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Official New Crafting System "Research and Development" Feedback Thread

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
Please post here for all feedback and bugs regarding the new crafting system Research and Development.

Revamped Crafting System “Research and Development”:
  • The new Research and Development system will allow Captains to use materials they’ve gathered throughout the galaxy along with Duty Officers to create powerful gear to use.
  • Captains will craft items throughout a choice of 7 schools using Duty Officers to complete the project as well as increase the change of creating a higher quality item depending on the Duty Officers used.
  • At launch, we will have 7 schools each of which have 20 levels.
    • Tier 1 is levels 0-4, Tier 2 is levels 5-9, Tier 3 is levels 10-14, and Tier 4 is levels 15-20.
    • Your skill at making things depends on your level in the school from which you are crafting, and the difficulty of your task depends on the level of item you are trying to create.
      • As long as you have the materials, you can try to create Mark XII items at School Level 1 but your chance of creating a Very Rare will be nonexistent due to the task’s high difficulty and your low starting skill.
      • As you progress by crafting items, your Skill Rating increases, causing the overall quality of the items you craft to increase on average.
      • By the time you hit the maximum level of any school, you’ll regularly craft Rare and Very Rare items, and you’ll completely eliminate Common items from your potential outcomes.
    • Crafting Schools
      • Beams:
        • Beam Arrays, Dual Beam Banks
        • Beam Consoles – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: On activating Beam skill, gain 2% Beam damage for 20 sec. Stacks x3.
      • Cannons:
        • Dual Cannons, Turrets, Single Cannons, Dual Heavy Cannons
        • Cannon Consoles – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: On activating Cannon skill, gain +1 Turn Rate, +1 Inertia for 20 sec. Stacks x3.
      • Projectiles:
        • Torpedoes and Mines
        • Projectile Consoles – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: Your Torpedoes and Mines penetrate an extra 10% of your target’s shields
      • Shields & Arrays:
        • Shields
        • Ground Shields – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: Activating a Shield Heal gives the target 99% Shield DR for 1 second
      • Science:
        • Deflectors
        • Science Consoles – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: Your Particle Generator skill gives up to 25% bonus crit chance on Science powers (at 100 PartGens)
      • Engineering:
        • Impulse Engines, Warp Cores, Singularity Cores, Ground Armor
        • Engineering Consoles – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: Activating any Engineering Bridge Officer ability gives 100% dodge chance with 20% deflect for 3 seconds.
      • Ground Weapons:
        • Basic Ground Weapons
        • Advanced Ground Weapons – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: All of your ground weapon attacks penetrate 10 armor rating.
  • Components are required to build items
    • Components are built from Materials.
    • Materials are found throughout the galaxy where harvesting nodes previously were.
    • Materials can also be collected through Duty Officer assignments and PVE Queues.
    • All Components and Materials can be traded or put up on the exchange.
  • The following is a list of each general type of recipe that can be created, and which Duty Officer you’ll need to slot to make that kind of item.
    • All Schools:
      • Energy Credit Components
        • Fabrication Engineer
      • Dilithium Components
        • Matter-Antimatter Specialist
    • Beam School:
      • Beam Weapons
        • Energy Weapon Officer
      • Consoles
        • Technician
    • Cannon School:
      • Cannon Weapons
        • Energy Weapon Officer
      • Consoles
        • Technician
    • Shield/Arrays:
      • Space Shields
        • Shield Distribution Officer
      • Ground Shields
        • Assault Squad Officer
      • Consoles
        • Systems Engineer
    • Projectiles:
      • Torpedoes
        • Projectile Weapons Officer
      • Mines
        • Armory Officer
      • Projectile Consoles
        • Security Officer
    • Engineering:
      • Impulse Engines
        • Systems Engineer
      • Warp Core
        • Warp Core Engineer
      • Ground Armor
        • Security Officer
      • Singularity Core
        • Warp Theorist
      • Engineering Console
        • Damage Control Engineer
    • Science:
      • Deflectors
        • Deflector Officer
      • Science Consoles
        • Research Lab Scientist
    • Ground:
      • Ground Weapons
        • Assault Squad Officer
Post edited by coldsnapped on
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Comments

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    ruinsfateruinsfate Member Posts: 58 Arc User
    edited June 2014
    That beam trait should be reworked - FAW and Beams do not need more damage buffs.
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    entnx01entnx01 Member Posts: 545 Arc User
    edited June 2014
    Copied from my reply in the Patch Notes thread:

    So my question is this...

