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Official Discussion Thread: Season 9.5 Crafting Update

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    clannmacclannmac Member Posts: 279 Arc User
    edited August 2014
    All I have to say about "Season 9.5" is it is dull enough that I have renewed interest in completing my dissertation. So, now I know it was a conspiracy between PWE/Cryptic and my wife to divert my attention from gaming long enough to write my final few chapters, graduate, get my degree conferred, and...take a pay cut by seeking work at PhD level so I can't afford to play anymore.

    Then, they'll release "Season 10," which will really kick back-side, and they will all do the "nanny-nanny-boo-boo" dance...

    That's right...I'm on to you: Season 9.5 sucketh north by northwest, but tomorrow, when the wind blows southerly, cometh Season 10. Or, at least I hope...
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    Fleet Commander
    Caprica's Revenge
    (...actually active since November 2010, which may one day be important to archaeologists, but not to anyone else...)
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    the74throokiethe74throokie Member Posts: 10 Arc User
    edited August 2014
    What concerns me most about the new crafting system is the lack of efficient ways to gather crafting materials.

    The nebulas were very reliable places to gather crafting materials relatively quickly. It doesn't take long at all to scan through anomalies and build up a great stash.

    If you're going to get rid of this mechanic, please consider adding it somewhere else in the game for those of us who like to craft but don't have time to play missions to get the odd particle here and there. Part of the appeal of this game to me is that I don't really have to play endless hours of combat just to get what I want, and getting rid of my source of materials takes out a big chunk of fun for me.

    Not everybody who plays this game plays it for the unending combat opportunities.

    I GOT A COUPLE GREAT IDEA'S ON WHERE TO PLACE CRAFTING MATERIALS!
    1. Add them to exploding enemy ships, scan area marked where they blew up then scan to harvest!!!
    2. In DSE near the enemy and allied hulks. Have the enemy Factions try to fend off the players ships to collect the anomalies themselves. the Deep Space Engagement maps do not yield many XP points like before, but to get more players involved, put lots of crafting materials there and in exploding ships.

    This way there does not need to be new areas created for material harvesting. since logically every NPC is desperate to win the war for their faction they would have crafting supplies on their ships that float around after player blows them up! like the Ferengi might say.." Making interstellar combat profitable since 2409".

    Pass this idea on if you agree.
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    robeasomrobeasom Member Posts: 1,911 Arc User
    edited August 2014
    I GOT A COUPLE GREAT IDEA'S ON WHERE TO PLACE CRAFTING MATERIALS!
    1. Add them to exploding enemy ships, scan area marked where they blew up then scan to harvest!!!
    2. In DSE near the enemy and allied hulks. Have the enemy Factions try to fend off the players ships to collect the anomalies themselves. the Deep Space Engagement maps do not yield many XP points like before, but to get more players involved, put lots of crafting materials there and in exploding ships.

    This way there does not need to be new areas created for material harvesting. since logically every NPC is desperate to win the war for their faction they would have crafting supplies on their ships that float around after player blows them up! like the Ferengi might say.." Making interstellar combat profitable since 2409".

    Pass this idea on if you agree.

    You do know the war is over in game or at least a cease fire is in place but I like the idea of getting matierials from exloding ships either player or npc
    NO TO ARC
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    pottsey5gpottsey5g Member Posts: 4,188 Arc User
    edited August 2014
    clannmac wrote: »
    All I have to say about "Season 9.5" is it is dull enough that I have renewed interest in completing my dissertation.
    Its not that its dull for me. The problem is that its flat out broken. I have wasted 100million on projectile crafting for nothing. What's causing dissertation is the devs ignored the broken crafting and major bugs. Due to zero feedback on the broken projectile crafting I have given up on crafting. Not wasting another 100million to get 1million worth of useless items out the system. Worse the bugs and problems had been reported before it went live but got ignored.
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    qqqqiiqqqqii Member Posts: 480 Arc User
    edited September 2014
    Gathering very rare materials presents additional challenges beyond just completing an Elite queue. Because these materials are hard to come by, we wanted to make sure that if you were rewarded with very rare materials that you'd know which specific material you'd be getting. This means that each queue, based upon where it takes place (ground or space) and a few other factors will only reward one type of very rare material.
    It also means that many of the VR materials are exceptionally annoying to get. There are a LOT of PvE queues (elite or not) that get very nearly zero traffic, except perhaps by regular groups. I've certainly not seen or heard of anyone running Mine Trap, anymore. A lot of the queues are in a similar state. Also, I find a few of the PvE queues a complete waste of time. I'm never going to (for example) run a Borg ground queue, or any variation of The Hive. Ever. Bad mechanics and recurring bugs make time spent doing ANYthing else more valuable. Other queues get nearly no traffic for various and sundry reasons. Looking at the queue implies that most players feel the same. Looking at the market tends to support this: I can find enough Trellium-K (from Borg space elites) and Radiogenic Gas (from Crystalline Catastrophe elite) to build a Death Star... but very little of anything else.

