Can we please have an extra tab for Armor/Kit visuals?
The uniform tab is sometimes already overflown enough
I think I would personally like to see it as a mix of a costume slot and the current show visual option. This way, we get a free costume slot, but we also get to keep it to a quick select option that works in red alert, without having to go the costume selections.
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.
Have you thought about just doing a flat cost refund? Given that the kit costs X amount, compared to a kit with equal grade and slots + the cost of the equivalent powers? The cost of 1 IV power, 3 III powers, and a II power, plus the cost of the ultra rare empty kit as a trade in for existing fleet kits?
I think a major issue would be doing this, but the trade in only covers a part of the cost. That's kind of how ship modules work, and I know I, for one, don't really like having to pay for something i've already paid for, even if it's for a slightly better version.
Also, since there is going to be a store with the kits and powers, have you looked into telling the existing kits which powers they have? I remember when they introduced the rep, they made an incentive to "register" your gear from the previous system, just so the new system would recognize that you indeed had them and it would grant you the perks. Maybe something like that can be done here, where you denote on the existing kits "you are this, with these powers". That way when you go to trade the existing fleet kits in, it trades you for the same powers on an ultra rare kit base.
I'm hoping those two suggestions aren't as stupid sounding as they are in my head, but you get the idea. I'm sure you guys will figure something out, i just don't think people want to end up paying more money for something they've already spent so much time and resources on.
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.
You could always put the conversion systems on the kits themselves in the right-click menu for them. Because frankly, I find it offensive that the "rework" is forcing me to respend massive resources to replace all of my kits to use the new system. I WANT to use the new system, but not having a conversion system completely removes that desire. Because, without a system of conversion, using the new kit system is a MASSIVE GROUND COMBAT NERF ACROSS THE BOARD. And ground combat is NOT in need of a nerf. In short, it will cost MILLIONS of EC to get the purple modules that the current kit system effectively uses. Assuming players HAVE that (I certainly don't), it'll be a very long time before they're able to buy the purple kit modules on the Exchange as purple drops of any kind are so rare that I've actually gone a year without so much as one, and the first few thousand drops will be used by the player that gets them.
So, two massive major questions:
1: Will the kits and modules be craftable? Currently, kits are the only thing remotely worth crafting compared to their cost.
2: If yes, will they cost Dilithium? I'm honestly hoping this is a no because, as said above, kits currently are the only items worth crafting compared to their cost. Kits cost no Dilithium to craft now. I hope this doesn't change.
The new kit system actually allows for an increase in hypothetical maximum performance output of any given ground player. What you are likely experiencing right now on Tribble is that it's difficult to access Modules of higher rarity than Green, which equates to powers higher than Mark II in the current live kit design. However, a player with 5 purple modules will have the equivalent of 5 Mark IV powers in their kit, which I think you'll find is at least 10% better than the best current live kits.
New kits and modules will not be craftable, for now. The crafting system is in need of a complete overhaul, and any time spent putting stuff in the old system would just be time not spent on the new crafting system. Kits will be available for Dilithium in the Fleet system, for Energy Credits from EC vendors, and from time spent playing missions and fighting ground combat. I'm also looking at adding a reward to the Voth Ground Battlezone that will allow a guaranteed kit module reward per day. I think you'll find players who are playing ground combat will have no problem filling out their kits, and players playing on Advanced or Elite will have a fairly easy time slotting all Rare or Very Rare modules.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
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.
Not arguing with you, but this is really interesting answer. Dont you guys have scriptable events for stuff like this? Drop a kit, enumerate the component abilities, spit out replacement items, delete the donor kit?
The new kit system actually allows for an increase in hypothetical maximum performance output of any given ground player. What you are likely experiencing right now on Tribble is that it's difficult to access Modules of higher rarity than Green, which equates to powers higher than Mark II in the current live kit design. However, a player with 5 purple modules will have the equivalent of 5 Mark IV powers in their kit, which I think you'll find is at least 10% better than the best current live kits.
New kits and modules will not be craftable, for now. The crafting system is in need of a complete overhaul, and any time spent putting stuff in the old system would just be time not spent on the new crafting system. Kits will be available for Dilithium in the Fleet system, for Energy Credits from EC vendors, and from time spent playing missions and fighting ground combat. I'm also looking at adding a reward to the Voth Ground Battlezone that will allow a guaranteed kit module reward per day. I think you'll find players who are playing ground combat will have no problem filling out their kits, and players playing on Advanced or Elite will have a fairly easy time slotting all Rare or Very Rare modules.