    From what I understand of the patch notes, the crafting system sounds like Console Crafting DOFF missions that take Strange Alien Artifacts.

    What I mean is, I input this expensive item and try to get the best DOFFs for it...yet I can still get Mk XII Uncommon/Green consoles fairly regularly.

    This system sounds the same.

    "As you progress by crafting items, your Skill Rating increases, causing the overall quality of the items you craft to increase on average.
    By the time you hit the maximum level of any school, you’ll regularly craft Rare and Very Rare items, and you’ll completely eliminate Common items from your potential outcomes."

    My concern comes in the form of the word "regularly."

    If I can't guarantee a Mk XII Rare or Very Rare item, this system is of no use to me. I'll spend my hard-earned Dilithium on guaranteed Mk XII Very Rare items from the Reputation system and Mk XII Elite-level equipment from the Fleet stores.
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    tucana66tucana66 Member Posts: 710 Arc User
    edited June 2014
    Please post here for all feedback and bugs regarding the new crafting system Research and Development.
    Hi coldsnapped,
    Could you please verify whether Cryptic/PWE wants feedback from the Tribble server, Redshirt server, or both?

    Sorry, as I'm not sure which server to log onto, in order to test/provide any feedback.

    Also, are there any planned rewards for testing (like Tribble giveaways in past testing efforts)? Or is this strictly pro bono work by the community?

    Thanks in advance.
  • Options
    shaanithegreenshaanithegreen Member Posts: 0 Arc User
    edited June 2014
    Suggestion: Put Dominion Nanoenergy Cells in the ground weapons school. This would give people an incentive to buy and use the Jem'hadar set and weapons.
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    shurato2099shurato2099 Member Posts: 588 Arc User
    edited June 2014
    The conversion store needs sliders to purchase more than one material at a time, otherwise people with lots of materials already to hand will find conversion quite tedious. There also needs to be more information as to just what sort of material I am purchasing beyond 'common, uncommon, rare, very rare'.
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    walshicuswalshicus Member Posts: 1,314 Arc User
    edited June 2014
    Okay, new UI is pretty but not really functional. Too much wasted space means that on a regular 1080p screen scrolling is painful. This is the same for the DOFF assignment list which is again nowhere near as dense as it is on Live (which is bad!).


    I'm not seeing the draw of the new system yet. Nothing's there that I can't get cheaper elsewhere. I thought we were supposed to be getting unique mod options?
    http://mmo-economics.com - analysing the economic interactions in MMOs.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2014
    walshicus wrote: »
    I'm not seeing the draw of the new system yet. Nothing's there that I can't get cheaper elsewhere. I thought we were supposed to be getting unique mod options?

    Yep, color me disappointed - or - whatever you want to call it. While it's entirely possible that there is "cool" stuff out there...this is basically crafting vendor trash.

    Want to believe that this is just an "early" thing for some "basic" testing and there is "more"...

