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Official Discussion Thread: Season 9.5 Crafting Update

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  • odyssey47odyssey47 Member Posts: 524 Arc User
    edited July 2014
    Please don't add kinetic damage resistance to shields. Torpedoes are already worthless against shielded targets. That's like duct taping kevlar vests to a tank.
  • yoxabgyoxabg Member Posts: 0 Arc User
    edited July 2014
    I read this funny posts, and i can bet that more then helf of you didnt use crafting system long time ago, maybe that is why thay change, if you dont like, dont use it again long time, nothing for you change, only doff system... you guys make me smile alot.... :D
  • thutmosis85thutmosis85 Member Posts: 2,358 Arc User
    edited July 2014
    kasraken wrote:
    After 3450 hours (just under 144 days) and a minimum of 103,500 materials (3450 hourly projects consisting of 6 components per item with each component requiring 5 materials) you have mastered your first school.

    Congratulations!

    Well look on the bright side, that's something to tell your grandkids ... assuming "regular Joe" can only log in once or twice a day it'll take only ~ 4-9 years to master one school ...

    -> just imagined myself as an old man : "Kids !!! after 63 years I finally did it ... !!!" ... "What Grandpa ?" ... "I'm an STO Master Crafter now !!"
    Patch Notes : Resolved an Issue, where people would accidently experience Fun.
  • sythkainynsythkainyn Member Posts: 39 Arc User
    edited July 2014
    yoxabg wrote: »
    I read this funny posts, and i can bet that more then helf of you didnt use crafting system long time ago, maybe that is why thay change, if you dont like, dont use it again long time, nothing for you change, only doff system... you guys make me smile alot.... :D

    Actually, I did (and still sort of do until it changes to the 'new' one) use the crafting system some. It has some good armors, personal shields and a small number of ship items worth crafting for alts or friends that are still climbing the rank chain (sure it's a very fast rank chain that can be done in a week or less if you really try...) but you have to be a gambler at best to ever waste energy credits, much less dilithium on a random item. And that's overlooking the grind level up system and what (from some of the craft posts) come out to far more resources being poured IN to the crafting system then the 'old' one to level it up and the need for specific doffs to make an item.
    It's hard to imagine that anyone other then people who never craft and often sell doffs and craft resources would ever be happy about a system like this.
  • pottsey5gpottsey5g Member Posts: 4,238 Arc User
    edited July 2014
    If Energy Negation works like the borg set one it’s pretty much useless. Half the time it triggers for a second when you take no damage so it’s wasted. When it does trigger its completely unnoticeable as the buff duration is so short. The buff is so small and so short that you cannot even notice it in testing. Will the two stack? What happens if you have both the Borg one and Energy Negation fitted?

    If 99% for 2 seconds is pretty much useless and unnoticeable how are players going to benefit from 1 second?
  • thlaylierahthlaylierah Member Posts: 2,985 Arc User
    edited July 2014
    Owners of the current TR116 Rifle should have them upgraded automatically to the TR116B or you are entirely missing the point behind these unique items and the entire system is a FAIL from the start.

    Same goes for the AEGIS systems that people already own.
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited July 2014
    sythkainyn wrote: »
    It's hard to imagine that anyone other then people who never craft and often sell doffs and craft resources would ever be happy about a system like this.

    Sort of. If the new system isn't worthwhile enough for a decent number of participants, the price for doffs and craft resources is still likely to be driven by the Fleet Holdings rather than by crafters. Personally: I like the old system, but not most of its outputs; I dislike the new system, but like some of its potential outputs. Based on the current balance of system vs. outcomes, I think I'll miss the old one when the new one supplants it. At least we'll still have Defera (Yes, I checked; it will still be based on and advance your General Research Skill unless they mess with that in an upcoming Tribble patch).

    Not sure the post you responded to requires a resonse, though; it was the first post ever by a set of six random letters... meh.
    Owners of the current TR116 Rifle should have them upgraded automatically to the TR116B or you are entirely missing the point behind these unique items and the entire system is a FAIL from the start.

    Same goes for the AEGIS systems that people already own.

