What I got from priority one podcast is that there will be another crafting revamp with or maybe after 2nd expansion. Which will tune down randomness and bump up the dilithium price.
Which I also got is blackmail that something cool will be released only for crafters shortly before 2nd expansion.
The beam overload mod sounds cool, but I don't see myself crafting 50+ items to get MK XII maybe purple, perhaps overload mod and could be acc (thats the popular one, right?) mod.
Now excuse me, I am going to craft myself a copy of Aegis while I still got the chance.
You are correct. Unless we can guaranty we'll get a purple with a desired set of modifiers there's no point in crafting the high-end gear. I'll just stick with the rep system and fleet gear. The lower level gear isn't worth crafting either because they're too expensive at the level you're at. (And let's be honest, at the lower levels, gear isn't really that important anyway.)
Sorry, but there isn't enough incentive for me to want to start crafting. The original crafting system never even caught my attention. Maybe it's just because we can get better stuff from Reps, STFs, and other places. Maybe if we can craft say Phasers with antiproton and disruptor procs, I might try it.
Or maybe be able to craft a Rapid Reload Quantum torp Mk XIII or XIV. What about crafting a 360 degree Plasma beam array with a tetryon proc....
Ya, know, let us be able to craft some REALLY unique items. Until then I'll pass and stick to the better gear.
Oh, and there way too much dependence on dilithium for EVERYTHING. Unless there will be a patch that DRAMATICALLY INCREASES the amount of dil we can refine, I'll just use my dil for only what I HAVE to have.
This looks just like the crafting in NW. I hated that when I saw it. Player input will mean nothing. You're just gonna copy-paste to STO. GJ Cryptic. :mad:
Why does it automatically populate my crappiest Doff in the assignment? Why not my best one? Why not remember what I put there 5 seconds ago on the last time I did it!:mad:
Mk XII gear with a 33% VR chance means you will have to run it an average of 3 times to get a purple. That means we need an average of 6 VR components (2 per mkXII item) at 20k dilithium each. You will on average crit 1-2 times on the component doff crafting assignment.
We are looking at between 60-80k dilithium (40k if lucky and up to 120k if unlucky) to get a single VR mkXII item on average (at crafting level 20).
Seems way too expensive to me.
Might be different when using Lv20 mkXII shield chances rather than the Aegis shield numbers if you have them to hand.
If you try doing this with a level 50 Admiral, the time, resources, money, and effort put into the crafting system would not balance out. In order to get your money's worth, you will have to start the crafting system earlier in character development. Other words, level the crafting system as you level a new character.
Leveling the crafting system with a level 50 admiral will cost more in the long run.
Established level 50 Admirals, veterans, will not find a cost benefit from leveling the system.
Use reputation system items to help your current avatars.
Use the crafting system to help create a new avatar.
Here is my question: Are the crafting items bound? If the crafting items are bound, the expense for leveling the system will overshadow any practicality. Players will be wasting their time.
I've played around a bit, and have to agree with people's suggestions that components from one school should not be from another. I also agree with the choosing our own modifiers.
This looks just like the crafting in NW. I hated that when I saw it. Player input will mean nothing. You're just gonna copy-paste to STO. GJ Cryptic. :mad:
It isn't identical but the influence is clearly there. It's most similar to the Alchemy advancement projects with only one RNG project to end the chain. If the Catalysts work in a manner similar to having higher quality helpers for extra speed or higher quality tools to increase quality then the similarity will be even stronger.
However what NW's system doesn't have is the potentially ramping Dilithium/Astral Diamonds cost for -every- project above Mk X; the closest analogy would be having to buy Rare or VR materials from their Auction House which uses AD as it's currency.
Why must the screen default back to the top of the list? It should return to the place on the list I was at. What if I want to make 10 of something? I have to scroll down and find it 10 times? What a pain! Anything in this new system not going to make me annoyed?
In a recent interview, Al Rivera (CaptainGeko) mentions a few points of note.
1. They are planning on allowing us to replace the modifiers on items. If I understand him correctly, this feature will not be in Season 9.5, but will be added later. Can a dev confirm?
2. Memory Alpha will not return in Season 9.5, but may be revamped for a future release.
(a) Commodities Broker Rek will be moved to another location. Please remember to update the "Info" text for Antigens, Astrometric Probes, and Weather Control Systems when you do so.