First off, Adjucator, thank you for the response. The matter of the kit changes has concerned me greatly for some time (as I lack in-game resources 99.9% of the time and was irritated that it seemed like I wouldn't be able to get as much from the new system because of this). And I like the idea of adding a guaranteed reward for doing Ground combat (though, I'd put it in more places than just the Battlezone). If you're going to put a module reward on the Battlezone, do me one favor, if you can: Allow us to CHOOSE which module we want. Random kit boxes have never given me a useful kit (literally, never), and it irritates me to no end. It would be a simple matter of Davis saying "Here's a kit module token, go to the quartermaster and get whatever." Since I know you can use items as currency (see Nequicia Alpha and Lobi Store), it would be a simple matter to make a token at all.
I like the idea of the kit revamp but currently I can't get onto Tribble to check it out more. I was able to get in before but now I'm having that problem where the STO launcher freezes up completely when trying to patch tribble.
The kit revamp opens up the possibility of you guys coming out with completely new kit modules, which would be a great thing.
But...........for the love of god don't TRIBBLE us over with new kit modules released after season 9 launches like you did with ALL player traits released after LoR launched. In other words, don't friggen make them as lockbox exclusives. :mad: That pissed me off. I'd rather new traits, and new kit modules, be fleet store exclusives then worry about having to get very lucky to get it from a box or pay an abhorrent amount of EC to get it from the exchange.
Seriously! Recently I opened 20 Tal'shiar lockboxes trying to get a plasmonic leech console for 1 fed character. Didn't get the console but I got a Helmsman trait. Know how much I sold the trait for? 35 million. But it gave me more than enough to buy the damned leech console I didn't get out of the last 50+ lockboxes. :mad: Kit modules will be the same if they come from lockboxes.
I've been playing for quite a while and really have never had a reason to ever post in the forums, but I happened to look at these new Spire Kits on tribble last night and I am appalled. I manly play a sci toon and I do ground a lot with my role being a medic/tank, and these new kits will completely change the way I play. I do not see any reason why we need to be forced into using powers that we do not want to have, besides Tachyon Harmonic there are no useful "Science" powers, I wouldn't imagine ever seeing Dr. McCoy shooting fire at people. With this system the VR Medic X kit and the Spire XII Medic Kit become obsolete and unbuildable along with many others in other professions, and the choices of Spire trade in kits only being 3/2 means you can either be a mediocre science officer or a mediocre medical officer.
We experimented with mono-specialization kits, but they didn't really offer interesting choices or builds, in my opinion. They kind of pushed people too far into a corner, gameplay wise, to feel really good to me.
You say in the quote above that you don't want people to be thrown into the corner, but with these kits you're just throwing everyone into the center... there should be an option for kits that are either ALL science or ALL medical, we should have the option to dig into a corner if we so choose.
Edit: List of VR MK X kits that currently as of 3/20/14 on Tribble can NOT be made
You say in the quote above that you don't want people to be thrown into the corner, but with these kits you're just throwing everyone into the center... there should be an option for kits that are either ALL science or ALL medical, we should have the option to dig into a corner if we so choose.
I'm really hoping they do consider adding 5/0 class kits. Medic Mk XII and Physicist Mk XII will both be impossible to replicate with the new kit system due to the fact that they would be considered to be "5/0" kits under the new system.
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.
Huh? You guys really like to over complicate the things that need to be simple and simplify the things that need to be complicated.
Console - Kit turn in
Recognizes - kit rarity, kit mark, and specialization
Provides - Token for appropriate kit rarity, mark, and specialization; provides tokens for the appropriate number of modules for rarity, mark, and specialization
Console - Kit Store
Simply allows you to redeem the tokens.
Forcing everyone to start over with a basic item for this update is counterproductive. In essence, you are making people regrind in some form for this necessary item. Again, the system design is good but the implementation of said design is a failure that ruins the underlying system. If there was one thing I wish you guys would learn it is always your implementation phase that causes these issues with the players.
Not arguing with you, but this is really interesting answer. Dont you guys have scriptable events for stuff like this? Drop a kit, enumerate the component abilities, spit out replacement items, delete the donor kit?
The answer to your question is pretty obviously "no", otherwise they would have done that and he wouldnt have said what he did.
