Question, adjudicatorhawk. How is this system worth investing in instead of existing systems, like the fleet system and the reputation system? It seems that most feedback around the boards are criticizing the R&D's worth in comparison.
It doesn't even seem worth it in comparison to relying on random drops and the exchange.
well this is a new way of doing things. 1 problem, FAW will never see more then 1 stack, because unlike BO, or the cannon skills, it has a 20 second system cooldown, not 15
I guess you might want to activate some other Beam skill as well
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Is the standard Horta going to be available under this system? If not, is there still going to be a way to get the Horta, or another ground pet? Particularly since this is the only ground combat pet available Fed-side or to the Romulans for free (KDF getting one as part of their tutorial).
I've had a little look at it, some first impressions.
The gather mats, create components, combine components into gear. Nice, I like the idea here, nice clear icons too with markings in the corner to tell us which stage of crafting the item belongs to, cool.
It takes some poking about to figure out what I actually need to be making, but I'm guessing a tutorial or just taking some time to get used to it will smooth that out.
It would be nice to be able to tell by DOFF to craft 10 EPS Conduits, rather than having to craft one at a time, seems like a choke point there.
Random quality and with it, random mods, is horrible. It moves R&D from something to do at endgame, to something for levelling characters to do, before they get access to the good stuff from Reps and Fleets.
I guess you might want to activate some other Beam skill as well
system cooldowns with BO and FAW, would make it so at best you could use FAW 1st, BO the next 2 times, and then have all 3 stacks for 1 more FAW use, before losing all 3 stacks, or something.
this might as well not exist, unless FAW's cool down got normalized. it has a 20 second cooldown because it used to last 15 seconds, not 10, a long time ago.
also, cycling BO and the cannon skills 3 times before decloaking to attack might be exploitish
that +1 turn rate thing? that would be amazing IF it was increasing your ships BASE turn rate by 1, because then all other turn rate boosters would math against that higher number, and have an actual beneficial effect. just 1 turn rate on top of the 20, 40, 70 turn rate you end up with after all the basic buffing? USELESS.
system cooldowns with BO and FAW, would make it so at best you could use FAW 1st, BO the next 2 times, and then have all 3 stacks for 1 more FAW use, before losing all 3 stacks, or something.
this might as well not exist, unless FAW's cool down got normalized. it has a 20 second cooldown because it used to last 15 seconds, not 10, a long time ago.
also, cycling BO and the cannon skills 3 times before decloaking to attack might be exploitish
I'm definitely open to changing either trait. Turn Rate with cannons = increased Uptime = increased effective DPS - that was the source of that particular stat coming in. If it doesn't prove effective enough, we can either amp up the value, or redesign the trait - it's intended to be a ~5% damage increase.
Please do that.
The problem with the turnrate is that its either not needed if you fly an escorty ship, or it is not enough if you fly a battlecruiser with a slow turn rate.
So a simple damage boost would be just easier to work with!
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
cooldowns so long that the trait might as well not apply to them. also these skills haven't done anything since the insulator skill was added to the skill tree
cooldowns so long that the trait might as well not apply to them. also these skills haven't done anything since the insulator skill was added to the skill tree
Maybe this is an opportunity to get him to lower their cooldowns.
Is the standard Horta going to be available under this system? If not, is there still going to be a way to get the Horta, or another ground pet? Particularly since this is the only ground combat pet available Fed-side or to the Romulans for free (KDF getting one as part of their tutorial).
Horta's not in it right now, but we do know about it and intend to include it. Probably will be under Science (what has science wrought?!?)
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Adjucatiorhawk - There are several of us wondering what will happen to the exploration accolades. There have been a great many on the accolades channel are curious as to their fate?
Will they still exist but be incompleteable?
Will the current level autocomplete like the MKX/MKXI Maco/Omega/HG Accolades?
Or will they be completely removed altogether including those that already contain them?
Sorry for repeating the request for information, but many people are wondering about them.
But what about the people who don't want to craft? I just don't want this system to be almost needed to be remain competitive in STFS that I've been enjoying for years. I have a job, I don't play star trek when I come home, to emulate the experience even more, I play to get the exact opposite feeling, which is to get away. Have fun. Crafting is not fun. I think the only game I enjoy it in is Marvel Heroes where you just apply affixes to costumes, but there's no leveling up required thankfully.