    I appreciate the intent behind the stated drop structure: wanting to allow people to go to specific queues to get specific drops. Unfortunately, the reality is that there are many queues that get little to no traffic, for various reasons. This is not going to encourage traffic to them.

    TL;DR - either the VR material drops need to be randomly distributed across all the elite queues, or a great many queues need to be examined closely, with an eye toward making them more enjoyable for a broader range of players.
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    breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited September 2014
    qqqqii wrote: »
    It also means that many of the VR materials are exceptionally annoying to get. There are a LOT of PvE queues (elite or not) that get very nearly zero traffic, except perhaps by regular groups. I've certainly not seen or heard of anyone running Mine Trap, anymore. A lot of the queues are in a similar state. Also, I find a few of the PvE queues a complete waste of time. I'm never going to (for example) run a Borg ground queue, or any variation of The Hive. Ever. Bad mechanics and recurring bugs make time spent doing ANYthing else more valuable. Other queues get nearly no traffic for various and sundry reasons. Looking at the queue implies that most players feel the same. Looking at the market tends to support this: I can find enough Trellium-K (from Borg space elites) and Radiogenic Gas (from Crystalline Catastrophe elite) to build a Death Star... but very little of anything else.

    I appreciate the intent behind the stated drop structure: wanting to allow people to go to specific queues to get specific drops. Unfortunately, the reality is that there are many queues that get little to no traffic, for various reasons. This is not going to encourage traffic to them.

    TL;DR - either the VR material drops need to be randomly distributed across all the elite queues, or a great many queues need to be examined closely, with an eye toward making them more enjoyable for a broader range of players.
    I used to love Mine Trap, but the prevalence of AFKers and a couple irritating mission bugs kind of killed it for me. For the rest... it's the rewards. Too many of them reward a tiny amount of Marks compared to the alternatives for the given Mark-type, so it's the alternatives that get queued and the rest abandoned.

    Let's face it, when the game is structured around grinding it's the most efficient method of grinding that will be played.

    Solutions could be many. Maybe they could make the Advanced Queue R&D Material Reward Package give random Very Rare materials, maybe they could tailor the missions to make them more enjoyable, maybe they could improve the rewards on the missions that don't actually feel rewarding, maybe they could actually make each Advanced Queue R&D Material Reward Package guarantee at least one of the item actually listed in their name, maybe they could make some of the lesser played queues XP Reward Zones so that once Delta Rising goes live folks grinding Specialization Points would run them, maybe they could give the Voth queues something other than the incredibly abundant Trellium-K (they're probably trolling us if they convert Voth queues to Radiogenic Gas)... maybe they could even do more than one of those.

    And maybe they won't, while Crafting and the lesser run queues remain just as they are. :P
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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.​​
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    robeasomrobeasom Member Posts: 1,911 Arc User
    edited September 2014
    I used to love Mine Trap, but the prevalence of AFKers and a couple irritating mission bugs kind of killed it for me. For the rest... it's the rewards. Too many of them reward a tiny amount of Marks compared to the alternatives for the given Mark-type, so it's the alternatives that get queued and the rest abandoned.

    Let's face it, when the game is structured around grinding it's the most efficient method of grinding that will be played.