(b) I would like to remind the devs that certain diplomacy missions can be found only at Memory Alpha. The amount of diplomacy XP awarded is small, but the removal of Memory Alpha also removes these non-combat, story-driven missions. The following missions can currently be found at Memory Alpha:
If it says I need a Focusing Lens for an Armor the tooltip needs to tell me what discipline it's under OR a double click on the Lens' icon should take to that crafting assignment. Who wants to hunt under 8 different areas to find some random part you need?
The material conversion needs sliders to convert more than one item at a time.
Where are the other parts of the Aegis set? I only see the Shield.
Is there any chance for people that maxed out the crafting score in the old system be given a head start in the new system? This new system is more like the Commendation system in that it'll take months (years?) to eventually max out all of the crafting schools. I've been crafting the Aegis Shield over and over, but even at 36000 points at a time and forcing completion with dilithium, the requirements for level 20 in the Shield school are over the top... like millions upon millions of points. Are there going to be projects for the other schools that will reward large amounts of points?
5 minutes to make a Mk 2 armor? POS Dil grab, Cryptic. I'm done testing this pile of TRIBBLE. TRIBBLE up the crafting system all you want. I'll just ignore it. I've not used crafting since season 3, so I'm sure I'll get along w/o it. I'll just buy TRIBBLE off the exchange from the masochists that use the crafting system and make a fortune selling my converted mats to them. :mad:
I have to chime in on what others have also said (who knows? Maybe the more we say it, the better the chance someone'll notice): if we're having to spend dilithium on this, it needs to be worth our while to do so, otherwise we'll just stick to rep/fleet equipment. Blind-crafting something that turns out to be useless to us is a bad system.
Dil requirement for random mods. No thank you. I will spend dil if I get to choose the mods, then you have me.
Nothing for having topped out the old crafting system. I spent time and effort on that and we go back to the start? No thank you.
Cannot break down uncommon, rare, and very rare items for uncommon/rare/very rare materials.
Duty officers determining the quality of the item. Perhaps a bonus to improve the quality, but not downgrade the item.
Notes:
[LIST=2]
[*]Rep system is cheaper and faster
[*]EC grinding the purchasing on the exchange is cheaper and faster
[*]Two out of three item obtainment methods are cheaper, faster, and not random.
[*]Given the above, what is the point of a new crafting system?
[/LIST]
Outcome:
1. Will not use the crafting system in this current test state.
Dil requirement for random mods. No thank you. I will spend dil if I get to choose the mods, then you have me.
Nothing for having topped out the old crafting system. I spent time and effort on that and we go back to the start? No thank you.
Cannot break down uncommon, rare, and very rare items for uncommon/rare/very rare materials.
Duty officers determining the quality of the item. Perhaps a bonus to improve the quality, but not downgrade the item.
Notes:
[LIST=2]
[*]Rep system is cheaper and faster
[*]EC grinding the purchasing on the exchange is cheaper and faster
[*]Two out of three item obtainment methods are cheaper, faster, and not random.
[*]Given the above, what is the point of a new crafting system?
[/LIST]
Outcome:
1. Will not use the crafting system in this current test state.
I have to agree with pretty much everything you said.
What is the point of this system when you can get guaranteed gear, cheaper and faster through other means.
Suggestion: add an extra step and move dill costs to the extra step.
So like, you're researching the blueprint for a XII phaser dual cannon. You get the resources together, open the crafting interface, and run through it. Rather than immediately crafting a weapon of that type for full costs with totally random mods, you craft a 'prototype', which is a blueprint of that weapon. The suffix slots are chosen randomly, just like the current system, but the dilithium cost is burdened over to the prototype.
Once you've unlocked a given prototype, you can turn it in via a crafting/rep project to unlock that specific item's crafting mission, which has standard crafting inputs, is repeatable, and *always* produces the same result.
Alternatively, if you don't like the prototype you've built, or it duplicates one you've already registered, you can feed it into another mission to gain some of the resources back.
So for example, if you craft a Phaser Dual Heavy Cannons MK XII [ACC]x3 prototype, you can then always choose to craft that specific item with a crafting mission, and the dilithium costs are reduced because you already paid dilithium to building the prototype.