So to what end is this system for? Like when they forced crafting on us in Champions it actually made the character better, resulting in it being something you pretty much had to do. Everyone I know quit.
I apologize if I offend anyone here, but I'm confused what the point of crafting is for people who don't like crafting? I just want to fight things in STFS and do reputation projects and whatever else is fun to me. Also what about people who aren't even in a fleet to get support with crafting, how does this affect them?
Right now I pretty much am going to go to another game until this update is out. I don't know what it's going to change for someone like me who dislikes crafting. I am happy I held off on buying a ship pack though literally just last night.
It's a fair critique on its face - the key difference is that the market demand for a good and the creator's personal demand for a good are divorced in crafting, while not divorced in reputation. Since crafted stuff is BoE, crafters are able to determine more dynamically if there is a need for a given quality of good (like Mk XI gear) and will fill the niche if and only if the demand outweighs the creation cost (the "price floor").
Basically, the crafting system can serve gear for players of any level of investment in the game, while players committed enough to participate in Reputation were functionally not interested in Mk X or XI gear at the time we removed it from the system.
See here's the problem with that assertion, adjudicatorhawk. The R&D system is in direct competition with the fleet system, the reputation system, the exchange... heck, even random drops. There are many players here who already think that this system is nowhere near worth it compared to any of those other systems. I'm sure you wish for the devs to implement a system that most players will actually want to use, and to be frank, the by way we understand the system now, it's far too costly and too random for a lot of us to even consider using over the other systems.
This is a very important issue here adjudicatorhawk. I urge you and the rest of the team to reassess the system.
[*]For instance, in the Sirius sector block, you can fly to the northwest area labeled "Delta Volanis Cluster" and you will be able to pick up special Duty Officer assignments related to the cluster there, including the assignment chains that are specific to each cluster.
Does that affect those cluster missions being available on bridges? Asking because otherwise getting colonial chains done sort of turns into a traveling nightmare.. inviting a friend to a bridge when seeing a mission up was always one of the most awesome aspects of the doff system.
Does that affect those cluster missions being available on bridges? Asking because otherwise getting colonial chains done sort of turns into a traveling nightmare.. inviting a friend to a bridge when seeing a mission up was always one of the most awesome aspects of the doff system.
it does, no matter if bridge or in space.
you can't use the missions you'd get from your department heads while inside the cluster anymore, since you don't actually change maps to get them to change. i wasn't able to find even one support colonization chain mission while i checked around.
hopefully it's a bug or unfinished doff mission port over.
Now clowns, that's another story. They scare the crap out of me.
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
Looking at the chances I am optimistic that a high tier crafter will have good chances at Rare/Very Rare gear, at 30 crafting skill my chance at crafting a Rare MK XII Warp Core is 13%, Uncommon is 41% and Common is 46%, no Catylysts
And as for people wondering, I do not see damage type specific consoles, but i do see all Science and Engineering Consoles (up to VR MK XII) Including Neutronium Alloy and Field Generators
The new DOFF UI is atrocious, and I am desperately hoping that it will improve before 9.5 releases next month. Right now there is no way to narrow down to the DOFF you want to choose for a mission other than being sorted by rarity. You can't narrow them down by their job or their abilities. Even when you hit the select button and are looking at the long list of DOFFs, it STILL doesn't show their abilities. These changes are going to make a lot of people stop doing DOFF missions completely as they are now 10 times harder and more time consuming than they were before. Please tell us this is just the first look and that it's going to get A LOT better.
oh and crafting being more doff gambling? that's TRIBBLE, role of the dice TRIBBLE. i max level it, run a ultra rare item project with the but load of materials i need, and theres a chance i'll get some blue MKXI? you have got to be kidding. the best part about the rep system is you get exactly what you pay for. this gambling TRIBBLE is exactly why i wont touch lock boxes
If this is the way it's going to work, it's dead on arrival, for me at least.
Why gamble my dil, when I can save a bit more and get what I paid for from the Rep or Fleet stores?
I was hoping crafting my own gear would give me more control over what I'm getting, not less.
