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Official Discussion Thread: Season 9.5 Crafting Update

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    adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited June 2014
    dpglerch wrote: »
    A couple questions

    1.) Will there be a way to convert the old system into new (think I got 4 toons capped+) would hate having to start from scratch(Have a lot of time invested into it).

    Not convert, but we're working on a couple bonuses for players who maxed the old system. To be fair, the old system actually took relatively little time to max out.
    2.) Would this be a viable candidate for the gateway app?

    We're hoping so! The way we set it up makes it a contender.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
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    adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited June 2014
    Oh god, this so much. You don't have to spend an ounce of dilithium, just save your EC and sell crafted equipment and buy VR components on the exchange. Easy as that.

    Ding ding ding!

    The system isn't designed to be a "personal progression" system like Reputations - it's intended to facilitate trade and commerce between players who enjoy that type of gameplay. It's possible to use it as a personal progression system, but it won't be as efficient at that as Rep would be.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
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    vengefuldjinnvengefuldjinn Member Posts: 1,520 Arc User
    edited June 2014
    can we craft some of the more exotic beams?

    Like Fluidic antiproton, or destabilizing this or that, or SPIRAL WAVE DISRUPTOR CANONS and TURRETS?
    tumblr_o2aau3b7nh1rkvl19o1_400.gif








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    walshicuswalshicus Member Posts: 1,314 Arc User
    edited June 2014
    Not convert, but we're working on a couple bonuses for players who maxed the old system. To be fair, the old system actually took relatively little time to max out.



    We're hoping so! The way we set it up makes it a contender.

    Didn't Geko say in the latest Priority One that there wouldn't be any form of reward for people who maxed the old system?
    http://mmo-economics.com - analysing the economic interactions in MMOs.
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    where2r1where2r1 Member Posts: 6,054 Arc User
    edited June 2014
    OK...never done crafting in an MMO game before, so I am clueless about all this stuff everyone else is arguing here.

    What I want to know is: Are these crafted items locked to factions??? If I invest my time leveling one of my KDF Captain in crafting, is she going to be able to "craft" items I can send over to my Fed Alts and Rom Alts??
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
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    sfc#5932 sfc Member Posts: 992 Bug Hunter
    edited June 2014
    Wouldn't it smarter to give new players tutorials either wiki pages or videos to help them. So Cryptic takes one of the aspects of the game that makes it Star Trek.

    To dish out half TRIBBLE Windows 8 metro interface aka revamp crafting system with a half TRIBBLE user interface. Bleeding dilithium down with a time and money gate system.

    Just to put it nicely.
    Do you have any ideas on how to "fix" the crafting UI that is currently without polish and is unfinished? If not, please contribute constructive feedback that will seriously help the Devs really understand what you want. Like Smirk said on Friday Livestream, constructive feedback is noticed by devs, complaining and insulting the devs will not get you anywhere.
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    farmallmfarmallm Member Posts: 4,630 Arc User
    edited June 2014
    where2r1 wrote: »
    OK...never done crafting in an MMO game before, so I am clueless about all this stuff everyone else is arguing here.

    What I want to know is: Are these crafted items locked to factions??? If I invest my time leveling one of my KDF Captain in crafting, is she going to be able to "craft" items I can send over to my Fed Alts and Rom Alts??

    It can be done that way. The old system STO has. Feds made stuff the KDF couldn't. So I can see it going this route for the Fed/KDF/Romulan sides. You should be able to send stuff to your other characters as long they don't make it bind soon as you made it. Where I have saw that before on other games. But only certain items.
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    millybunmillybun Member Posts: 232 Arc User
    edited June 2014
    That's really not why. I've seen this conspiratorial thought creep up in just about every post on materials. They're removed because they drastically lower the quality of the game for new players who encounter them without knowing "Oh, those missions are 'special'" - and because they drastically increase the game's install size for new players, which prevents hundreds of players each month from even trying out the game in the first place.


    While the reason is understandable, it's a case of removing a chunk of the game that may or may not be useful for basically another menu, akin to replacing actual "physical" locations in the game with a list of queues.