I'm also looking at adding a reward to the Voth Ground Battlezone that will allow a guaranteed kit module reward per day. I think you'll find players who are playing ground combat will have no problem filling out their kits, and players playing on Advanced or Elite will have a fairly easy time slotting all Rare or Very Rare modules.
That would be very helpful, would the reward always be for your career? A similar mission for an actual kit would be nice as well, for those that are trying to get a Mk XI/XII very rare kit with the exact skill bonuses they want.
Why not just let people keep the kits they have and use it too if they choose? I'm perfectly satisfied with the fleet kits I have.
They are letting people the kits they already have.
The only ones you can (but aren't forced to) exchange in for a new version are Fleet kits.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
New kits and modules will not be craftable, for now. The crafting system is in need of a complete overhaul, and any time spent putting stuff in the old system would just be time not spent on the new crafting system. Kits will be available for Dilithium in the Fleet system, for Energy Credits from EC vendors, and from time spent playing missions and fighting ground combat. I'm also looking at adding a reward to the Voth Ground Battlezone that will allow a guaranteed kit module reward per day. I think you'll find players who are playing ground combat will have no problem filling out their kits, and players playing on Advanced or Elite will have a fairly easy time slotting all Rare or Very Rare modules.
The concern is not just filling out our kits, but getting the exact setups that we want. The problem with random drops is that we have no control over what we get---not just the type of item, mark, and rarity, but also the modifiers and skill bonuses. While I use gear that drops, I seldom use gear that I received as a drop. Rather, I use gear that I bought off the Exchange from someone else who was lucky enough to receive it as a drop.
Do you really think someone who wants very rare "Weapons Malfunction Mk XII" will play ground until it drops for him? Or will he save up his EC and buy it off the Exchange? Now, consider the cost of buying 5 kit modules plus the kit to hold them. Also, keep in mind that not all kits are created equal, not even those with the same number of slots of each specialization. Certain skill bonuses benefit some specializations and not others. Which of the following kits do you think will sell for more?
1. An engineering kit with 4 mechanic slots and bonuses to "Demolitions" and "Modification Specialist"
2. An engineering kit with 4 mechanic slots and bonuses to "Generators" and "Turrets and Drones"
This is what will happen when the Season 9 hits Holodeck. Most of the new kits and kit modules will be sold to vendors or sold on the Exchange for slightly more than half their face value. The most desirable ones will be sold on the Exchange for millions of EC. The situation might be different if we could craft what we want (including modifiers). But the crafting revamp won't happen for some time.
You can replicate the above kits using 4/1 kits, which are currently available only through drops. I think the spire physicist and medic kits are the only kits that cannot be replicated, because they have 5 abilities of the same specialization.
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.
You can replicate the above kits using 4/1 kits, which are currently available only through drops. I think the spire physicist and medic kits are the only kits that cannot be replicated, because they have 5 abilities of the same specialization.
I was referring to 4/0 kits and besides if you purchased let's say the Fleet Enemy Neutralization kit you still won't be able to trade it in for a comparable kit frame since spire kits now only come 3/2 frames. I doubt that 4/1 kits even exist since I haven't seen one and I highly doubt you'll be lucky enough to get one with bonus skills that are in anyway close to the bonuses fleet kits get. And the fact remains that Physicists and Medics will no longer be able to create the fleet kits they worked hard for, the devs apparently think our playstyles aren't "interesting" enough for this game which is very disturbing to me and many of my science colleagues.
I was referring to 4/0 kits and besides if you purchased let's say the Fleet Enemy Neutralization kit you still won't be able to trade it in for a comparable kit frame since spire kits now only come 3/2 frames. I doubt that 4/1 kits even exist since I haven't seen one and I highly doubt you'll be lucky enough to get one with bonus skills that are in anyway close to the bonuses fleet kits get. And the fact remains that Physicists and Medics will no longer be able to create the fleet kits they worked hard for, the devs apparently think our playstyles aren't "interesting" enough for this game which is very disturbing to me and many of my science colleagues.
I agree with you and have made many of the same points in previous posts. I was merely pointing out that the existing Mk X kits can be replicated with 4/1 kits. The problem is that 4/1 kits are available only through drops. I think the new fleet kits should come with same 5 abilities as the old fleet kits. That means making some of the fleet kits 4/1 or 5/0.