Exactly this, especially the last part. Looking over the UI (which is going to take some time to get used to...), there is no means of selecting [Mods], the actual quality is variable based on skill and doff quality, and it uses timers. Whereas the old system took a few seconds to fill the little progress bar when crafting a Rare Mk VII Beam Array (the highest quality/Mk you can make without dilithium costs), under the new system a Mk II Beam Array takes 5 minutes. Yay. Cleverly sticking a dilithium price while the timer counts down... yeah, the only time I'm clicking that is when I'm on my laptop and accidentally brush the touchpad. Remind me to disable the touchpad... Oh, and can we get separate tabs to sell items in our actual inventory as opposed to the crafting items that recycle for 0 EC anyway?
Crafting should be a means of bypassing random loot at the cost of invested effort and resources. I think we can do better with Fleet, Rep, and even random drops via the Exchange if the thing is going to be luck based. Eliminate the dilithium cost and I'd consider a crapshoot, but when you have to invest a couple days' worth of refining cap to get a shot at random gear... nuh uh. Dilithium costs or crapshoot might be tolerable individually, but having both plus yet another time gate is really going to limit the value of this system.
If I want a crapshoot with a time gate, I'll just fund and open Rep crates... and removing the Rep crates to make this look better isn't going to fool anyone, lol.
TL;DR So far, the setup is okay, the UI is okay but oversized and lacking compared to the existing one, the actual mechanics are not wonderful, and the presence of variable rewards makes it much closer to loot drops than an actual crafting system. Definitely a work in progress, and honestly it really looks like it would take less work to make the old system better than it would to improve the new one... just cut the Unreplicatable Materials costs and add Very Rare Mk XII equipment and the old system kicks the TRIBBLE out of the new one.
like a lot of launch locations, looked bizzare and crapy. and its full of unidine! time to exterminatus just to make sure..
Yeah, but just think what they could do with the map now that it's been abandoned. You could have a Ground mission to evacuate non-Undine personnel then destroy the facility to stop some type of Undine plot. This could be followed by a Space mission where you have to prevent the Undine from bringing in support to prevent the facility's destruction or extracting their assets, or fighting your way clear of the planet so you can escape with the personnel you rescued in the Ground mission. It'd still be a cool place for a PvE queue, especially for the Rare/Very Rare queues, and it'd save time creating the mission/map.
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.
Quick and Dirty feedback from about 15 minutes playing with the new crafting system:
1) Needs a way to batch create components
2) Needs a way to level up a bit faster than currently. A 10 minute project that rewards 10 xp and a 5 second project that awards 1 xp per run are going to make the crafting system all kinds of tedious and boring to level up. Especially when it goes from 30 xp to get to level 1 to 200+ to get to level 3 in a particular discipline/track.
3) Interface is clunky. There's no way to back out once you've selected a project - you have to restart completely if it turns out you want/need to do something else. Additionally for the projects that output equipment for your character or starship there's no way to check and see what components are needed or to find where the missing components can be obtained without selecting those specific projects.
One thing I'd like to see is taking something like the bortasqu' set and being able to craft it into one console. Main reason I would suggest that is the set does have *some* nice features but... the amount of consoles when it comes to damage and survival if I am to use that ship it pretty much means I have to remove the consoles from that set.
So would be nice if crafting could bring something to the table to alleviate some problematic areas of the game like this.
In all though I hope the finished product of the revamped crafting system brings some cooler stuff to the crafting table I do like the extra shield penetration idea since I love the b'rel Anyways good luck I haven't patched tribble but kinda wanted this go round to be a surprise for once rather than testing it before hand.
Extra 10 percent torp penetration? Well that will be nice for the Star Trek Battles channel folks
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I guess you might want to activate some other Beam skill as well
Except that you guys have yet to make any other beam skill actually worth using in any PvE content. Short of reworking beam skills should either cut the bfaw global cd to 15 sec like it should be, like every other weapon ability is, or just increase the time on the beam buff to 25 seconds so it has a fair chance of stacking with bfaw like all the other weapon buffs.
Except that you guys have yet to make any other beam skill actually worth using in any PvE content. Short of reworking beam skills should either cut the bfaw global cd to 15 sec like it should be, like every other weapon ability is, or just increase the time on the beam buff to 25 seconds so it has a fair chance of stacking with bfaw like all the other weapon buffs.