    I can't think of any reason why this would be a good thing except for that initial player experience (it was actually a magical moment for me till I understood more of how it worked all those years ago, but still). Sure, they'll be removed and new players won't see all the bugs and silliness that goes on in Star Cluster missions (which I wish were fixed and updated instead of removed), but it also removes our closest form of real Star Trek "exploration" in STO.

    There's really only so many times I want to log in, sit in ESD (or other faction equivalents) and queue up one fifteen-minute run after another before desiring to do something else, go somewhere else. I liked Star Cluster-related missions and assignments because it required me to check out something different. I enjoyed the First Contact assignments because they were unique to the game and required a little trivia knowledge, which I thought was cool, despite falling by the wayside for DOffing.

    Now it's going away with no replacement in sight, except for DOffing it.

    If the intended replacement is going to be queuing exploration missions while sitting in ESD, or sitting in sector space filling up DOff assignments, then we may as well take out the rest of the locations and sights in the game in favor of menus. That'll be a smaller install too for new players. >_>



    Disclaimer: I like the DOff stuff as it is on live currently, not complaining about it specifically, also I generally appreciate and like the work done on STO, I just feel this is growing into a problem where there's going to be less MMO and more menu hopping.
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    aloishammeraloishammer Member Posts: 3,294 Arc User
    edited June 2014
    Geko stated in the recent episode of Priority One that crafting specific items with modifiers will come in the future, just not with 9.5.

    Not to worry, because Cryptic never promised something "later" then failed to deliver, right?

    Oh, [censored]. :eek:
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    venkouvenkou Member Posts: 0 Arc User
    edited June 2014
    That's really not why. I've seen this conspiratorial thought creep up in just about every post on materials. They're removed because they drastically lower the quality of the game for new players who encounter them without knowing "Oh, those missions are 'special'" - and because they drastically increase the game's install size for new players, which prevents hundreds of players each month from even trying out the game in the first place.

    Wouldn't it smarter to give new players tutorials either stowiki, wiki, star trek version of lcars, star trek online youtube, videos , and any other socila media to help them. So Cryptic takes one of the aspects of the game that makes it Star Trek or seems like Star Trek away FOREVER.

    To dish out half TRIBBLE Windows 8 metro interface aka revamp crafting system with a half TRIBBLE user interface thats not fully informative. Bleeding dilithium down with a time and money gate system. I forgot to mention. It being very un-Star Trek like with the dilithium requirements. Isn't dilithium fuel anyway.

    Just to put it nicely.
    When a system is not intuitive to new players, the first thing I would do is to make it intuitive. Removing an entire system due to a minor dilemma is illogical. I would have used the first few missions to introduce new players to the crafting system.

    Removing exploration from a 'Star Trek' game is similar to removing the franchise's heart.
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    icegavelicegavel Member Posts: 991 Arc User
    edited June 2014
    The system isn't designed to be a "personal progression" system like Reputations - it's intended to facilitate trade and commerce between players who enjoy that type of gameplay. It's possible to use it as a personal progression system, but it won't be as efficient at that as Rep would be.

    See... I'm a big advocate of Crafting. And... you just said that you designed Crafting to be the opposite of what I advocate it for: The ability to make your own gear far more self-sufficiently without vendors and markets being as important. I want to be able to gear a ship without interacting with an NPC or a player.
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    where2r1where2r1 Member Posts: 6,054 Arc User
    edited June 2014
    farmallm wrote: »
    It can be done that way. The old system STO has. Feds made stuff the KDF couldn't. So I can see it going this route for the Fed/KDF/Romulan sides. You should be able to send stuff to your other characters as long they don't make it bind soon as you made it. Where I have saw that before on other games. But only certain items.

    How else is someone going to use this system, except to gear up Alts?
    I don't mind spending dilithium on Alts....why spend my dilithium to sell an item for EC in the Exchange?

    It makes more sense for me to craft items for my Alts that I don't play with very often so they have some nice things, eventually. Basically, transfer some of the windfall on characters I do play over to the ones I don't.