Yes I agree with you, wasn't trying to disprove your point or anything :P
But seriously this is the way it stands now regarding fleet kits
1) any tactical officer that has purchased a fleet kit can trade their kit in for a frame that can replicate the one they paid for that has very good skill boosts and is "better"
2) Engineering officers on the other hand can trade in their kits and get a frame that is completely different than what they paid for. 4/1 frames supposedly exist but that person will have to grind for it and likely won't get one that has the same skill boosts that the fleet kits have
3) Science officers can NOT trade their fleet kits in for a frame that can replicate their kits that they PAID for... hence they will be unable to enjoy the bonuses that the other professions can get by opting into this new system
Looking at that I don't think it's fair that the other departments can enjoy the skill boosts and new systems while science characters have to settle for what is given to us, give us more options! The devs made these fleet Medic and Physicist kits not too long ago so then they were "interesting" and now they're just being forgotten about...
Please give us 4/1 and 5/0 fleet kits!
Or you can make everyone happy and have kits be just a frame and you can put modules in that are in accordance with your chosen profession
The Fleet Kit Trade-In process is a work in progress. Please stay tuned for the complete implementation to follow. The version you currently see on Tribble is only a proof of concept.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
The Fleet Kit Trade-In process is a work in progress. Please stay tuned for the complete implementation to follow. The version you currently see on Tribble is only a proof of concept.
would be awesome if it were available to fleets without the fleet console vendor activated.
Let us upgrade the Seleya Ceremonial Lirpa and Kri'stak Blade
You can replicate the above kits using 4/1 kits, which are currently available only through drops. I think the spire physicist and medic kits are the only kits that cannot be replicated, because they have 5 abilities of the same specialization.
So if this information is accurate and does not get changed when it goes to live server, my choices to assemble the modified version of my current kit are hope for the random drop or buy one at presumably an exhorbitant price from the Exchange.
And then repeat it again for my two other characters, as well as any Tactical Captains I may create in the future.
The Medic kit is also a cause for concern, because I was considering using that one when I am eventually able to create my Science Captain.
The one thing that keeps me playing STO is I know I can get the required gear when I need it on demand just by going to an ingame vendor.
I'm not going to be very happy if they invalidate that principle with this new kit mechanic.
I'm still trying to decide what to do about this, but I'm giving serious consideration to just not bothering making new kits.
Bees like honey, they don't like vinegar.
Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad
2) Engineering officers on the other hand can trade in their kits and get a frame that is completely different than what they paid for. 4/1 frames supposedly exist but that person will have to grind for it and likely won't get one that has the same skill boosts that the fleet kits have
3) Science officers can NOT trade their fleet kits in for a frame that can replicate their kits that they PAID for... hence they will be unable to enjoy the bonuses that the other professions can get by opting into this new system
I'd actually prefer that the skill bonuses not be so generic on the fleet kits. For example, I'd rather have a 4-mechanic/1-fabrication kit with bonuses to "Demolitions", "Repairs", and "Modification Specialist" and a 4-fabrication/1-mechanic kit with bonuses "Generators" and "Turrets and Drones". I've seen a green engineering kit with a [Turret] modifier, so I'm pretty sure these bonuses exist. Also, given the diminishing returns on damage resistance and the high resistance ratings of high-level armors, a bonus to "Combat Armor" isn't very good.
So if this information is accurate and does not get changed when it goes to live server, my choices to assemble the modified version of my current kit are hope for the random drop or buy one at presumably an exhorbitant price from the Exchange.
It's true as of the current Tribble build, but as borticus said:
The Fleet Kit Trade-In process is a work in progress. Please stay tuned for the complete implementation to follow. The version you currently see on Tribble is only a proof of concept.
Also, given the diminishing returns on damage resistance and the high resistance ratings of high-level armors, a bonus to "Combat Armor" isn't very good.=
Combat armor affects all armor modifiers. It isn't limited to damage resistance rating. It is a lot more useful than you might think.
Combat armor affects all armor modifiers. It isn't limited to damage resistance rating. It is a lot more useful than you might think.
I didn't know that. Is this another case of incomplete tooltips? The table below indicates that "Combat Armor" affects the damage, crit chance, and crit severity bonuses on some armors. Is there anything else I'm missing?
I didn't know that. Is this another case of incomplete tooltips? The table below indicates that "Combat Armor" affects the damage, crit chance, and crit severity bonuses on some armors. Is there anything else I'm missing?