    The Rifle is a TR-116B, not the TR-116A you currently have, so probably not; the TR-116B requires LOS, for example. The Aegis set will automatically be upgraded to Very Rare Mk XII stats, though, as already seen on Tribble. If you are doing a fresh Copy to Tribble to check, you may need to log in twice to get it to display properly; it took me a second login, but my character did indeed get the updated stats on his Aegis set.
    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.​​
  • speedofheatspeedofheat Member Posts: 111 Arc User
    edited July 2014
    perhaps a suggestion; is there any merit in offering the abilty to "break down" a research project that did not go well; enabling the crafter to recover the majority of the resources used ... the time would still be lost but...
    y3m-yM6W2jBAA7NpYi95PewTOHD9vSNpFGl3huKvuKsGif7jH9lBSYRtnx-AxOUzQw00u0SrjnMeAt0McFsPmCC2FoawxgX3ZON4Ork7H39MCRYsgBUn0QYSADDqYpB6wB5twq-_jNOp7AdrNeItQjiXChE9kwGvBsqc-vTz7oj3YM?width=660&height=198&cropmode=none
  • scififan78scififan78 Member Posts: 1,383 Arc User
    edited July 2014
    I just don't understand why the beam unique weapon is polaron. Can anyone please answer me that? Personally, I think it should be Phaser for UFP, Disruptor for KDF, and Plasma for RR. It seems we are getting too many polarons these days.
  • mosul33mosul33 Member Posts: 836 Arc User
    edited July 2014
    Dammm, missed the dev blog when it was released. Saw that ppl got responses from devs. Wanted to ask about the ground craftable devices like the Horta pet or the Jem'Hadar nanoenergy cell devices. The new Crafting Update blogs and news dont mention them anywhere.

    Overall, those new consoles, plasma torp and the new aegis set looks nice. Dunno about the [Arc] gear, if it will stay only 1 per ship there will be very limited use of that gear.
  • ridddickxxxridddickxxx Member Posts: 479 Arc User
    edited July 2014
    scififan78 wrote: »
    I just don't understand why the beam unique weapon is polaron. Can anyone please answer me that? Personally, I think it should be Phaser for UFP, Disruptor for KDF, and Plasma for RR. It seems we are getting too many polarons these days.

    You can have any damage version you want, on UI you can select your energy type.
    All 6 versions are there.
    Same goes for wide cannon and wide beam, only the plasma torpedo is unique.
    You cannot equip 2 same versions of energy type, I just dont know can you equip something like 1 phaser and 1 polaron (not like anybody would want to :) )....

    EDIT
    Also cryptic, what is with the traits: beams are already too powerful, how about do the same for cannons, and what happens with the rapid mod, what level is that rapid fire - 1? 2? 3?, and what happens if i already have RF active?
    Does it overwrite my current RF? If it does that is useless since i already have a2b RF3 on most of my escorts.
    2nhfgxf.jpg
  • picard99picard99 Member Posts: 82 Arc User
    edited July 2014
    Nice screenshot :)
  • tilartatilarta Member Posts: 1,801 Arc User
    edited July 2014
    Here are my concerns:

    Firstly, I crafted some Aegis Shields and Deflectors long ago for a future use.
    Are they going to updated to the new version or will they stay as they are?
    I'm going to be happy if the items I invested resources in crafting are rendered substandard by a crafting conversion.

    The Omnidirectional Polaron Beam Array looks nice, it's nice to see that technology adapted for something other then Antiproton.
    Will a Omnidirectional Plasma Beam Array be made available as well?
    I know a player who is really keen to obtain that kind of weapon.

    The TR-116 I regard as a slap in the face.
    Or perhaps a full fist punch in the face.
    I've been waiting for the TR-116A to be upgraded to be level scaling and this is all you did?
    Take away the ability that makes it unique and put it into crafting?
    I'm undecided if I want to craft it, a TR-116 with endgame level DPS is desirable, but I don't know if I want to make the tradeoff of loosing it's special ability.
    Also, I hope they're updating the ingame model, the TR-116 as it is uses the standard phaser rifle model and it looks nothing like that!

    Bees like honey, they don't like vinegar.
    Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad :'(
  • scififan78scififan78 Member Posts: 1,383 Arc User
    edited July 2014
    You can have any damage version you want, on UI you can select your energy type.
    All 6 versions are there.
    Same goes for wide cannon and wide beam, only the plasma torpedo is unique.
    You cannot equip 2 same versions of energy type, I just dont know can you equip something like 1 phaser and 1 polaron (not like anybody would want to :) ).....

    Thanks for that bit of info. Would have been nice if that was included in the blog. :cool:
  • kasrakenkasraken Member Posts: 213 Bug Hunter
    edited July 2014
    perhaps a suggestion; is there any merit in offering the abilty to "break down" a research project that did not go well; enabling the crafter to recover the majority of the resources used ... the time would still be lost but...