    Solutions could be many. Maybe they could make the Advanced Queue R&D Material Reward Package give random Very Rare materials, maybe they could tailor the missions to make them more enjoyable, maybe they could improve the rewards on the missions that don't actually feel rewarding, maybe they could actually make each Advanced Queue R&D Material Reward Package guarantee at least one of the item actually listed in their name, maybe they could make some of the lesser played queues XP Reward Zones so that once Delta Rising goes live folks grinding Specialization Points would run them, maybe they could give the Voth queues something other than the incredibly abundant Trellium-K (they're probably trolling us if they convert Voth queues to Radiogenic Gas)... maybe they could even do more than one of those.

    And maybe they won't, while Crafting and the lesser run queues remain just as they are. :P

    I think the rewards and marks for some missions need to be revised as some missions need to have the marks boosted or better rewardsgiven
    NO TO ARC
    Vice Admiral Volmack ISS Thundermole
    Brigadier General Jokag IKS Gorkan
    Centurion Kares RRW Tomalak
    [SIGPIC][/SIGPIC]
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    qqqqiiqqqqii Member Posts: 480 Arc User
    edited September 2014
    And maybe they won't, while Crafting and the lesser run queues remain just as they are. :P
    Pretty much betting on this, actually. They've demonstrated more than once that they don't actually care about the state of the various PvE queues or their rewards. Since it's not a "game breaking" issue it will, at best, get put on a back burner that never gets re-examined.
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    longjohn9longjohn9 Member Posts: 19 Arc User
    edited October 2014
    Besides the piece of TRIBBLE ones you star with does Anyone know where i can get a R&D: Ground Equipment Duty Officer?
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    bubblebaflebubblebafle Member Posts: 273 Arc User
    edited October 2014
    longjohn9 wrote: »
    Besides the piece of TRIBBLE ones you star with does Anyone know where i can get a R&D: Ground Equipment Duty Officer?

    In the academy, or the exchange i guess. But if you talking about a regular R&D doff, any doff of your roster will sufice, you DONT NEED a special R&D doff. Those doffs are reserved to be used in high level items with special procs (like beams with the [over] proc, for example), once you reach level 15+, and they can only be found on xindi lockboxes (as far as i know). But for doing the research project and all the other ones, you just need a regular doff.
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    kiddreadkiddread Member Posts: 1 Arc User
    edited October 2014
    O.k. I am kinda new to STOL but I have been playing mmorpg for a wile now in the month of playing i have made rank of Vice Ad. I even joined a fleet. However i like to play by myself most of the time. Jorining in, in special mission. So don't know if you will ever allow for roug units for solo players and somewhere down the road you might allow player to design and build ships. Within certain boundaries. It would also be nice to be able to change modules where players can add new slots say up to 6 max forward weapons, and 4 or 5 in the rear the same with the consoles. The way things are going threats from all over the Federation isgoing to need ship that can meet the needs of war. Resarch and science come second. The Escort ships are good for battle but a true battle ship is what star fleet needs. Just wondering if somthing like this will ever happen.
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    decroniadecronia Member Posts: 0 Arc User
    edited October 2014
    Well after giving it a go. I am a crafter in all the games I play and I got to to level here. Thopugh I am seriously disappointed I ahve to start from 0 again on that character. The problems I can see are:

    - The only way to get very rare materials is through queues. This is wrong, there should be other ways for people who don't do queued content.

    Possible sources:
    -Criting the DOFF missions, a very rare chance here.
    -Mining, again a very rare chance or make it that you have to get above a higher number on the mining "score"
    -For marks
    -Random drops in the battlezones.

    This is one of the things that puts me off. I don't do queued content for a few reasons.

    Dilithium should not be used in crafting any more. It was one of the problems of the old crafting system. Originally it was a dil sink when there were very few in the game and as more came into the game the crafting system became less and less useful or desirable due to the dil price. Now there are so many that it should have been removed from crafting entirely. This to me was a missed opportunity.

    As use to RNG in crafting as I am I am not sure it is suitable here. There are too many mods that are undervalued or useless to some players, for example the PvP mod is useless to people who don't PvP and if anything it should not appear on blue or green gear as you can't sell these to PvP, possibly keep it on the purple as this can be sold. Also the mods that are less valuable should get a buff to make them more valuable.

    I am not that high yet. However I do not see kits as craftable, or the modules. The old kits were one of the main things I always crafted for alts, or to give to newbies, now I can't do either. If they are at a higher level then this is not a problem.
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