Max hit points, health regeneration, shield regeneration, willpower bonuses, damage bonuses, and any other armor related stat outside of the special procs.
Max hit points, health regeneration, shield regeneration, willpower bonuses, damage bonuses, and any other armor related stat outside of the special procs.
Thanks. They should really clarify the tooltip for "Combat Armor". The wording gives the impression that it affects only damage resistance, though it doesn't actually say that.
Comments
I think I would personally like to see it as a mix of a costume slot and the current show visual option. This way, we get a free costume slot, but we also get to keep it to a quick select option that works in red alert, without having to go the costume selections.
Have you thought about just doing a flat cost refund? Given that the kit costs X amount, compared to a kit with equal grade and slots + the cost of the equivalent powers? The cost of 1 IV power, 3 III powers, and a II power, plus the cost of the ultra rare empty kit as a trade in for existing fleet kits?
I think a major issue would be doing this, but the trade in only covers a part of the cost. That's kind of how ship modules work, and I know I, for one, don't really like having to pay for something i've already paid for, even if it's for a slightly better version.
Also, since there is going to be a store with the kits and powers, have you looked into telling the existing kits which powers they have? I remember when they introduced the rep, they made an incentive to "register" your gear from the previous system, just so the new system would recognize that you indeed had them and it would grant you the perks. Maybe something like that can be done here, where you denote on the existing kits "you are this, with these powers". That way when you go to trade the existing fleet kits in, it trades you for the same powers on an ultra rare kit base.
I'm hoping those two suggestions aren't as stupid sounding as they are in my head, but you get the idea. I'm sure you guys will figure something out, i just don't think people want to end up paying more money for something they've already spent so much time and resources on.
You could always put the conversion systems on the kits themselves in the right-click menu for them. Because frankly, I find it offensive that the "rework" is forcing me to respend massive resources to replace all of my kits to use the new system. I WANT to use the new system, but not having a conversion system completely removes that desire. Because, without a system of conversion, using the new kit system is a MASSIVE GROUND COMBAT NERF ACROSS THE BOARD. And ground combat is NOT in need of a nerf. In short, it will cost MILLIONS of EC to get the purple modules that the current kit system effectively uses. Assuming players HAVE that (I certainly don't), it'll be a very long time before they're able to buy the purple kit modules on the Exchange as purple drops of any kind are so rare that I've actually gone a year without so much as one, and the first few thousand drops will be used by the player that gets them.
So, two massive major questions:
1: Will the kits and modules be craftable? Currently, kits are the only thing remotely worth crafting compared to their cost.
2: If yes, will they cost Dilithium? I'm honestly hoping this is a no because, as said above, kits currently are the only items worth crafting compared to their cost. Kits cost no Dilithium to craft now. I hope this doesn't change.
The new kit system actually allows for an increase in hypothetical maximum performance output of any given ground player. What you are likely experiencing right now on Tribble is that it's difficult to access Modules of higher rarity than Green, which equates to powers higher than Mark II in the current live kit design. However, a player with 5 purple modules will have the equivalent of 5 Mark IV powers in their kit, which I think you'll find is at least 10% better than the best current live kits.
New kits and modules will not be craftable, for now. The crafting system is in need of a complete overhaul, and any time spent putting stuff in the old system would just be time not spent on the new crafting system. Kits will be available for Dilithium in the Fleet system, for Energy Credits from EC vendors, and from time spent playing missions and fighting ground combat. I'm also looking at adding a reward to the Voth Ground Battlezone that will allow a guaranteed kit module reward per day. I think you'll find players who are playing ground combat will have no problem filling out their kits, and players playing on Advanced or Elite will have a fairly easy time slotting all Rare or Very Rare modules.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
First off, Adjucator, thank you for the response. The matter of the kit changes has concerned me greatly for some time (as I lack in-game resources 99.9% of the time and was irritated that it seemed like I wouldn't be able to get as much from the new system because of this). And I like the idea of adding a guaranteed reward for doing Ground combat (though, I'd put it in more places than just the Battlezone). If you're going to put a module reward on the Battlezone, do me one favor, if you can: Allow us to CHOOSE which module we want. Random kit boxes have never given me a useful kit (literally, never), and it irritates me to no end. It would be a simple matter of Davis saying "Here's a kit module token, go to the quartermaster and get whatever." Since I know you can use items as currency (see Nequicia Alpha and Lobi Store), it would be a simple matter to make a token at all.