Then you can monetize the system by letting people by modules in the C-Store that let them choose specific suffixes when crafting a prototype.
Concerns:
[*]Dil requirement for random mods. No thank you. I will spend dil if I get to choose the mods
Notes:
[LIST=2]
[*]Rep system is cheaper and faster
[*]EC grinding the purchasing on the exchange is cheaper and faster
wrote:
Unless we can guaranty we'll get a purple with a desired set of modifiers there's no point in crafting the high-end gear. I'll just stick with the rep system and fleet gear. The lower level gear isn't worth crafting either because they're too expensive at the level you're at. (And let's be honest, at the lower levels, gear isn't really that important anyway.)
I have to agree with pretty much everything you said.
What is the point of this system when you can get guaranteed gear, cheaper and faster through other means.
etc. etc.
The system doesn't look attractive at all, given the resources/rewards ratio, compared to all the other ways of getting MkXII items in the game. I don't see why I should spend my time and resources on it. After all I've read and seen from the feedback, if you can show me where's the catch I'll consider it, but as it is I don't understand it and I don't like it.
By the way, this pains me a lot, as I was very excited about the update and just bought a lifetime subscription with the discount, to sort of celebrate it. It's leaving me with a bitter taste.
After visiting Tribble and looking over and using the new R & D this is my official feedback...
I'll just buy from the vendors and exchange as usual. Thanks but no thanks. It wasn't worth the effort before to use R & D, and it's even worse now. Bury it 6 feet under and move on guys.
BIG NEWS THAT NOT EVERYONE KNOWS ABOUT THE R&D SYSTEM YET
From Al "CaptainGeko" Rivera
R&D is still in Alpha
DOff UI is not fully done
Material is not fully done
Modifiers will be launched at X2 or in Crafting 2.0
ALL COSTS on tribble are still Alpha, Dilithium costs are not final
Ultra Rare Will be Craft-able
Gear Only Available on R&D will be available ex "Gold Stuff"
Basically, the current stuff is on alpha, meaning that everything will change, as of Al Rivera's word, Dilithium Cost is no the right. Everything was set as it is, so the system can run for testing...
BIG NEWS THAT NOT EVERYONE KNOWS ABOUT THE R&D SYSTEM
From Al "CaptainGeko" Rivera
R&D is still in Alpha
DOff UI is not fully done
Material is not fully done
Modifiers will be launched at X2 or in Crafting 2.0
ALL COSTS on tribble are still Alpha, Dilithium costs are not final
Ultra Rare Will be Craft-able
Gear Only Available on R&D will be available ex "Gold Stuff"
Basically, the current stuff is on alpha, meaning that everything will change, as of Al Rivera's word, Dilithium Cost is no the right. Everything was set as it is, so the system can run for testing...
I fully understand all of that, I just don't understand the reasoning behind launching it willfully incomplete, when they could just hold off the system until X2. Nobody would complain about them taking the time to do it all and do it right the first time at least as much as possible.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
After wasting an hour of my day listening to something I could have probably read in 15 minutes - I have to agree with the consensus that a lot of our current gripes are "planned" to be addressed in the near-ish future.
Random mods? New project will be made that lets us swap mod X to mod Y. 4 projects will let us create and customize a Mk XII whatever...
Costs? This is early beta with nothing really set in stone, however, he's going off his beliefs as to the current rate(s) being "competitive". Who knows, once the change-a-mod system hits, he could decide that a crafted part should be 20k - split 5k each over the initial part and each tweak-a-mod...
"Ultraviolet" (fleet) and gold quality on a high-level crit.
Well, I'll take the system in stride, pop a level or 3 here and there as I collect random materials, maybe twink a couple of KDFs I have in the levelling chain still, and see what comes out as the later parts of the system release.
Though, a large part of the whinefest on this forum right now would probably never have happened with:
1. Clear statement that this is an early Alpha release. We're testing, we kinda need to know what level of item we're testing, typically, Tribble's been stuff that's seen a few rounds of "internal QA" and usually in a fairly finished state...
2. Follow up Blog or Dev Post in this forum stating more-or-less everything covered in the podcast. Should not need to listen to random podcasts that I don't ususally follow because I tend to prefer not to sit around for an hour or 2, uninterrupted, listening and re-listening to what's being said because of the audio format.
