7 damage + 7.3 dps. 15 sec duration.
    (New Kit) 125.2 damage + 7 dps. 15 sec duration.
    Elecro-gravitic Field (Classic Kit: GIF III): -66% run speed for 17s, 75% chance to root for 14.2s
    (New Kit) -66% run speed for 13.5s, 60% chance to root for 10.8s
    Sonic Pulse (Classic Kit: SP III): 120.5 dmg, -66% run speed for 14.2s, knock back 22.1m
    (New Kit) 101.7 dmg, -66% run speed for 11.4s, knock back 17.7m

    Damage is a little lower out of the box, minus a little more because Mk IX modules will be a little lower than this.

    Did a little bit of math. Exothermic Induction Field Mk X is roughly 4% behind Exothermic Induction field II. Hyperonic Radiation, Electro-Gravitic Field, and Sonic Pulse Mk X are roughly 20% behind their level III counterparts (on mk x kit).

    3.) Module pricing. Again, we (non-fleeted players) have access to Mk X purple kits which cost about 10k dilithium. I noticed that Mk IX Green modules (which seem to be less powerful than level 3 powers) are 5k each. 20k dil for 4 Mk IX powers is too much, twice as much as live, and then we still don't get the same level of power we had before (200% cost increase for 80% effectiveness). I already feel like I don't have enough Dilithium to get my characters geared properly, and this will only make it worse.
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited March 2014
    Modules could come from new Reputations, drops, mission rewards, and other methods so not being in a Fleet should not TRIBBLE someone. The same can be said for Kits.
  • eagledracoeagledraco Member Posts: 340 Arc User
    edited March 2014
    Cryptic, A Request...

    Could you please let players continue to craft the current Purple Mk X Kits after the revamp? Either leave those unchanged or add the ability to craft Fleet Quality Kits?

    You have more than enough incentive for fleets but not for crafting. This seems like a reasonable compromise to me.
  • genrldestructiongenrldestruction Member Posts: 194 Arc User
    edited March 2014
    I guess I'll wait and see what info comes out in future patch notes/dev blogs.

    My whole concern is that I feel like I'm being coerced to do something I don't want to do (join a fleet) to get (IMO) reasonable upgrades.

    Mk XII Very Rare Phasers/Disruptors? Purchasable in fleet only. Or hope for a drop in an ESTF. Would require many hours invested to get a full set of the weapons you want because of the nature of RNG.
    Mk XII Very Rare Warp Cores? Or Mk XI Very Rare? Purchasable in fleet only. Or hope for a drop in an ESTF. Again, waiting for the "right" core to drop with the mods you want might take forever.

    Plus a newbie is going to end up spending twice as much for a vastly (20% is a huge difference in effectiveness) inferior kit to what is available now. That concerns me. Granted I haven't tried playing the missions to see what kind of kits and modules drop, so it might not be as bad as I think it will be.
  • organicmanfredorganicmanfred Member Posts: 3,236 Arc User
    edited March 2014
    Can we please have an extra tab for Armor/Kit visuals?

    The uniform tab is sometimes already overflown enough
  • genrldestructiongenrldestruction Member Posts: 194 Arc User
    edited March 2014
    1. Are duplicate powers allowed? (i.e. 2 turrets) This has probably already been answered but I can't seem to find where it's discussed.

    2. Looks like a lot of items to keep track of as I will likely get one of each type of power. Any chance of having a kit items tab?

    1.) I think they said that duplicate powers won't be allowed. I don't remember where I heard/read that. Possibly one of the interviews on PriorityOne.

    2.) They just gave us a bunch of inventory space. I imagine the kit revamp instigated that, even if just tangentially.
    Can we please have an extra tab for Armor/Kit visuals?

    The uniform tab is sometimes already overflown enough
    I somehow doubt that this will get implemented for season 9. Would be nice. I assume you mean tab like "Head", "Body", "Uniform" in the tailor?

    And further investigations into my own concerns show that none of the mission replays (at least the missions that are available) reward kits. I don't have the patience to play a new character long enough to get through the missions and look at the kit rewards. I think mission rewards could be worked a little better. Have a "Ground Equipment Box" that gives a shield, armor, weapon and kit module. A "Ship Equipment box" could give a console, weapon, and either an engine, shield, deflector, or a power core. The Ground box would be nice especially since we aren't just gearing up our captain, but our BOs as well.
  • neotrident12neotrident12 Member Posts: 287 Arc User
    edited March 2014
    3.) Module pricing. Again, we (non-fleeted players) have access to Mk X purple kits which cost about 10k dilithium. I noticed that Mk IX Green modules (which seem to be less powerful than level 3 powers) are 5k each. 20k dil for 4 Mk IX powers is too much, twice as much as live, and then we still don't get the same level of power we had before (200% cost increase for 80% effectiveness). I already feel like I don't have enough Dilithium to get my characters geared properly, and this will only make it worse.