    I do not mind this crafting at all, if the items crafted is not locked to a faction.

    But I see where someone quoted adjudicatorhawk that all crafted gear will be trade able.
    So, that pretty much answers my question.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    edited June 2014
    Hunh.... page 9 and this hasn't been mentioned?
    You can unlock titles and trait choices by earning levels in each crafting school
    TRAIT?!?!?!!

    the rest of the blog was semi-informative, but boring. THIS??? This caught my attention....
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited June 2014
    where2r1 wrote: »
    I do not mind this crafting at all, if the items crafted is not locked to a faction.

    They're not locked to any faction :)
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
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    gestafalusgestafalus Member Posts: 1 Arc User
    edited June 2014
    Crafting in games is fun. It gives you something to do with all the stuff that is dropped by the mob and it makes it seem a little like doing something productive with your time. as long as it isn't any worse of a grind than everything else...it can be fun and even profitable. So, I 'm glad to see some things finally changing toward something that is worthwhile and more fun.
    I am just wondering if there is any possibility of there being a way to make recycling into something that is functional. I mean I don't mind grinding down a mk X plasma rifle that is bound to player for 3k energy credits because i don't need it. But it would be nice to have the option to grind it into say raw material for crafting or maybe take some of the items apart into basic building blocks for another item. 4 example grinding down the rifle i could get a few dil cry and few alien arti or just some more dil instead. ESP on all those white items that in most games are just called vendor trash. In another game everything could be ground down to raw material of some sort.
    And with the replicator it would make inventory management agreeable in mission. What i see is pc just leaving stuff all over the map because nobody gives a care about crafting
    cept me(and probably a billion others) but anyways just throwing it out there:cool:
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    possiblyboredpossiblybored Member Posts: 30 Arc User
    edited June 2014
    I'd like to know more about the process for acquiring materials now that the exploration clusters are (sadly) going away. As someone who crafts often, and as part of a fleet that will craft items to help newer players, I'm concerned that the new system won't allow me to procure the materials I need in a timely manner.

    My favorite thing about the exploration clusters was having dedicated spots to go simply to acquire lots of crafting materials. I don't mind flying around for an hour scanning anomalies to gain the materials I want. In fact, I enjoy that.

    I understand that duty officer missions and PvE queues will give crafting materials, but I would definitely like to see a way for crafting players to acquire the materials they need in a more consistent, faster manner. Perhaps the scanning mini-game can be added to the cluster spot in the new maps?

    It would be inefficient to coordinate crafting in our fleet if we are dependent on running endless PvE queues or repeat episodes just to gain a few crafting materials at a time.

    I can definitely see the point of those who claim that spending dilithium on an uncertain outcome is risky at best, especially when fleet/reputation stores do not carry this risk.

    Honestly, I kind of like the difficulty of the new crafting system. I don't want to blast through it in a couple of days. I want it to be something I work on from time to time. It really lends itself to organized fleets where people can work together to master different crafting schools (solo players might be disadvantaged here).

    It's not perfect, but I think it's an improvement. Keep working on it.

    And thanks for the hard work! I'm sure that doesn't get said enough. It's appreciated.
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    zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited June 2014
    Here's my 2 cents on the issue of this. The first one was back way before this game went f2p I did the trial and one of the big things because I had mostly played ncsoft games back towards around 10 years ago at this point. Now one game had no crafting and then the other I played it had a similar system to this which was a major kicker of why I dropped it for STO. One of the problems you will encounter is a flood of these blue items and people raging on the fact they will probally get around 1000 or more blue items before they ever get a purple. There should be a limit on this to the point if you get enough blues that *YOU* specifically crafted that you can craft them into a purple of that item.

    Another aspect the exploration thing is not a big deal there are plenty of doffing missions out there and such. As well the KDF has pi canis sorties which at currently all the possible or needed requirements for crafting can be farmed there. Now you've stated that stuff won't be faction specific but part of the reason the KDF got pi canis sorties to begin with is because we didn't have access to farm samples like the fed side did in the beginning so that is how we got our samples. So my question on this matter is the current dev team aware of that issue and being that this latest FE is suppossed to be some kind of conclusion to the war in which for KDF players that is where it has been fought so is there going to be a revamp of pi canis sorties into something to continue getting crafting supplies or even for all factions having something similar in the same process before 9.5 launches? When I read this dev blog where people were complaining about the farming location on that it did make me wonder about pi canis if we were getting an overall because its just as bad or worse as far as outdated content that the exploration areas are.