The kit revamp opens up the possibility of you guys coming out with completely new kit modules, which would be a great thing.
But...........for the love of god don't TRIBBLE us over with new kit modules released after season 9 launches like you did with ALL player traits released after LoR launched. In other words, don't friggen make them as lockbox exclusives. :mad: That pissed me off. I'd rather new traits, and new kit modules, be fleet store exclusives then worry about having to get very lucky to get it from a box or pay an abhorrent amount of EC to get it from the exchange.
Seriously! Recently I opened 20 Tal'shiar lockboxes trying to get a plasmonic leech console for 1 fed character. Didn't get the console but I got a Helmsman trait. Know how much I sold the trait for? 35 million. But it gave me more than enough to buy the damned leech console I didn't get out of the last 50+ lockboxes. :mad: Kit modules will be the same if they come from lockboxes.
You say in the quote above that you don't want people to be thrown into the corner, but with these kits you're just throwing everyone into the center... there should be an option for kits that are either ALL science or ALL medical, we should have the option to dig into a corner if we so choose.
Edit: List of VR MK X kits that currently as of 3/20/14 on Tribble can NOT be made
Tactical:
Close Combat Specialist
Grenade Satchel
Engineering:
Bunker Fabrication
Enemy Neutralization
Equipment Technician
Fabrication Specialist
Science:
Medic
Physician
Physicist
It looks like engineers should be more unhappy about these restrictions than us science toons, these are some of the most popular kits!
I'm really hoping they do consider adding 5/0 class kits. Medic Mk XII and Physicist Mk XII will both be impossible to replicate with the new kit system due to the fact that they would be considered to be "5/0" kits under the new system.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Huh? You guys really like to over complicate the things that need to be simple and simplify the things that need to be complicated.
Console - Kit turn in
Recognizes - kit rarity, kit mark, and specialization
Provides - Token for appropriate kit rarity, mark, and specialization; provides tokens for the appropriate number of modules for rarity, mark, and specialization
Console - Kit Store
Simply allows you to redeem the tokens.
Forcing everyone to start over with a basic item for this update is counterproductive. In essence, you are making people regrind in some form for this necessary item. Again, the system design is good but the implementation of said design is a failure that ruins the underlying system. If there was one thing I wish you guys would learn it is always your implementation phase that causes these issues with the players.
The answer to your question is pretty obviously "no", otherwise they would have done that and he wouldnt have said what he did.
They are letting people the kits they already have.
The only ones you can (but aren't forced to) exchange in for a new version are Fleet kits.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
oh i am (main is a fed eng) i plan to start buying kits off the exchange if they do not allow us to do a full 5/0
The concern is not just filling out our kits, but getting the exact setups that we want. The problem with random drops is that we have no control over what we get---not just the type of item, mark, and rarity, but also the modifiers and skill bonuses. While I use gear that drops, I seldom use gear that I received as a drop. Rather, I use gear that I bought off the Exchange from someone else who was lucky enough to receive it as a drop.
Do you really think someone who wants very rare "Weapons Malfunction Mk XII" will play ground until it drops for him? Or will he save up his EC and buy it off the Exchange? Now, consider the cost of buying 5 kit modules plus the kit to hold them. Also, keep in mind that not all kits are created equal, not even those with the same number of slots of each specialization. Certain skill bonuses benefit some specializations and not others. Which of the following kits do you think will sell for more?
1. An engineering kit with 4 mechanic slots and bonuses to "Demolitions" and "Modification Specialist"
2. An engineering kit with 4 mechanic slots and bonuses to "Generators" and "Turrets and Drones"
This is what will happen when the Season 9 hits Holodeck. Most of the new kits and kit modules will be sold to vendors or sold on the Exchange for slightly more than half their face value. The most desirable ones will be sold on the Exchange for millions of EC. The situation might be different if we could craft what we want (including modifiers). But the crafting revamp won't happen for some time.
You can replicate the above kits using 4/1 kits, which are currently available only through drops. I think the spire physicist and medic kits are the only kits that cannot be replicated, because they have 5 abilities of the same specialization.
I just did a search for "kit" on the exchange on tribble and the modules were only visible in the All category.