Oh, having a convenient post lets people link off to the latest word, as I don't usually listen to podcasts, I had no clue that the "promised reward" for having maxed the current R&D system is nothing... How quaint...
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]
After wasting an hour of my day listening to something I could have probably read in 15 minutes - I have to agree with the consensus that a lot of our current gripes are "planned" to be addressed in the near-ish future.
Random mods? New project will be made that lets us swap mod X to mod Y. 4 projects will let us create and customize a Mk XII whatever...
Costs? This is early beta with nothing really set in stone, however, he's going off his beliefs as to the current rate(s) being "competitive". Who knows, once the change-a-mod system hits, he could decide that a crafted part should be 20k - split 5k each over the initial part and each tweak-a-mod...
"Ultraviolet" (fleet) and gold quality on a high-level crit.
Well, I'll take the system in stride, pop a level or 3 here and there as I collect random materials, maybe twink a couple of KDFs I have in the levelling chain still, and see what comes out as the later parts of the system release.
Though, a large part of the whinefest on this forum right now would probably never have happened with:
1. Clear statement that this is an early Alpha release. We're testing, we kinda need to know what level of item we're testing, typically, Tribble's been stuff that's seen a few rounds of "internal QA" and usually in a fairly finished state...
2. Follow up Blog or Dev Post in this forum stating more-or-less everything covered in the podcast. Should not need to listen to random podcasts that I don't ususally follow because I tend to prefer not to sit around for an hour or 2, uninterrupted, listening and re-listening to what's being said because of the audio format.
Oh, having a convenient post lets people link off to the latest word, as I don't usually listen to podcasts, I had no clue that the "promised reward" for having maxed the current R&D system is nothing... How quaint...
To quote Ben Sisko again. Amen.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
Though, a large part of the whinefest on this forum right now would probably never have happened with:
1. Clear statement that this is an early Alpha release. We're testing, we kinda need to know what level of item we're testing, typically, Tribble's been stuff that's seen a few rounds of "internal QA" and usually in a fairly finished state...
2. Follow up Blog or Dev Post in this forum stating more-or-less everything covered in the podcast. Should not need to listen to random podcasts that I don't ususally follow because I tend to prefer not to sit around for an hour or 2, uninterrupted, listening and re-listening to what's being said because of the audio format.
Oh, having a convenient post lets people link off to the latest word, as I don't usually listen to podcasts, I had no clue that the "promised reward" for having maxed the current R&D system is nothing... How quaint...
1. They did state that this was in alpha. The problem is the they typically don't listen to feedback, when they do nothing substantial is done to address it. The other issue with that, is that this isn't really an alpha either. They are testing for bugs and only really looking to tweak a few things, the fundamental structure of how crafting will work has already been decided and seems set in stone. They could have come to during the conceptualisation, but they chose to code the system to this state.
2. There have been too many broken promises. When they say that all these things are coming in the future, it is highly unlikely given the track record that this will in fact happen. Maybe, I am being skeptical, but I don't think crafting updates will be on the agenda again anytime soon. It still does no explain why they want implement a half system now which is arguably worse than the current one, if they can wait and get it right.
it's really difficult to get the materials on tribble so far so it's hard to explore the use of the new system and it's unclear what kinds of non-standard items we'll have access to once the new system goes live is using R and D going to be a worthwhile time investment compared to the reputation system?
also altogether the new ease of access and bonuses don't actually make me want to do R and D but it does make me feel like I have to isn't there a way you could make the process more interesting, involved, and enjoyable?
First off I'd like to say that some of the changes are a bit disappointing in that conversation without a slider bar is long and tedious. Second what about the old schematics? Are these to be thrown away like old trash? Or can we convert these too? Third what of the Aegis technologies set is it to be left by the wayside as old and nonfunctional? What about horta crafting if it's not to be part of the new crafting system then maybe we should consider adding it to the ship science officer duty missions. Then there is my concerns about the nanoenergy cells and satellite turrets are these devices to be lost to the new players? My concerns are not just for my sake but also my fleet as many of them use these.
These are just the beginnings of the problems I've seen with the new system on tribble.
Comments
Which I also got is blackmail that something cool will be released only for crafters shortly before 2nd expansion.
The beam overload mod sounds cool, but I don't see myself crafting 50+ items to get MK XII maybe purple, perhaps overload mod and could be acc (thats the popular one, right?) mod.
Now excuse me, I am going to craft myself a copy of Aegis while I still got the chance.
http://www.stoarchive.com/
Or maybe be able to craft a Rapid Reload Quantum torp Mk XIII or XIV. What about crafting a 360 degree Plasma beam array with a tetryon proc....
Ya, know, let us be able to craft some REALLY unique items. Until then I'll pass and stick to the better gear.
Oh, and there way too much dependence on dilithium for EVERYTHING. Unless there will be a patch that DRAMATICALLY INCREASES the amount of dil we can refine, I'll just use my dil for only what I HAVE to have.
Leveling the crafting system with a level 50 admiral will cost more in the long run.
Established level 50 Admirals, veterans, will not find a cost benefit from leveling the system.
Use reputation system items to help your current avatars.
Use the crafting system to help create a new avatar.
Here is my question: Are the crafting items bound? If the crafting items are bound, the expense for leveling the system will overshadow any practicality. Players will be wasting their time.
Maybe have something along the lines of...
A torpedo requires:
Focusing Lens [ACC]
Targeting Interface [CrtH]
Industrial Replicator Supplies [Dmg]
Combine any of the three above to create:
Mark XII Photon Torpedo
Then maybe have "special" components that give things like [Arc] or [Reload] or whatever.
There's definitely promise, but currently it just feels clunky.
Commander Science, Lieutenant Commander Engineering, Lieutenant Commander Universal, Lieutenant Tactical, Ensign Science
It isn't identical but the influence is clearly there. It's most similar to the Alchemy advancement projects with only one RNG project to end the chain. If the Catalysts work in a manner similar to having higher quality helpers for extra speed or higher quality tools to increase quality then the similarity will be even stronger.
However what NW's system doesn't have is the potentially ramping Dilithium/Astral Diamonds cost for -every- project above Mk X; the closest analogy would be having to buy Rare or VR materials from their Auction House which uses AD as it's currency.
1. They are planning on allowing us to replace the modifiers on items. If I understand him correctly, this feature will not be in Season 9.5, but will be added later. Can a dev confirm?
2. Memory Alpha will not return in Season 9.5, but may be revamped for a future release.
(a) Commodities Broker Rek will be moved to another location. Please remember to update the "Info" text for Antigens, Astrometric Probes, and Weather Control Systems when you do so.
(b) I would like to remind the devs that certain diplomacy missions can be found only at Memory Alpha. The amount of diplomacy XP awarded is small, but the removal of Memory Alpha also removes these non-combat, story-driven missions. The following missions can currently be found at Memory Alpha:
(i) Taste of Home. Give Kirayoshi O'Brien a Bajoran jumja stick.
(ii) Quarantine. Deliver a shipment to Dr. Yoc'm at Deep Space K-7.
(iii) Family Ties, Hostile Takeover, and Shady Supplies. Resolve disputes among a family of Ferengis.
Consumes 10x the materials. Takes 10x as long. Gives 10x as much XP. Gives 10x the output.
Realistically w/ economies of scale should mean it takes less time and effort to make the same quantity, but I'd happily take a linear result.
Who's going to want to sit there and do 4 clicks every few seconds to make a pile of TRIBBLE?
Where are the other parts of the Aegis set? I only see the Shield.
Is there any chance for people that maxed out the crafting score in the old system be given a head start in the new system? This new system is more like the Commendation system in that it'll take months (years?) to eventually max out all of the crafting schools. I've been crafting the Aegis Shield over and over, but even at 36000 points at a time and forcing completion with dilithium, the requirements for level 20 in the Shield school are over the top... like millions upon millions of points. Are there going to be projects for the other schools that will reward large amounts of points?
Without the clusters, there is no efficient way to gather these materials on nodes alone.
Bravo on making a worthless system even worse.
Notes:
[LIST=2]
[*]Rep system is cheaper and faster
[*]EC grinding the purchasing on the exchange is cheaper and faster
[*]Two out of three item obtainment methods are cheaper, faster, and not random.
[*]Given the above, what is the point of a new crafting system?
[/LIST]
Outcome:
1. Will not use the crafting system in this current test state.
I have to agree with pretty much everything you said.