    So I would love to hear some feedback on how these issues will be addressed especially since a lot of this affects the limited content we have gotten over the years on KDF progression and there is a *HUGE* chance this may TRIBBLE over the KDF altogether if it wasn't thought through before making any decisions behind the scenes I might not know about yet.
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    dareaudareau Member Posts: 2,390 Arc User
    edited June 2014
    On the couple of MMOs I've played, crafting is traditionally a system that's supposed to be highly "community oriented".

    "Crafting geeks", those who do nothing but craft, craft, craft till they get to max in all crafting disciplines (schools in our case), are supposed to be a rare breed that focus on nothing but crafting.

    For the "majority",since it's such a long slog to max, the player's supposed to focus on, say, one or two schools and then either "barter" their goods (you a weapons specalist? I'm a shields specialist, I'll craft you a Mk XII shield of your choice if you hook me up with a Polaron DHC with [AUX] and [ACC]x3...) or exchange (auction house, whatever) them to the masses for EC to feed the crafting habit...

    Now, off in the bowels of Podcast-land, barely noticable to those who read, it's been confirmed that what we've got in crafting right now is an "early alpha level" system - half the projects (kits, etc.) aren't in place - heck, today's tribble patch gave us a handful of new toys. Also, the actual cost numbers aren't in stone, while the shell's up, a lot of the guts aren't. Whether this is a case of "we'll get to it, eventually" like Flanking wound up being, or another in the line of "yeah, we promised it, but it's so unfeasable that we gave up and forgot to tell you" stories - only time will tell...

    One of the guts that definitely sounds promising is a series of higher-end projects that can customize mods of existing gear. Want an [ACC]x4? Start with a fleet-level weapon, run 4 of the "convert mod to [ACC] projects, go to town. Rumor has it that these might be devices that can be sold, so that non-crafters / alts / fleetmates can be given the means of modifying their gear without spending the half-year-ish slog to get to max level crafting (math has a 139 day window with no click-time...) Sadly, this potential won't be seen till S10, not in this fall's X2...

    There is hope, and promise to this system. Now to see it get delivered... :)
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
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    burstorionburstorion Member Posts: 1,750 Arc User
    edited June 2014
    I don't know why they don't do something useful, such as removing the dil cost from unrefined stocks rather than refined

    that way its still a sink, but at the same time stimulates overcap production (ie, more time spent playing) and removes one of the main complaints with the system - I doubt most players (myself included) would mind the current stated costs if it came from our ore and not the refined amount which is stretched so thinly


    Of course the main thing I want to know is what these 'catalysts' will cost and where we will get them as I will not be happy if its a c-store/absurd dil price/lockbox only item thats needed to get anything useful from the system
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    solemkofsolemkof Member Posts: 0 Arc User
    edited June 2014
    Answer me this: HOW ARE WE GOING TO TRANSFER THE DILITHIUM TO THE CRAFTTER??
    With lots of grinding the crafting system on one of your own characters. For every item with dil-costs:
    • spend anywhere between a few days and a few weeks leveling the associated crafting school to level 10
    • (re-)play (again and again ...) whatever mission or pve-queue rewards the very rare crafting materials
    • then use your own dil to craft the very rare components from those materials
    • transfer the components to the crafter, then they can craft the item without using their own dilithium
    Your choice of item will determine which school you'll have to grind to level 10 and which queues you'll have to farm for the materials. You can also spend lots of Dil and Zen to shorten some of that grind:
    • you can instant-complete crafting assignments by paying refined dil (with current numbers on the testserver, time-skipping all the way to level 10 in one school would cost no less than a high 5-digit number of refined dil)
    • you can buy R&D-packs in the C-store which will probably give you a random selection of materials
    • rumour has it the next lockbox might drop an xp-boost to speed up your progression in crafting
    Players can also trade their crafting materials and components on the exchange, and because of all the grind and dil-costs the very rare ones will likely be traded for millions or tens of millions of EC.
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    seannewboyseannewboy Member Posts: 667 Arc User
    edited June 2014
    so spend dil to get doffs, spend dil to get components, all for chance to get something? Is that what im seeing?
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    lordosirislordosiris Member Posts: 5 Arc User
    edited June 2014
    Do we get to keep our old crafting points? I mean this is the second time the chance the crafting system, last time I had to start over, what about this time?
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    admrenlarreckadmrenlarreck Member Posts: 2,041 Arc User
    edited June 2014
    lordosiris wrote: »
    Do we get to keep our old crafting points? I mean this is the second time the chance the crafting system, last time I had to start over, what about this time?