Joined January 2009
I was referring to 4/0 kits and besides if you purchased let's say the Fleet Enemy Neutralization kit you still won't be able to trade it in for a comparable kit frame since spire kits now only come 3/2 frames. I doubt that 4/1 kits even exist since I haven't seen one and I highly doubt you'll be lucky enough to get one with bonus skills that are in anyway close to the bonuses fleet kits get. And the fact remains that Physicists and Medics will no longer be able to create the fleet kits they worked hard for, the devs apparently think our playstyles aren't "interesting" enough for this game which is very disturbing to me and many of my science colleagues.
I agree with you and have made many of the same points in previous posts. I was merely pointing out that the existing Mk X kits can be replicated with 4/1 kits. The problem is that 4/1 kits are available only through drops. I think the new fleet kits should come with same 5 abilities as the old fleet kits. That means making some of the fleet kits 4/1 or 5/0.
But seriously this is the way it stands now regarding fleet kits
1) any tactical officer that has purchased a fleet kit can trade their kit in for a frame that can replicate the one they paid for that has very good skill boosts and is "better"
2) Engineering officers on the other hand can trade in their kits and get a frame that is completely different than what they paid for. 4/1 frames supposedly exist but that person will have to grind for it and likely won't get one that has the same skill boosts that the fleet kits have
3) Science officers can NOT trade their fleet kits in for a frame that can replicate their kits that they PAID for... hence they will be unable to enjoy the bonuses that the other professions can get by opting into this new system
Looking at that I don't think it's fair that the other departments can enjoy the skill boosts and new systems while science characters have to settle for what is given to us, give us more options! The devs made these fleet Medic and Physicist kits not too long ago so then they were "interesting" and now they're just being forgotten about...
Please give us 4/1 and 5/0 fleet kits!
Or you can make everyone happy and have kits be just a frame and you can put modules in that are in accordance with your chosen profession
Cryptic - Lead Systems Designer
"Play smart!"
would be awesome if it were available to fleets without the fleet console vendor activated.
Let us upgrade the Seleya Ceremonial Lirpa and Kri'stak Blade
So if this information is accurate and does not get changed when it goes to live server, my choices to assemble the modified version of my current kit are hope for the random drop or buy one at presumably an exhorbitant price from the Exchange.
And then repeat it again for my two other characters, as well as any Tactical Captains I may create in the future.
The Medic kit is also a cause for concern, because I was considering using that one when I am eventually able to create my Science Captain.
The one thing that keeps me playing STO is I know I can get the required gear when I need it on demand just by going to an ingame vendor.
I'm not going to be very happy if they invalidate that principle with this new kit mechanic.
I'm still trying to decide what to do about this, but I'm giving serious consideration to just not bothering making new kits.
Bees like honey, they don't like vinegar.
Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad
I'd actually prefer that the skill bonuses not be so generic on the fleet kits. For example, I'd rather have a 4-mechanic/1-fabrication kit with bonuses to "Demolitions", "Repairs", and "Modification Specialist" and a 4-fabrication/1-mechanic kit with bonuses "Generators" and "Turrets and Drones". I've seen a green engineering kit with a [Turret] modifier, so I'm pretty sure these bonuses exist. Also, given the diminishing returns on damage resistance and the high resistance ratings of high-level armors, a bonus to "Combat Armor" isn't very good.
It's true as of the current Tribble build, but as borticus said:
Combat armor affects all armor modifiers. It isn't limited to damage resistance rating. It is a lot more useful than you might think.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
I didn't know that. Is this another case of incomplete tooltips? The table below indicates that "Combat Armor" affects the damage, crit chance, and crit severity bonuses on some armors. Is there anything else I'm missing?
https://docs.google.com/spreadsheet/pub?key=0AvHpItltzD98dERrXy1ONDVBNjN3SUJQUzU4cVRkTEE&single=true&gid=0&output=html
Max hit points, health regeneration, shield regeneration, willpower bonuses, damage bonuses, and any other armor related stat outside of the special procs.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Thanks. They should really clarify the tooltip for "Combat Armor". The wording gives the impression that it affects only damage resistance, though it doesn't actually say that.
I investigated both Spire and Embassy Kits thoroughly and a 3/2 kit won't help me at all.
And there was the additional factor that in order to get a decent Mk XII kit you need T3 in the relevant field.
My Starfleet live server Fleet is only T2 in those categories.
My KDF live server fleet hasn't even advanced that far!
All of the above reasons are why I'm disregarding Fleet Kits as a solution to the module problem at this point in time.
Bees like honey, they don't like vinegar.
Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad