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Official Discussion Thread: Season 9.5 Crafting Update

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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2014
    That's kind of a pleasant surprise.

    someone log in and post what the new set bonuses are, since the old 2 and 3 part are now built in to the engine and shield
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited July 2014
    FAW cool down duration and that beam trait are still incompatible, you will never get more then 1 stack. on the other hand cloakers can charge up BO damage in an exploity way, by cycling it 3 times wile cloaked before attacking.
    You can't cycle BO any faster than FAW or Subsystem Targeting.

    You hit BO, use BO, it's 15s before you can hit BO again. Same as with any of the Weapon Abilities.

    This suggests that additional stacks also overwrites the timer for the first stack - otherwise, nobody could get past 2 stacks to 3 stacks.

    Ability #1...20s duration, 15s later Ability #2. 5s left on that first stack, 20s on the 2nd stack or 20s on both stacks? Without it being 20s on both stacks, you could never get to the third stack.

    You can cycle both Beam Overload and Subsystem Targeting faster than Fire at Will. Fire at Will has a 15s/20s global/duplicate power cooldown, rather than the 15s/15s that every other attack modifier power has. Thus, you can't build more than one stack if you are cycling FAW, since the you have to wait until the 20s duplicate ability cooldown expires before activating it the next time... unless the
    •Beams: •[Over] – This mod gives all of its weapons’ attacks a small chance to trigger a free Beam Overload for the next beam weapon that fires.
    counts towards the
    •Beams ◦On activating Beam skill, gain 2% Beam damage for 20 sec. Stacks x3.
    activation count. Then again, if that [Over] drains and performs as an unranked Beam Overload I (like the Science Vessel Subsystem Targeting attacks), you're likely to end up losing DPS rather than gaining it when using that [Mod]. Does "free" refer to drain, global/duplicate cooldowns, the bridge officer power slot, etc.?

    We need more information, but the Trait only looks useful as dontdrunk suggested: sit around cloaked, hit BO III, 15s, hit BO I, 15s, hit BO III, decloak and discharge buffed BO III at target. Or as a buff to Science Vessels/Science-y Carriers, that can cycle the 4 free Subsystem Targeting attacks, now that I think about it...
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    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • tucana66tucana66 Member Posts: 710 Arc User
    edited July 2014
    kirimuffin wrote: »
    Also, will our old Aegis equipment be automatically upgraded, or will we have to just craft our Aegis sets all over again?
    The old set is automatically updated to the new stats. Functionally it's identical to the newly crafted stuff (although it isn't Ultrarare).

    I am doing the happiness dance here! Thank you! That is terrific news to hear.
  • tucana66tucana66 Member Posts: 710 Arc User
    edited July 2014
    Question for the devs:
    When Season 9.5 goes live on Holodeck, what happens if our character's location is Memory Alpha interior map or Memory Alpha exterior map (orbiting Memory Alpha)?

    Are we supposed to evacuate our toons before S9.5 drops?

    I'm curious where we're relocated to, if our character resides within either of those maps.
  • johngazmanjohngazman Member Posts: 2,826 Arc User
    edited July 2014
    The old set is automatically updated to the new stats. Functionally it's identical to the newly crafted stuff (although it isn't Ultrarare).

    Thanks for the clarification Hawk.

    Time to grind my buttcheeks off getting Aegis sets for my toons that don't yet have it!
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  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited July 2014
    Well, I think I can summarize all my issues with the "new crafting" system in this statement:

    It is nothing more than a heavily montiezed, heavily grindy random loot store on a reputation timer.

    The mechanics are there, the issues have been clearly posted, the problems with the numbers are present. I do fear there will be no movement toward resolving those issues and this system will go live as is. I honestly would rather have the old system back where at least I knew I was "crafting" exactly what I wanted.
  • maxprangemaxprange Member Posts: 65 Arc User
    edited July 2014
    I dont like this at all. What this is is making everything we have useless.

    Galor beams, now useless to 360.
    Dual heavy cannons, nowo useless.

    then the power creep that i thought was aimed to get rid of with the reputation nerf.

    What +25% critical chance with science powers? my vaper has 25% already so thats (25+25+what ever alpha gives) i guess getting a critical almost every shot i do is just how the game is going now.

    Then the torpedoes get shield penetration, whats with this i thought the torpedoes were DESIGNED to not do shield penetrating damage (transphasics are an exception).

    All of this just seems a bit bogus to me, kill something to nerf a power creep then bring it back but much worse... this just doesnt seem right. Ill enjoy my nearly unkillable pvp tank now before the game gets more out of control than it is already.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    You can cycle both Beam Overload and Subsystem Targeting faster than Fire at Will. Fire at Will has a 15s/20s global/duplicate power cooldown, rather than the 15s/15s that every other attack modifier power has. Thus, you can't build more than one stack if you are cycling FAW, since the you have to wait until the 20s duplicate ability cooldown expires before activating it the next time.