    Devs have stated that we might get a headstart, but its still a start from scratch thing.
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    toivatoiva Member Posts: 3,276 Arc User
    edited June 2014
    That's really not why. I've seen this conspiratorial thought creep up in just about every post on materials. They're removed because they drastically lower the quality of the game for new players who encounter them without knowing "Oh, those missions are 'special'" - and because they drastically increase the game's install size for new players, which prevents hundreds of players each month from even trying out the game in the first place.

    That explains why the little exploration missions were axed. Not why the clusters themselves were with their own anomalies and Doff assignements (available on DHs and so on bridges).
    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.
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    orangeitisorangeitis Member Posts: 5,222 Arc User
    edited June 2014
    I doubt any of the developers play the game recreationally. I doubt they are Star Trek fans.
    Why do people doubt this when it's stated repeatedly that they are?

    How hard is it to believe that? It's... it just boggles the mind.
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    miroexinmiroexin Member Posts: 43 Arc User
    edited June 2014
    seannewboy wrote: »
    so spend dil to get doffs, spend dil to get components, all for chance to get something? Is that what im seeing?

    Yes it is :(
    After 21 crafting assignments and burning 1575 dil to bypass 2h building time to build MK II dual cannon I got:
    0, yes zero very rare AP MK II dual canons
    p.s. I will execute my rare Jam’hadar who is serving under me for 1,5 years for incompetence it’s just a MK II dual canon, he is Energy Weapons Officer not a Doctor.
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    havamhavam Member Posts: 1,735 Arc User
    edited June 2014
    Ding ding ding!

    The system isn't designed to be a "personal progression" system like Reputations - it's intended to facilitate trade and commerce between players who enjoy that type of gameplay. It's possible to use it as a personal progression system, but it won't be as efficient at that as Rep would be.

    Hawk the ratio is just way off. Mission rewards and random drops for playing the exchange, make great toys for satisfying the inner ferengi. But the investment needed to reliably produce desirable VR Mk XII (or Mk X for that matter) through crafting is in no correlation when comparing the availability of random drops through regular missions. Let alone foundry stuff.

    The only people benefiting from crafting are those flying Fleet or rep store items, throwing everything crafting related they get straight onto the exchange. The system rewards non-crafters more then crafters. The idea that it pays of to become a crafter is, in the current iteration on tribble, ludicrous. The time and resources are much better spend straight on the exchange.

    We need an incentive to craft to even get to the point that we want to trade and form alliance of the sort where I max our shield school and you max our beams, and then we trade. Otherwise it will be a market where vets with plenty of resources prey on the newbs, who expect crafting to be something it really is not.

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    orangeitisorangeitis Member Posts: 5,222 Arc User
    edited June 2014
    Ding ding ding!

    The system isn't designed to be a "personal progression" system like Reputations - it's intended to facilitate trade and commerce between players who enjoy that type of gameplay. It's possible to use it as a personal progression system, but it won't be as efficient at that as Rep would be.
    I sure hope that crafting mats don't replace random drops. Here's why: https://www.youtube.com/watch?v=QxfkWZPAUg4

    Watch the whole thing. Or get a relevant dev/coworker to.
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