    I am glad that there are plans for a kit conversion for pre-purchased kits, but as above I am very concerned with the pricing. The new fleet kits in the store have one module rather than the five that there should be, the cost increases here for an equivalent kit in the new style is ludicrous. The costs of individual modules and kits must be adjusted and Fleet Kits must come with all of their equivalent powers.
    [SIGPIC][/SIGPIC]
  • kuwayuokuwayuo Member Posts: 0 Arc User
    edited March 2014
    I did not like kit idea because it only a spot that was needed after 3 years to design the kit is not my area. but was so limited as well not good when you pushing dilthium for base projects at about 5- seven days yield no one will buy until later then it will change.
  • alienfrombeyondalienfrombeyond Member Posts: 141 Arc User
    edited March 2014
    2.) What mark/quality modules will be available for people not in fleets through the dilithium store? On holodeck we have access to Mk X purple kits (4 lvl 3 powers) (On K-7/Ganalda). The dilithium store has mark IX blue kits (3 lvl 3 powers and 1 lvl 2 power). If we lose access to comparably powered kits I won't be particularly happy.
    Dil store only has mark IX green modules, no actual kits, and at least on K-7 the kit vendor hasn't even been updated to the new model!

    EDIT: And the fleet kits still have terrible stat bonuses on them. The only reason to get one is the module that comes with it and not the kit itself, which just seems wrong.
  • centersolacecentersolace Member Posts: 11,178 Arc User
    edited March 2014
    Can we please have an extra tab for Armor/Kit visuals?

    The uniform tab is sometimes already overflown enough

    Tailor needs more fixing.......
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited March 2014
    1. EC vendors sell up to Mk IX common kits and no kit modules.

    2. The dilithium store sells up to Mk IX uncommon kit modules and no kits.

    3. The old kits were removed from crafting, but the new kits and kit modules were not added. Is there a reason for this?

    4. It seems that drops are currently the only source of 4/1 kits.

    5. Why do 2/2 kits come in two varieties, 2A/2B and 2B/2A?

    6. My previous criticisms about the new fleet kits still stand.

    (a) They come with only one kit module instead of five.
    (b) You cannot replicate the setups of the old fleet kits, because the new fleet kits are 3/2.
    (c) The skill bonuses are generic rather than specific to the type of kit modules you would slot.

    7. Previously, you could craft a very rare Mk X kit with 4 abilities. This is no longer possible. You can also no longer obtain a fleet kit with 5 abilities. Is the intention to make drops the main source of high-level kits and kit modules?
    Waiting for a programmer ...
    qVpg1km.png
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited March 2014
    frtoaster wrote: »
    7. Previously, you could craft a very rare Mk X kit with 4 abilities. This is no longer possible. You can also no longer obtain a fleet kit with 5 abilities. Is the intention to make drops the main source of high-level kits and kit modules?

    Probably. Enjoy the new STO time and resource gated grindiverse.

    Joined January 2009
    Finger wrote:
    Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2014
    We're looking into adding a way to convert existing fleet kits into the new versions, for players who opt to do so.

    Can we get a generic conversion console instead? Drop in any old kit, and the component modules are returned? I would like to break all of my legacy Mk X kits into their component parts to get a head start on making new kits, not just fleet kits.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited March 2014
    Can we get a generic conversion console instead? Drop in any old kit, and the component modules are returned? I would like to break all of my legacy Mk X kits into their component parts to get a head start on making new kits, not just fleet kits.

    The short answer is no.

    The long answer is that it would be far too complicated and unwieldy to even attempt such a trade-in. Every single kit in the game is a separate item, which would require a separate item entry in a store in order to trade it in. This would create a store that was literally thousands of items deep.

    We are not converting the item data internally, so there is no magic code in place that can say "this" should now be "that." So there's no short-cut to be had.

    Additionally, the itemization and the experience of obtaining fresh new kits is something we definitely want players to experience and offer feedback on. This is one of the reasons that the test vendor on Tribble offers random kits+modules, instead of pre-defined sets: So that players might experience a bit of what it might feel like to receive them as random loot.

    The only reason we're working on a Trade-In for Fleet Kits is because of the massive time and resource investment included in obtaining them.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • druhindruhin Member Posts: 7 Arc User
    edited March 2014
    The short answer is no.

    The long answer is that it would be far too complicated and unwieldy to even attempt such a trade-in. Every single kit in the game is a separate item, which would require a separate item entry in a store in order to trade it in. This would create a store that was literally thousands of items deep.

    We are not converting the item data internally, so there is no magic code in place that can say "this" should now be "that." So there's no short-cut to be had.

    Additionally, the itemization and the experience of obtaining fresh new kits is something we definitely want players to experience and offer feedback on. This is one of the reasons that the test vendor on Tribble offers random kits+modules, instead of pre-defined sets: So that players might experience a bit of what it might feel like to receive them as random loot.

    The only reason we're working on a Trade-In for Fleet Kits is because of the massive time and resource investment included in obtaining them.

    Comments like these, make me long for the days of being able to "Salvage" items. Many MMOs have this system these days. Some call it Salvage, some call it Disenchant etc. The end result is the same, which is that you take an existing item, and break it down into it's components (not necessarily getting all the components, that was required to obtain it).
Sign In or Register to comment.