    Yep, my bad on that - I had thought it was 10+5 to get to the 15...not that it was 20 right off the back, so that FAW only had half uptime to begin with (10/20)...

    ...but that goes back to what Hawk said in his reply as well as what he had said previously. They're expecting folks to do some "turning" - basically work different Beam Abilities into the mix to get it.

    So yeah, if you're running 2x FAW as opposed to Beam DOFFs or AtB...you're going to have to work another Beam ability into the mix.
    We need more information, but the Trait only looks useful as dontdrunk suggested: sit around cloaked, hit BO III, 15s, hit BO I, 15s, hit BO III, decloak and discharge buffed BO III at target. Or as a buff to Science Vessels/Science-y Carriers, that can cycle the 4 free Subsystem Targeting attacks, now that I think about it...

    FAW, BtX, FAW, BtX, FAW, BtX...etc, etc, etc.

    I'm curious about the FAW 20s instead of it being 10+5 to get 15...that 10 up 10 down is definitely odd.
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited July 2014
    someone log in and post what the new set bonuses are, since the old 2 and 3 part are now built in to the engine and shield

    Oh fine...
    Set 2: Energy Negation
    Negates all damage for .1 sec once every 30 seconds


    Set 3: Energy Feedback Conductor
    (10 max)
    Targets Self
    2 min Recharge

    +100 Energy Damage Resistance
    Reduces Damage to Shields by 30%
    When hit by Energy Damage: +2% Bonus Energy Damage. Effect can apply once per sec, max 10 stacks.


    *The duration of the power is 10 secs, and the stacks last for 10 secs from the time it last proc'd; this gives you a maximum duration of 20 secs assuming you get shot immediately before the power duration expires. Also, there is a text error under the Powers list, where the ability's description is that of Feedback Pulse rather than Energy Feedback Conductor, though the power's stats are correct.

    As a side note, my updated Aegis Covariant Shield Array seems to have actually lost the "chance to increase the user’s resistance to that damage type, stacking up to 5 times" mentioned in the Dev Blog, at least in the item description... I'll go get shot at and see what happens.
    So yeah, if you're running 2x FAW as opposed to Beam DOFFs or AtB...you're going to have to work another Beam ability into the mix.

    FAW, BtX, FAW, BtX, FAW, BtX...etc, etc, etc.

    Yeah, that was basically the answer given by one of the devs elsewhere... though I'm not sure the +6% damage is worth shifting FAW from 20s to 30s and giving up a Trait slot to boot. Beam Overload drains very heavily indeed on an actual beam boat, and Subsystem Targeting isn't exactly a high-performance ability for general use (it's more of a strategic move than something to cycle just to maintain uptime). That would require parsing by someone inclined to do so, and of course a character on Tribble that capped their Beams Crafting School. Not I sir, not I. :P
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited July 2014
    someone log in and post what the new set bonuses are, since the old 2 and 3 part are now built in to the engine and shield

    http://s209.photobucket.com/user/ghostbirdofprey/media/STO%20Season%2095/8ae83d11-979e-48aa-9a47-81c6bd93879b.png.html
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited July 2014
    Oh fine...



    As a side note, my updated Aegis Covariant Shield Array seems to have actually lost the "chance to increase the user’s resistance to that damage type, stacking up to 5 times" mentioned in the Dev Blog, at least in the item description... I'll go get shot at and see what happens.

    I just tested mine, and it seems to be functioning just the same as it always did.
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited July 2014
    I just tested mine, and it seems to be functioning just the same as it always did.

    I notice the one you linked further along in your images was an Aegis Covariant Shield Array Mk XII rather than an Aegis Covariant Shield Array like the one I carried over. Was the one you tested crafted in the new system or was it a preexisting one you already had that got updated?
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited July 2014
    cers001 wrote: »
    TRIBBLE tr-116?
    Thought they couldn't release it game wide cause it would TRIBBLE the game up too much - oh another lie from cryptic

    This is the TR-116B, not the preorder TR-116A. The difference? The craftable one requires line of sight, making it still inferior to the preorder one.

    I'm fine with that as the shield penetration should still make it useful against the Borg etc.
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    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • authuriousauthurious Member Posts: 68 Arc User
    edited July 2014
    So will we be able to control the mods on the items we craft?

    Will we be able to change or apply new mods to our existing rep, crafted, fleet gear?