I think he's giving you a choice. Use the beam skills that aren't "worth" using, or don't bother with the trait.
Despite the occasional broken maps and misscaled enemies, exploration sectors were (and after farming some myself still would be if they were there) the least repetitive means of gathering anomalies.
After the last crafting update, for that brief interval when it was actually a viable source of top level gear, those zones were packed. Now you've given us a reason to go back and taken them away at the same time.
Comments
It doesn't even seem worth it in comparison to relying on random drops and the exchange.
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I guess you might want to activate some other Beam skill as well
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
The gather mats, create components, combine components into gear. Nice, I like the idea here, nice clear icons too with markings in the corner to tell us which stage of crafting the item belongs to, cool.
It takes some poking about to figure out what I actually need to be making, but I'm guessing a tutorial or just taking some time to get used to it will smooth that out.
It would be nice to be able to tell by DOFF to craft 10 EPS Conduits, rather than having to craft one at a time, seems like a choke point there.
Random quality and with it, random mods, is horrible. It moves R&D from something to do at endgame, to something for levelling characters to do, before they get access to the good stuff from Reps and Fleets.
system cooldowns with BO and FAW, would make it so at best you could use FAW 1st, BO the next 2 times, and then have all 3 stacks for 1 more FAW use, before losing all 3 stacks, or something.
this might as well not exist, unless FAW's cool down got normalized. it has a 20 second cooldown because it used to last 15 seconds, not 10, a long time ago.
also, cycling BO and the cannon skills 3 times before decloaking to attack might be exploitish
that +1 turn rate thing? that would be amazing IF it was increasing your ships BASE turn rate by 1, because then all other turn rate boosters would math against that higher number, and have an actual beneficial effect. just 1 turn rate on top of the 20, 40, 70 turn rate you end up with after all the basic buffing? USELESS.
*cough*
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Please do that.
The problem with the turnrate is that its either not needed if you fly an escorty ship, or it is not enough if you fly a battlecruiser with a slow turn rate.
So a simple damage boost would be just easier to work with!
cooldowns so long that the trait might as well not apply to them. also these skills haven't done anything since the insulator skill was added to the skill tree
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"Any sufficiently analyzed magic is indistinguishable from science!" - Agatha Heterodyne
Horta's not in it right now, but we do know about it and intend to include it. Probably will be under Science (what has science wrought?!?)
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Hah... Duty Officers are never consumed by R+D, your redshirt armory officers are safe with me.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Will they still exist but be incompleteable?
Will the current level autocomplete like the MKX/MKXI Maco/Omega/HG Accolades?
Or will they be completely removed altogether including those that already contain them?
Sorry for repeating the request for information, but many people are wondering about them.
But what about the people who don't want to craft? I just don't want this system to be almost needed to be remain competitive in STFS that I've been enjoying for years. I have a job, I don't play star trek when I come home, to emulate the experience even more, I play to get the exact opposite feeling, which is to get away. Have fun. Crafting is not fun. I think the only game I enjoy it in is Marvel Heroes where you just apply affixes to costumes, but there's no leveling up required thankfully.
So to what end is this system for? Like when they forced crafting on us in Champions it actually made the character better, resulting in it being something you pretty much had to do. Everyone I know quit.
I apologize if I offend anyone here, but I'm confused what the point of crafting is for people who don't like crafting? I just want to fight things in STFS and do reputation projects and whatever else is fun to me. Also what about people who aren't even in a fleet to get support with crafting, how does this affect them?
Right now I pretty much am going to go to another game until this update is out. I don't know what it's going to change for someone like me who dislikes crafting. I am happy I held off on buying a ship pack though literally just last night.
This is a very important issue here adjudicatorhawk. I urge you and the rest of the team to reassess the system.
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I always feel safe with you.
"Any sufficiently analyzed magic is indistinguishable from science!" - Agatha Heterodyne
If it doesn't, the only people who'll do crafting are the masochistic and the botters.
Does that affect those cluster missions being available on bridges? Asking because otherwise getting colonial chains done sort of turns into a traveling nightmare.. inviting a friend to a bridge when seeing a mission up was always one of the most awesome aspects of the doff system.
you can't use the missions you'd get from your department heads while inside the cluster anymore, since you don't actually change maps to get them to change. i wasn't able to find even one support colonization chain mission while i checked around.
hopefully it's a bug or unfinished doff mission port over.
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
And as for people wondering, I do not see damage type specific consoles, but i do see all Science and Engineering Consoles (up to VR MK XII) Including Neutronium Alloy and Field Generators
Facebook Page: Don Burrito
Twitter: @DonBurrito143
Exactly this, especially the last part. Looking over the UI (which is going to take some time to get used to...), there is no means of selecting [Mods], the actual quality is variable based on skill and doff quality, and it uses timers. Whereas the old system took a few seconds to fill the little progress bar when crafting a Rare Mk VII Beam Array (the highest quality/Mk you can make without dilithium costs), under the new system a Mk II Beam Array takes 5 minutes. Yay. Cleverly sticking a dilithium price while the timer counts down... yeah, the only time I'm clicking that is when I'm on my laptop and accidentally brush the touchpad. Remind me to disable the touchpad... Oh, and can we get separate tabs to sell items in our actual inventory as opposed to the crafting items that recycle for 0 EC anyway?
Crafting should be a means of bypassing random loot at the cost of invested effort and resources. I think we can do better with Fleet, Rep, and even random drops via the Exchange if the thing is going to be luck based. Eliminate the dilithium cost and I'd consider a crapshoot, but when you have to invest a couple days' worth of refining cap to get a shot at random gear... nuh uh. Dilithium costs or crapshoot might be tolerable individually, but having both plus yet another time gate is really going to limit the value of this system.
If I want a crapshoot with a time gate, I'll just fund and open Rep crates... and removing the Rep crates to make this look better isn't going to fool anyone, lol.
TL;DR So far, the setup is okay, the UI is okay but oversized and lacking compared to the existing one, the actual mechanics are not wonderful, and the presence of variable rewards makes it much closer to loot drops than an actual crafting system. Definitely a work in progress, and honestly it really looks like it would take less work to make the old system better than it would to improve the new one... just cut the Unreplicatable Materials costs and add Very Rare Mk XII equipment and the old system kicks the TRIBBLE out of the new one.
Yeah, but just think what they could do with the map now that it's been abandoned. You could have a Ground mission to evacuate non-Undine personnel then destroy the facility to stop some type of Undine plot. This could be followed by a Space mission where you have to prevent the Undine from bringing in support to prevent the facility's destruction or extracting their assets, or fighting your way clear of the planet so you can escape with the personnel you rescued in the Ground mission. It'd still be a cool place for a PvE queue, especially for the Rare/Very Rare queues, and it'd save time creating the mission/map.
1) Needs a way to batch create components
2) Needs a way to level up a bit faster than currently. A 10 minute project that rewards 10 xp and a 5 second project that awards 1 xp per run are going to make the crafting system all kinds of tedious and boring to level up. Especially when it goes from 30 xp to get to level 1 to 200+ to get to level 3 in a particular discipline/track.
3) Interface is clunky. There's no way to back out once you've selected a project - you have to restart completely if it turns out you want/need to do something else. Additionally for the projects that output equipment for your character or starship there's no way to check and see what components are needed or to find where the missing components can be obtained without selecting those specific projects.
So would be nice if crafting could bring something to the table to alleviate some problematic areas of the game like this.
In all though I hope the finished product of the revamped crafting system brings some cooler stuff to the crafting table I do like the extra shield penetration idea since I love the b'rel Anyways good luck I haven't patched tribble but kinda wanted this go round to be a surprise for once rather than testing it before hand.
Except that you guys have yet to make any other beam skill actually worth using in any PvE content. Short of reworking beam skills should either cut the bfaw global cd to 15 sec like it should be, like every other weapon ability is, or just increase the time on the beam buff to 25 seconds so it has a fair chance of stacking with bfaw like all the other weapon buffs.
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Given the way crafting sits at the moment, I'd be going with that last one.
After the last crafting update, for that brief interval when it was actually a viable source of top level gear, those zones were packed. Now you've given us a reason to go back and taken them away at the same time.