What is the point of this system when you can get guaranteed gear, cheaper and faster through other means.
So like, you're researching the blueprint for a XII phaser dual cannon. You get the resources together, open the crafting interface, and run through it. Rather than immediately crafting a weapon of that type for full costs with totally random mods, you craft a 'prototype', which is a blueprint of that weapon. The suffix slots are chosen randomly, just like the current system, but the dilithium cost is burdened over to the prototype.
Once you've unlocked a given prototype, you can turn it in via a crafting/rep project to unlock that specific item's crafting mission, which has standard crafting inputs, is repeatable, and *always* produces the same result.
Alternatively, if you don't like the prototype you've built, or it duplicates one you've already registered, you can feed it into another mission to gain some of the resources back.
So for example, if you craft a Phaser Dual Heavy Cannons MK XII [ACC]x3 prototype, you can then always choose to craft that specific item with a crafting mission, and the dilithium costs are reduced because you already paid dilithium to building the prototype.
Then you can monetize the system by letting people by modules in the C-Store that let them choose specific suffixes when crafting a prototype.
etc. etc.
The system doesn't look attractive at all, given the resources/rewards ratio, compared to all the other ways of getting MkXII items in the game. I don't see why I should spend my time and resources on it. After all I've read and seen from the feedback, if you can show me where's the catch I'll consider it, but as it is I don't understand it and I don't like it.
By the way, this pains me a lot, as I was very excited about the update and just bought a lifetime subscription with the discount, to sort of celebrate it. It's leaving me with a bitter taste.
I'll just buy from the vendors and exchange as usual. Thanks but no thanks. It wasn't worth the effort before to use R & D, and it's even worse now. Bury it 6 feet under and move on guys.
From Al "CaptainGeko" Rivera
Basically, the current stuff is on alpha, meaning that everything will change, as of Al Rivera's word, Dilithium Cost is no the right. Everything was set as it is, so the system can run for testing...
More info here: http://priorityonepodcast.com/po179/
Random mods? New project will be made that lets us swap mod X to mod Y. 4 projects will let us create and customize a Mk XII whatever...
Costs? This is early beta with nothing really set in stone, however, he's going off his beliefs as to the current rate(s) being "competitive". Who knows, once the change-a-mod system hits, he could decide that a crafted part should be 20k - split 5k each over the initial part and each tweak-a-mod...
"Ultraviolet" (fleet) and gold quality on a high-level crit.
Well, I'll take the system in stride, pop a level or 3 here and there as I collect random materials, maybe twink a couple of KDFs I have in the levelling chain still, and see what comes out as the later parts of the system release.
Though, a large part of the whinefest on this forum right now would probably never have happened with:
1. Clear statement that this is an early Alpha release. We're testing, we kinda need to know what level of item we're testing, typically, Tribble's been stuff that's seen a few rounds of "internal QA" and usually in a fairly finished state...
2. Follow up Blog or Dev Post in this forum stating more-or-less everything covered in the podcast. Should not need to listen to random podcasts that I don't ususally follow because I tend to prefer not to sit around for an hour or 2, uninterrupted, listening and re-listening to what's being said because of the audio format.
Oh, having a convenient post lets people link off to the latest word, as I don't usually listen to podcasts, I had no clue that the "promised reward" for having maxed the current R&D system is nothing... How quaint...
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]
To quote Ben Sisko again. Amen.
1. They did state that this was in alpha. The problem is the they typically don't listen to feedback, when they do nothing substantial is done to address it. The other issue with that, is that this isn't really an alpha either. They are testing for bugs and only really looking to tweak a few things, the fundamental structure of how crafting will work has already been decided and seems set in stone. They could have come to during the conceptualisation, but they chose to code the system to this state.
2. There have been too many broken promises. When they say that all these things are coming in the future, it is highly unlikely given the track record that this will in fact happen. Maybe, I am being skeptical, but I don't think crafting updates will be on the agenda again anytime soon. It still does no explain why they want implement a half system now which is arguably worse than the current one, if they can wait and get it right.
also altogether the new ease of access and bonuses don't actually make me want to do R and D but it does make me feel like I have to isn't there a way you could make the process more interesting, involved, and enjoyable?
These are just the beginnings of the problems I've seen with the new system on tribble.