    I brought up the same concern and offered a "tethered" solution/proposal here:
    http://sto-forum.perfectworld.com/showthread.php?t=1150141

    Hopefully a Dev will read it.
    MacoShield_zpsus2ux3rw.png
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  • architect13architect13 Member Posts: 1,076 Arc User
    edited July 2014
    Current aegis set being upgraded . . . Dev adhawk responded on one of the other crafting threads
    Have you tried the new forum on your phone?
  • dareaudareau Member Posts: 2,390 Arc User
    edited July 2014
    drbitey wrote: »
    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?

    Word on the street (from podcast) is that outside of the top top end gold type items, all crafting products will be "bind on equip". Therefore, they can be transferred to alts, given to fleeties, sold on exchange, etc. etc.

    Secondly, the projects all require materials (which will be given out via the revamped nodes and as mission rewards), and the subcomponents necessary for high-end projects require dilithium (earned via the traditional systems). Therefore, it will be "truly F2P", however, the DOffs and consumable catalysts used to up the success rates are (initially) gonna be from the C-store, and there will be packs to "relieve" the grind for mats on the C-store too...
    drbitey wrote: »
    this game is well known for being the best f2p game out there... will this continue?

    Yes. However, do keep in mind the Cryptic beliefs of dilithium - they know the 8k/day cap puts significant dampers on what a player can do on a daily basis, which "encourages" the use of the Dil exchange to go "above and beyond" the limitations of the cap. Therefore, at the current prices, a Mk XII part's gonna need 3 days worth of refining to build (current because it is subject to change). I can see someone doing the math, and using their allotment of three characters - all capping out daily, built to crafting 10 in the right school, and the account bank being activated (with a thousand zen ground up through the exchange) - being set up to pop the components of a Mk XII daily...
    drbitey wrote: »
    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?

    I believe it's been said to be "significantly lifted" from NW, however, it's not a 100% port. Also keep in mind, the Dilithium economy, per Cryptic's actions, is "believed" to be fully functional and working within 90% of their intent - when I pressed about Dil at the beginning of the crafting announcements, there are "long term talks underway" about tweaking the income rates/sources of Dil...
    drbitey wrote: »
    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)

    Mk XII and above will cost Dil. I haven't mentioned it yet, do keep in mind that the dil-needing subcomponents can be traded/exchanged, so it doesn't have to be your dilithium that goes into the item. As to guaranteeing, the only guarantee you can give is the "item name". Someone wants a Graviton deflector Mk XII? Or a Wide angle phaser DHC? Aegis shield? That part you can guarantee. Grade of item? That's up to the RNG, however, current beliefs are that the system is gonna be tweaked so that a purple DOff, 2 purple catalysts, and crafting school 20 will result in either blue or purple grade components (the best you can "guarantee" the quality of an item). Mods on item? RNG rules the day here, however, "future plans" are that there's gonna be a method to "exchange" mods on an item in a later release...
    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]
  • chaosgod777chaosgod777 Member Posts: 237 Arc User
    edited July 2014
    I waiting for players to swap out dual beam banks for wide arc heavy cannons. Going see how many players start complaining about over powered players.

    I see more Nerfs coming in Season 10. This crafting system is going be a fail or epic fail.

    If the equipping works like I think it wilfor those it will be limit of one of those per ship no matter the energy type. Not that overpowered. However if, and I have to stress the IF, they are allowed one per type then its clear the devs have no interest in game ballence at that point.

    Also: My perposal for crafting! Keep the interface currently, attach it instead to your status screen, and do away with the doff aspect. take away the "Finish now" button. and make each project take at most 1 minute. Much like the old system your captain would have to stand around to craft the item, moving negates and cancels the project. Items are made from different components much like the new system. Crafted items would be green, blue, purple, and ultaviolet with empty slots much like a kit frame and modifiers could be made and slotted much like a kit module. In this way it binds to the item once inserted and becomes a perminant modifier. Special mods like the ones introduced in the new system could be made only at high tier schools. Components give 100xp or 50xp, twice te ammount on critical. Criting on a creation of an item should award 2 of the produced item. each item created should award 1000xp and 1500xp for crit. Criting on creating an item should also increase rarity by 1 level.

    This way the new system is mostly preserved with aspects people like from the old system. It also gets rid of the annoying randomness aspect and introduces crafting as a viable way to make ec for players, furthering interest in it. You should and could also create a breakdown item for components and breakdown component for raw materials. thats awarde only slight xp say 200 or so and 25-50 or so. There should also be some kind of discovery aspect. something that cam create new items and or types not listed. Also weapon flavors, eg: phaser, disruptor, and all the others to include torpedo flavors should be included and discovery required to craft a flavor weapon, going along the modular idea I mentioned earlier perhaps alternatively add a flavor slot to created weapons thereby creating the dmg type of the weapon. (try telling me you never wanted to try a quantum beam array!).
  • vivenneanthonyvivenneanthony Member Posts: 1,278 Arc User
    edited July 2014
    If the equipping works like I think it wilfor those it will be limit of one of those per ship no matter the energy type. Not that overpowered. However if, and I have to stress the IF, they are allowed one per type then its clear the devs have no interest in game ballence at that point.

    Also: My perposal for crafting! Keep the interface currently, attach it instead to your status screen, and do away with the doff aspect. take away the "Finish now" button. and make each project take at most 1 minute. Much like the old system your captain would have to stand around to craft the item, moving negates and cancels the project. Items are made from different components much like the new system. Crafted items would be green, blue, purple, and ultaviolet with empty slots much like a kit frame and modifiers could be made and slotted much like a kit module. In this way it binds to the item once inserted and becomes a perminant modifier. Special mods like the ones introduced in the new system could be made only at high tier schools. Components give 100xp or 50xp, twice te ammount on critical. Criting on a creation of an item should award 2 of the produced item. each item created should award 1000xp and 1500xp for crit. Criting on creating an item should also increase rarity by 1 level.

    This way the new system is mostly preserved with aspects people like from the old system. It also gets rid of the annoying randomness aspect and introduces crafting as a viable way to make ec for players, furthering interest in it. You should and could also create a breakdown item for components and breakdown component for raw materials. thats awarde only slight xp say 200 or so and 25-50 or so. There should also be some kind of discovery aspect. something that cam create new items and or types not listed. Also weapon flavors, eg: phaser, disruptor, and all the others to include torpedo flavors should be included and discovery required to craft a flavor weapon, going along the modular idea I mentioned earlier perhaps alternatively add a flavor slot to created weapons thereby creating the dmg type of the weapon. (try telling me you never wanted to try a quantum beam array!).

    Sounds nice. We'll see.

    I can picture a ship having.

    1x Heavy Quad Cannons
    2x Dual Heavy Cannons
    1x Heavy Cannons (with ARC)

    1xOmni-directional Beam
    1xBeam Array(Wide Arc)
    1xCutting Beam

    Consoles
    Assimiliated Console
    4x Tactical Consle Very Rare MK XII

    I'm should be enougth to blow up things very very fast.
  • venkouvenkou Member Posts: 0 Arc User
    edited July 2014
    Outside of the Crafting System updates, will Cryptic release any other content?
  • saber1973asaber1973a Member Posts: 1,225 Arc User
    edited July 2014
    Well, i am happy that they (Devs) did something right:
    Character bind on Equip - so it will make sense to train one
    toon on account to do crafting for all chars on account.
    Still, the best crafting system in MMOs that i have seen
    was in Fallen Earth.
    The one here - i will see how will it be in real version
    (not the testing on Tribble).
    But as it looks for now - i don't know if i will
    even bother with crafting.
    The rewards are not looking to be enough as
    it is now...
  • pweistheworstpweistheworst Member Posts: 986 Arc User
    edited July 2014
    What about the current Aegis set items in our inventories?

    If we have the current Aegis items will those automatically be upgraded to the new Mk XII version or do we have to go through the entire training and crafting process just to re-craft slightly better versions of items we've already crafted?
    In the immortal words of Captain Sisko: "It may not be what you believe, but that doesn't make it wrong."

    Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
  • zanax1974zanax1974 Member Posts: 0 Arc User
    edited July 2014
    What happens to the General Research skill I worked on so hard already?:confused:
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited July 2014
    What about the current Aegis set items in our inventories?

    If we have the current Aegis items will those automatically be upgraded to the new Mk XII version or do we have to go through the entire training and crafting process just to re-craft slightly better versions of items we've already crafted?
    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).

    Asked and answered...
    zanax1974 wrote: »
    What happens to the General Research skill I worked on so hard already?:confused:

    Last time I checked Defera on Tribble, it still used and advanced your General Research Skill. No timers, no Finish Now button, no making components from the materials between the gathering and crafting setps... just a simple double-click and you get your item when the progress bar fills 5 secs later. Not sure if I should advise them to update it so as to avoid comparisons, or pray they don't so we can still use it. Hmmm...
    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.​​
  • thutmosis85thutmosis85 Member Posts: 2,358 Arc User
    edited July 2014
    What about the current Aegis set items in our inventories?

    If we have the current Aegis items will those automatically be upgraded to the new Mk XII version or do we have to go through the entire training and crafting process just to re-craft slightly better versions of items we've already crafted?

    this :
    This is true - your current Aegis set will actually receive a substantial stats increase when it gets boosted to Mk XII after 9.5 goes live.
    ______
    zanax1974 wrote: »
    What happens to the General Research skill I worked on so hard already?:confused:

    poooooooof ... you'll get a Doff, though
    Patch Notes : Resolved an Issue, where people would accidently experience Fun.
  • tjmod2tjmod2 Member Posts: 4 Arc User
    edited July 2014
    I feel like the bonus trait to your shields to resist 99% of incoming dmg for 1 sec should be 3 sec. 1 sec is far too short. sure it would help in a pvp with overloads and other things. And, in pve the borg torps and one-shots. however, this give you no reaction time, 3 secs will not be too long to change the outcome of a whole battle, but will help you survive a bit longer.

    Will we be able to have the mods such as [arc] and [over] to any beam weapons? I would like to be able to make any beam array into a 360 beam array. maybe not both at the same time. that would be overkill, but two standard beam bonuses and a special bonus would make for a better crafting system, so you can make exactly what you want to bet. Not just wait 3 years till you "chance" upon the item you want.

    Also, will the standard crafted items be bound to character or account or not at all?

    Thanks,
    TJMOD
  • macroniusmacronius Member Posts: 2,526
    edited July 2014
    So I see how Cryptic is going to get people to grind out the new ridiculous crafting system. Not me though, as I have had enough grinds for 2 lifetimes.

    http://community.arcgames.com/en/news/star-trek-online/detail/6001993-crafting-systems-part-2

    *facepalm*


    That's some wicked psychology you got going there Cryptic. More shiny and OP gear, more dilithium (sinks) and more grind. At some point ... STO was actually a game right? I didn't just imagine it or something?
    "With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably."

    - Judge Aaron Satie
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited July 2014
    The only items exclusive to those who deal with the crafting system are the traits. Everything else will be available on the Exchange. Cryptic is not forcing people to grind out the new crafting system. Only people that are interested in crafting will have any real desire to mess around with it while the rest of us use the exchange for any equipment from the crafting system that we might want.
  • rhiwaow1rhiwaow1 Member Posts: 40 Arc User
    edited July 2014
    tried the new crafting on tribble now, and i have to agree that the dilithium prices are way to high. while 10k-ish dilithium for a very rare [arc] weapon with random properties might be ok, the current 25k is quite extreme... and the 20k for a (possibly) common mk xii item means i'll not gamble there at all.

    other things i'd like to see is - at least for the intermediate items - an option to build more than one at a time. some slider to craft 1-100 would be nice there.

    also, it seems that the conversion of the old crafting resources to the new ones could use some improvement:
    - the stuff in the bank isn't automatically converted (read something that the stuff in the invertory will be; didn't have anything there, so couldn't see that)
    - using the current interface i got a few dozen stacks of 100 common/uncommon crafting materials
    - i need to double-click each stack 100 times to convert them into the new items?!? i'll need a new mouse, and surgery for the soon to be developed carpal tunnel syndrome :/

    finally, i'd propose a tradeoff: allow us to upgrade existing items, for say 5k dilithium for adding a selectable modifier to an exiting item, upgrading it's quality level up to ultra-rare; and for the gamblers let's reduce that to 1k dilithium for a random modifier
  • astroroblaastrorobla Member Posts: 144 Arc User
    edited July 2014
    Playing with the new system on Tribble I've come up with one thought on how to make the system more integrated with player choices and make career paths have a bit more meaning in context.

    Would it not make sense if one's advancement in certain schools were more rapid depending on your career?

    For example, imagine gaining a 20% skill bonus in 2 schools based on your career. For instance, science might confer a bonus in the Science and Shield schools, engineering could apply to Engineering and Projectiles, and Tac might supplement beams and cannons.

    This would give a small but noticeable boost in advancement in specific areas and may provide more motivation to work on advancing more than one alt in crafting.
    Now a top-rated spotlight mission!
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