    Can we modify and change the core items / base stats of existing ground armor and weapons, sets etc?
  • sistericsisteric Member Posts: 768 Arc User
    edited July 2014
    So I finished my blog on what I think that the new system is and where they are trying to go with it.
    http://zombeeman.blogspot.com/
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  • jarodroto123jarodroto123 Member Posts: 1,337 Arc User
    edited July 2014
    authurious wrote: »
    So will we be able to control the mods on the items we craft?

    Will we be able to change or apply new mods to our existing rep, crafted, fleet gear?

    Can we modify and change the core items / base stats of existing ground armor and weapons, sets etc?

    We cant modify base stats, but when the second part of the revamp hits (ex2 at the lastest) we will be able to change mods, as well as upgrade rep and other set gear to ultra rare/gold quality, which adds a random mod that you can change
  • bignutterbignutter Member Posts: 125 Arc User
    edited July 2014
    tucana66 wrote: »
    Question for the devs:
    When Season 9.5 goes live on Holodeck, what happens if our character's location is Memory Alpha interior map or Memory Alpha exterior map (orbiting Memory Alpha)?

    Are we supposed to evacuate our toons before S9.5 drops?

    I'm curious where we're relocated to, if our character resides within either of those maps.
    I will assume that you'll will Automatic Warp/Beam out if you're in Memory Alpha when the patch hits.

    I was hanging around with the Reddit Guys by the Old ESD Fountain, just before the sever was shut down for New ESD inside.

    I heard that Memory Alpha is in Foundry and you can make stories there, so the map isn't Deleted. Also The old ESD and the Older ESD is in there.
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited July 2014
    When I seen the latest blog with those item stats. All I can think of is that we traded one powercreep for a new power creep. :(


    Anyhow, a suggestion was made by Elijah on Priority One, that it be nice if the system is account than per character. Which will help people who have multiple characters and have to do all that grinding to Level 15 for each and everyone of them.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    When I seen the latest blog with those item stats. All I can think of is that we traded one powercreep for a new power creep. :(

    Traits that share space with Personal Traits...?
    Unique Items...?
    Random Mods...?

    There's always going to be some level of power creep taking place. But all of these are limited. It's what was missing about the Reputation System - it wasn't limited. The Rep now matches up with the rest of the game...just like the Crafting does.
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited July 2014
    I notice the one you linked further along in your images was an Aegis Covariant Shield Array Mk XII rather than an Aegis Covariant Shield Array like the one I carried over. Was the one you tested crafted in the new system or was it a preexisting one you already had that got updated?

    I tested the set I already had from way back whenever.
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited July 2014
    We cant modify base stats, but when the second part of the revamp hits (ex2 at the lastest) we will be able to change mods, as well as upgrade rep and other set gear to ultra rare/gold quality, which adds a random mod that you can change

    Honestly, it's that stuff that was talked about for the expansion that I am really interested in. I do like the new unique items somewhat and the Aegis rework, but the craft random drops is thing is not so hot.

    I'd much rather they hold off the entirety of the crafting system and make it good than to launch a half baked patch with promises.
  • digby1957digby1957 Member Posts: 48 Arc User
    edited July 2014
    Junk the poor attempt at a crafting revamp and go over to Dark Age of Camelot and learn from their crafting system then come back and try again.....just saying :P
  • azerdracoazerdraco Member Posts: 104 Arc User
    edited July 2014
    digby1957 wrote: »
    Junk the poor attempt at a crafting revamp and go over to Dark Age of Camelot and learn from their crafting system then come back and try again.....just saying :P

    Could not agree more. All that this "revamp" is is a rehash of a failed system.

    TO ADJUDICATORHAWK and the rest of the devs working on this crafting system,

    Please junk the pathetic "fixed item crafting" that has plagued STO forever.

    The crafting system SHOULD be completely modular. Utilize the Doff system for creating schematics and individual "generic parts", then utilize those in separate crafting missions to create items.

    The way that it SHOULD work is to have the player create a base common item, then add "tags" or "mods" to that item. This allows players to create gear that is in demand, as well as what they actually want to use.

    It saves your dev team a lot of time as well, since all you have to code is the missions and "tag selection interface". New tags are easy to add, as you simply add them to the interface. There is no extra work in creating menus or items, unless the crafter can get bonuses on the numerical variables of his items.

    Unique items then feel much more special, as they are the ones that actually get their own mission to create.

    With this style of crafting system, you will have a system that can be updated at any time by simply adding tags to the system and linking the appropriate item as the reward.

    With the system designed as per the news post, it will be obsolete as quickly as the original crafting system was.