    ...somebody tell me that is what this is - please?
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    ruinsfateruinsfate Member Posts: 58 Arc User
    edited June 2014
    Where do we get Very Rare Materials? Can't test the system very well without all the ingredients.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2014
    Material Conversion is...one at a time? I'm going to break my mouse holding down ctrl and clicking. :P
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    shurato2099shurato2099 Member Posts: 588 Arc User
    edited June 2014
    Just converted my older materials to the newer ones. It was about as tedious as I expected, but most of the returns weren't bad until we got to the rare particle traces. Old common > New common; Old Uncommon > New uncommon ... that's all fine. Old Rare > New RANDOM material considerably less so. I'm not a big hoarder but going from a couple of dozen rare materials to FIVE of the new-style rare materials doesn't sit well with me.
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    aegon1iceaegon1ice Member Posts: 0 Arc User
    edited June 2014
    Okay, logged in and

    First Issue:
    - is the conversion screen. I have literally over 3k particles gathered up and have to trade all of them one by one? Please tell me that this is temporary and we will get a slider to do this! You seriously cannot expect a player sitting hours and hours clicking trade-in and then Ok on the pop up...

    Second issue:
    - just stating common or uncommon material is simply bad. I want to know what I am trading in for! This is a pure random generated conversion where I, as a player, must hope to get the right materials. Please make it more clear what I can trade in for!!!

    Third issue:
    - is there any way the system can automatically assign the highest tier quality (purple) DoFF to the project?
    It is really annoying having to select the highest every time since you need more than one component to craft an item...

    Fourth issue:
    - Please....please give us the option to set the amount of items to be crafted! You can add the craft duration as the amount goes up but please we need an amount option!

    Fifth issue:
    - and this is really disappointing. I am maxxed in crafting on Holodeck and I have no advance or head start in the new system...this sucks!!!!


    • Dual Cannons, Turrets, Single Cannons, Dual Heavy Cannons
    • Cannon Consoles – Unlocks at Tier 2
    • Dilithium Components – Unlocks at tier 3
    • Trait: On activating Cannon skill, gain +1 Turn Rate, +1 Inertia for 20 sec. Stacks x3.

    Seriously? This a) makes really no sense at all and b) is the most useless trait since mostly escorts mount cannons and they already have high turn rates and inertia. The slightest buff it would give is to cruisers which use Dual or Single Cannons...pretty much none.

    Please rework this.


    ....more to come as I test.
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    shurato2099shurato2099 Member Posts: 588 Arc User
    edited June 2014
    And time for the sticker shock, well not really, but it does render previous postings about these things as somewhat disengenuous. To craft a Mk XII Deflector requires 11 components: 6 Commons (made with 5 common materials each), 2 Uncommons (made with 5 Uncommon materials each), 2 Rares (made with 5 - 8 of the aptly named Rare materials) and 2 Very Rares (made with 5 - 8 Very Rare materials each and dilithium; 5k for one, 15k for the other).

    This is -not- a great savings over Fleet or Rep store versions of similar items and depending on how materials costs for the VR mats go could wind up -more- expensive on the combined costs.
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    malkarrismalkarris Member Posts: 797 Arc User
    edited June 2014
    Okay, upon using this I have a few things to say.

    First, please FOR THE LOVE OF ALL THAT YOU HOLD DEAR, make a faster way of converting the old samples into the new things. For those of us who have stockpiled this stuff we probably have hundreds if not thousands of samples, and converting then all ONE AT A TIME makes me never want to do this at all. So, please add a slider or something with a text box, so we can enter a number or just slide it over to the max. Also, all my particles seem to either convert into common or uncommon materials. So no rares for the legacy stuff? Also, each sample seems to have a chance to become one of four different things. For converting a lot of them, this seems kinda random, is it?

    EDIT: My bad, I don't have any particle traces, sorry.

    Second, when I convert the samples over to the new stuff, it goes to my invertory, not the R and D section, so I assume this is not set up yet?

    Third, when I craft a AP duel beam bank, I believe it says it will give me 10 xp in that school, but when I finished it, it gave me 50 xp, so I am guessing something is off.

    Fourth, dilithium to finish the project now? Really? I guess the doffs we not farmville enough for you? But thank you for not making it mandatory. Oh, and interesting, higher tier things need longer, and you need more dilithium to finish it now, but the amount of dilithium reduces as the time counts down. Interesting.

    Fifth, I know you said that this is not in the final state, but can you tell us what is in the final state? That way we can not waste your time telling you about bugs you already know about, ya know?


    Sixth, okay, from what I can sort out all items, no matter what they are, at Mk XI need a very rare component that costs materials plus 5,000 dilithium. Then at Mk XII then need that very rare component plus another one that costs 15,000 dilithium plus materials, for a total of 20K dilithium. Is this basically in the final form, baring dilithium cost changes? If you want any mark XI item, you must use the component that costs 5,000 dilithium to craft, and if you want a Mark XII item, you must use both components that total a cost of 20K dilithium? So, if you want Mark XI item, you can either buy it off the exchange, or pay 5K dilithium and wait for who knows how long. Or run a mission. You took out Mark XI items from the reps because no one was buying them. What makes you think this will work?


    Seventh, not complete okay, but I'm not seeing anything special to craft into these things. Coming soon?

    Overall, I'll wait to see if something good is added, but right now, no sale. Far too much time spent to level up to then have to pay dilithium and wait some more for something I can get from missions or the exchange, at least for MK XI. Mk XII I'll wait on. Thanks for your time.
    Joined September 2011
    Nouveau riche LTS member
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    lordcuttersladelordcutterslade Member Posts: 116 Arc User
    edited June 2014
    Just turned in some old common/uncommon mats and got only commons/uncommons.

    Where can you get rare or purple components?Or what do you have to turn in to get those?


    Edit: i guess the answer would be those rare particle traces...are they also giving purple components when turning them in?
    [SIGPIC]Everything is awesome![/SIGPIC]
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    ruinsfateruinsfate Member Posts: 58 Arc User
    edited June 2014
    Edit: i guess the answer would be those rare particle traces...are they also giving purple components when turning them in?

    Nope!

    /10char
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    whatinblueblazeswhatinblueblazes Member Posts: 200 Arc User
    edited June 2014
    The crafting UI, now that I've played with it for a few more minutes, is very frustrating. Perhaps I don't have the patience for crafting, but I don't like the workflow. I'll explain the steps, as I think that will illustrate what I dislike about it:

    1. I open the DOFF menu.

    2. I click over to the R&D tab.

    3. I see my current projects, taking up most of the real estate on the page. To the left, I find the different R&D "schools." I click on Beams, which I'm working on building up. I can only get a good sense of my progress by mousing over and waiting for the tooltip.

    4. I am confronted by a large number of oversized project options, through which I need to scroll. They don't seem to be logically ordered, or divided into categories of any particular consequence. Alphabetical listing seems counter-intuitive here.

    5. I click on a component to craft (a focusing lens), hoping it's something I need. I can't tell unless I go through to attempt to craft a beam array that I actually want.

    6. I change the doff that the system chose (a rather infirm looking uncommon Romulan Fabrication Engineer) to a more appropriate very rare doff. This involves a bit of scrolling to find the one I want.

    7. I note the low critical chance with dismay, laugh at the idea of using a catalyst, and start the task.

    8. Instead of bouncing to an overall status screen, or back to the component crafting menu for beams (which I came from), the UI gives me an oversized countdown for this trivial project, with an even more oversized "Finish Now" button, which demands my dilithium to travel through time. No, sir. Nope. Not even a little.

    9. When the countdown completes, I click "Collect Result."

    And that's the process to create ONE (1) component. I can't queue multiple components of the same type. I can queue multiple projects as I rank up, as long as they're different projects. But it's still cumbersome.

    Let's fast forward, assuming that I intend to create a mk VI phaser beam array for my vice admiral, since that's all he's entrusted with. I feel a little like Magneto, given a plastic spork. To do this, I'd need to craft six components, each of which require the nine steps above.

    Then, I need to do a little gambling.

    There is, using a purple doff, with a base crafting skill of 20 (still a noob), only a 3% chance of getting a purple beam array. I know what you're thinking. "We dare not trust HIM with the power of a mk vi PURPLE beam array! Perish the thought!" There is, on the other hand, a 40% chance of getting a common, which I got.

    So, after SIXTY-THREE (63) steps and a little over an hour (had I waited), I got a mk vi common beam array. Needless to say, I'm not too jazzed. That doesn't even include the time it would've taken to gather the materials for crafting the components to craft the beam array. Oh, and it barely made a dent in my progress towards the next rank of crafting excellence.

    Does it get better?

    (reposted from release notes thread)
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    erei1erei1 Member Posts: 4,081 Arc User
    edited June 2014
    1/Converting old mats to new ones is horrible. What everyone have said anyway.

    2/To craft an item, we need to select it, select the tier and type, check the mats needed, then craft them, 1 by 1, get back to the item we want, select the tier/type and craft it.
    That's up to 14steps to craft a single beam....

    Slow, tedious, useless. Why can't we just select AP beam MK XII, and start the craft, using all the resources needed, instead of crafting several otherwise useless components ?

    Is it on purpose so we have a dil sink (we can use dil to finish the craft earlier) ? If so, shame on you.

    3/Overpriced. Again. To craft a random MK XII beam, I'll need 20K dil and mats. And the result is not even guaranteed, I may ends up with an uncommon beam, or TRIBBLE mod, like [DMG].
    They are as expensive as rep weapons, and they are random.

    4/Catalysts. What ? Where ? How ? Why ?
    [SIGPIC][/SIGPIC]
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    oracle54oracle54 Member Posts: 199 Arc User
    edited June 2014
    Material Conversion is...one at a time? I'm going to break my mouse holding down ctrl and clicking. :P

    Aye, we desperately need a slider before this goes live!
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    comkiller007comkiller007 Member Posts: 23 Arc User
    edited June 2014
    For the love of all things get rid of the Dilithium requirements!!!!! It killed the old system and its going to kill the new system.

    Issues so far.

    1: Get rid of Dilithium Requirements!!!!!!! I can't stress this enough

    2: Need to add modular system for modifiers to craftable items. I.E. [Arc] [Acc] things like that

    3: Turning in Particle traces does not yield any vary rare crafting mats.

    4: Turning in Old crafting mats one at a time takes way to long Slider needed ASAP.

    5: Since the new crafting mats take more to craft an item there needs to be a larger exchange rate from old crafting mats to new crafting mats. Say 1 old mat turns in for 3 new mats.

    6: What happened to the Aegis Engine and Deflector? What about adding in an Aegis Warp Core/Singularity Core

    7: Need to add a way of breaking down loot drop items into crafting mats. This is the corner stone of all crafting systems in mmo's.

    8: Need to add a way of getting schematics for making modular modifiers through research. This is R&D after all!

    9: We need some creativity here Dev. If I want to craft an Omni-Directional Antiproton Dual Beam Bank Mk XII Very Rare. Or maybe I want to Craft an Omni-Directional Romulan Hyper-Plasma Torpedo Launcher Then let me make one.

    10: All these craftable items at max level need to be on par with Fleet and Reputation Equipment otherwise its just a waist of time and materials.

    11: Add a Crafting Rep System if need to be to make some of the very far out stuff see number 9 for ideas.
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    denizenvidenizenvi Member Posts: 0 Arc User
    edited June 2014
    My early impressions:

    Overall, I like the system and UI. Finding projects is pretty easy, but having played around with NW crafting, the familiarity might be a lot of that. But that's a good thing, I got used to that system quickly, too.


    Anomaly trade-in: As acknowledged, it really needs a slider to trade in bulk. No way anyone's bank space will be freed up if it's one by one.


    Doff updates: Overall, I'm ok with the new UI for doff missions. A little getting used to where the information went, but I'll probably adapt to it. Sorting doffs by effectiveness for each spot is nice, though I'd like to still be able to see the highlighted pertinent traits when looking through options, not just for the slotted doff. It also seems this slot options system has replaced the old 'department head suggestions', though it can't be turned off by that toggle.


    Just testing with Risian bird assignments, it seems Biologists still increase success at the expense of crit. Since success boost isn't even shown on the new UI, is it just going to be removed from all doff assignments? Or will it remain a hidden menace, only noticeable by looking closely at the available doff order or comparing crit chance?


    Some odd things: it is possible to select the same doff in several different slots. The assignment can't start, and the crit chance suffers, but it's not immediately clear that the problem is the same doff. For people with duplicates this could get confusing.


    Also, when starting a crafting assignment, occasionally it will show the details for the last doff assignment you started, instead of showing the options for the crafting assignment you're planning.


    The number displayed on the assignment 'completed' tab counts the ongoing crafting assignments, even though they don't show up there.


    Advisors are currently used to craft deflectors. I'm assuming this is a bug.
    Take a look at my Foundry missions!

    Conjoined
    , Re-emergence, and . . .

    [SIGPIC][/SIGPIC]
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    gralerongraleron Member Posts: 221 Arc User
    edited June 2014
    Please redesign the interface to reduce the number of clicks required for common tasks. If we need to convert 100 materials or build 10 components, it should be achievable with one set of clicks, not one set of clicks per iteration.

    Edit: Also, "Finish Now"? Really?
    Vice Admiral Elaron, USS Hard Light
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    frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited June 2014
    Here is my initial feedback on the new crafting system.

    1. There is no option to choose our own modifiers. This is probably the number one feature that was missing from the old crafting system. In the old system, we chose from a fixed list determined by the devs. In the new system, the modifiers are generated randomly. This is no better than random drops, and it consumes crafting components. If we cannot choose our own modifiers, then most people will not bother crafting weapons.

    2. The quality of the item is random. I dislike this for the same reason I dislike random drops.

    3. What are catalysts and where can we get them?

    4. I'm confused by the screenshots below. Have some consoles been turned into components? Or is this a UI bug?

    http://i.imgur.com/rSxaFJs.jpg
    http://i.imgur.com/sFO2rTO.jpg
    http://i.imgur.com/gmfZX2m.jpg

    5. You can still access the old crafting UI by selecting "View R&D Progress" from the drop-down menu under the minimap.

    6. You can still buy common and uncommon unreplicateable materials from the dilithium store.

    7. There is a new bug with the inventory window. If you select the "R&D" tab, close the inventory window, and reopen it, then the "Assets" tab will become selected. If you select the "Assets" tab, close the inventory window, and reopen it, then the "R&D" tab will become selected. The bug does not occur if you select the "Inventory" tab. To reproduce the bug, select the "R&D" tab and then repeatedly press the 'I' key; this swaps between the "R&D" tab and the "Assets" tab. The same thing happens if you repeatedly press the 'U' key while either the "R&D" tab or the "Assets" tab is selected.
    Waiting for a programmer ...
    qVpg1km.png
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    genrldestructiongenrldestruction Member Posts: 194 Arc User
    edited June 2014
    For the love of all things get rid of the Dilithium requirements!!!!! It killed the old system and its going to kill the new system.

    Issues so far.

    1: Get rid of Dilithium Requirements!!!!!!! I can't stress this enough

    2: Need to add modular system for modifiers to craftable items. I.E. [Arc] [Acc] things like that

    3: Turning in Particle traces does not yield any vary rare crafting mats.

    4: Turning in Old crafting mats one at a time takes way to long Slider needed ASAP.

    5: Since the new crafting mats take more to craft an item there needs to be a larger exchange rate from old crafting mats to new crafting mats. Say 1 old mat turns in for 3 new mats.

    6: What happened to the Aegis Engine and Deflector? What about adding in an Aegis Warp Core/Singularity Core

    7: Need to add a way of breaking down loot drop items into crafting mats. This is the corner stone of all crafting systems in mmo's.

    8: Need to add a way of getting schematics for making modular modifiers through research. This is R&D after all!

    9: We need some creativity here Dev. If I want to craft an Omni-Directional Antiproton Dual Beam Bank Mk XII Very Rare. Or maybe I want to Craft an Omni-Directional Romulan Hyper-Plasma Torpedo Launcher Then let me make one.

    10: All these craftable items at max level need to be on par with Fleet and Reputation Equipment otherwise its just a waist of time and materials.

    11: Add a Crafting Rep System if need to be to make some of the very far out stuff see number 9 for ideas.

    1.) I would agree unless they are willing to have dilithium reward at a comparable rate while collecting the other needed materials.
    2.) This was my hope for a crafting system. Make a base item and then upgrade it with modifiers...
    3.) With as rare as the particle traces are, it would be nicer to get a better return out of them.
    4.) Haven't looked in-game, yet, but definitely.
    5.) Let's not have a repeat of "shaft the players" like we had with the dilithium conversion...
    6.) Agreed about the warp core/singularity core.
    7.) Big time agreed.
    8.) I would say that crafting needs to be about crafting. R&D should be a separate process. Collect a uncommon MK XI phaser with [acc] during a mission and then R&D it to learn how to make [acc] mods. Then you can craft [acc] mods and use them as optional components while crafting something else.
    9.) I won't go this far. In order to accommodate this, someone would have to literally think out and create an item for each and every permutation.
    10.) Agreed. Previous attempts (When the dilithium store came out) made crafting a waste of time. If you're going to make it a time sink, then at least have it be equal in reward to the rep system.
    11.) There are quite enough reps. If they would allow for an "omni-directional" whatever, it should require more than one school. beams and cannons, for instance.


    As a side note, from the sounds of things, I'm getting the feeling that this is heavily influenced by NW's crafting. My suggestion: don't. I never really liked NW's crafting. It doesn't feel like crafting.
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    entnx01entnx01 Member Posts: 545 Arc User
    edited June 2014
    Maybe I've not read up enough on these threads, but why is the duration of crafting Items showing as "1 minute" when the actual timer is 5 minutes?

    Bug on the actual timer, or text problem in the project window?
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2014
    So in going to craft a Torpedo from the Projectile School, I need a Focusing Lens from either the Beam or Cannons School?
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    entnx01entnx01 Member Posts: 545 Arc User
    edited June 2014
    So in going to craft a Torpedo from the Projectile School, I need a Focusing Lens from either the Beam or Cannons School?

    I was about to add this as well.

    Everything we need for a certain school needs to be in that school's list of projects/tasks.
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    bareelbareel Member Posts: 3 Arc User
    edited June 2014
    frtoaster wrote: »
    3. What are catalysts and where can we get them?

    Lockboxes, reduce chance of failure. Just a guess.

    *edit: Sorry 'crafting packs' aka gamble rewards limited to crafting.
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    goddessoflifegoddessoflife Member Posts: 51 Arc User
    edited June 2014
    1: Get rid of Dilithium Requirements!!!!!!! I can't stress this enough


    I have not been very vocal on anything regarding cryptic. But enough is enough please. I agree to speak of at least reducing the requirement on this. But after loosing half my reputation gear after the shuttle event due to your team not posting enough warning about the load-out system is not supporting shuttles, and all you can tell me is we can't do anything and thank you for all your kindness. I'm am done with the TRIBBLE. The system is perfect for crafting but the last draw is the closing of memory alpha, exploration areas etc. Either rewrite it to a streamlined format or consider something that isn't a cash grab please. This is coming from a person who has maxed crafting on 2 toons and it feels like a slap in face.


    Sorry for the anger just tired of being told, Were sorry excuses.

    Goddess
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2014
    Guessing the traits aren't in yet? Are those unlocked at T4 or at the completion of Level 20?

    And speaking of level 20, heh - 2,070,000 XP to reach? I'm going to smoke...lol.
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