    Please, if you want to actually IMPROVE something, take this advice and make a crafting system that can be updated regularly, rather than a simple rehash of the same crafting system.
  • zaalbarzaalbar Member Posts: 35 Arc User
    edited July 2014
    Any chance of seeing blue phasers in the crafting system? I want to try out a few of those weapons on my Kumari but the standard orange doesn't look as good alongside my Andorian cannons.
  • farmallmfarmallm Member Posts: 4,630 Arc User
    edited July 2014
    So far it sounds good. So now I'm more likely to try crafting on at least one character. I still want to see what all it offers. Before I put time into it.
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  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited July 2014
    When I seen the latest blog with those item stats. All I can think of is that we traded one powercreep for a new power creep. :(


    Anyhow, a suggestion was made by Elijah on Priority One, that it be nice if the system is account than per character. Which will help people who have multiple characters and have to do all that grinding to Level 15 for each and everyone of them.
    That would certainly help.
    azerdraco wrote: »
    Could not agree more. All that this "revamp" is is a rehash of a failed system.

    TO ADJUDICATORHAWK and the rest of the devs working on this crafting system,

    Please junk the pathetic "fixed item crafting" that has plagued STO forever.

    The crafting system SHOULD be completely modular. Utilize the Doff system for creating schematics and individual "generic parts", then utilize those in separate crafting missions to create items.

    The way that it SHOULD work is to have the player create a base common item, then add "tags" or "mods" to that item. This allows players to create gear that is in demand, as well as what they actually want to use.

    It saves your dev team a lot of time as well, since all you have to code is the missions and "tag selection interface". New tags are easy to add, as you simply add them to the interface. There is no extra work in creating menus or items, unless the crafter can get bonuses on the numerical variables of his items.

    Unique items then feel much more special, as they are the ones that actually get their own mission to create.

    With this style of crafting system, you will have a system that can be updated at any time by simply adding tags to the system and linking the appropriate item as the reward.

    With the system designed as per the news post, it will be obsolete as quickly as the original crafting system was.

    Please, if you want to actually IMPROVE something, take this advice and make a crafting system that can be updated regularly, rather than a simple rehash of the same crafting system.

    I am forced to agree, going fully modular is the way to go and even the one most supported by the game's back story. We have modular starships but not modular equipment?

    It is the perfect boundary between Rep gear and dropped gear vs crafted gear. With crafted gear you get custom gear just how you want it. It's perfect and it's logical.

    The crafting system shouldn't launch without this, though we don't know what business motivations you guys have over you.
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    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    edited July 2014
    Q wrote: »
    Forum Thread Sweep Commencing,

    Activate Baryon Sweep.

    Warning, all bio-organic material will be eliminated. Please heed necessary Starfleet regulations regarding evacuation of your ship before the sweep begins.

    Initializing Sweep.


    I finally figured out what your post means.

    Thread prunage.

    Deleted one of mine, moved 3 others of mine to a different thread.
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  • hawkyenarasumashawkyenarasumas Member Posts: 35 Arc User
    edited July 2014
    digby1957 wrote: »
    Junk the poor attempt at a crafting revamp and go over to Dark Age of Camelot and learn from their crafting system then come back and try again.....just saying :P

    A million times this. It was Dark Age of Camelot's amazing crafting system that got me hooked on crafting. To this day I have never seen a better crafting system.

    It's been twelve years.

    Seriously, if there's one thing that should have at least equal variety and customization (not to mention address the half-dozen other issues), it's the R&D of Star Trek.

    P.S. - This forum censors Dark Age's abbreviation? Really?
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  • drbiteydrbitey Member Posts: 57 Arc User
    edited July 2014
    So can we craft for our other characters?, can we craft for our fleet? can we aquire all crafting mats (ALL) and crucial items for making the best equipment without spending zen or is this not a f2p model for crafting?

    this game is well known for being the best f2p game out there... will this continue?

    is this crafting a copy from neverwinter? they have massive zen/astral crystals(dilithium) issues there. will this eventually become an issue for our game having parts of a very broken economy added to ours?

    will (providing i can craft for others in need) the items cost dil? can i offer a garunteed item to my customer? or do i pass out all my crafting mats to level everyones alts? (doesnt sound like fun)
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited July 2014
    I tested the set I already had from way back whenever.

    Actually, after logging in again... this time the Aegis Shield did in fact have the Reactive Shielding text and its ability to increase your Damage Resistance. Strange, but at least that's better now. The Energy Feedback Conductor in the Powers menu did still show the icon and description text for Feedback Pulse with the stats of Energy Feedback Conductor, though. Eh, a just another text error, not something mechanically broken.

    Thanks for the response :)

    I also updated the notes on the duration of Energy Feedback Conductor and its stacks in the original post describing the Aegis set bonuses, for those interested.
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
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