Traits aren't really power creep - they're lateral power movement. That's why they give traits - you can get all your space or ground traits you want from another system. Or you can get them from Crafting. Whatever you want.
Inspirational Leader isnt really power creep? Come on now. Was there something like it before? That is what it means
The whole point of non-combat end-game content, is to have other paths of development, something besides moar deeps
Here's the biggest problem I have with the random "Extra's"
When I follow a recipe... will use baking a cake as an example...
If I follow the recipe. I will always end up with an Angelfood cake... I will not end up with an Angelfood Cake with sprinkles or a Chocolate Cake unless I do something different on "Purpose" like add chocolate.
Now I could see adding extra cost or items if you wanted to experiment. Or having an experiential part as a seperate option as part of the Doff options but otherwise... the Item itself that your we're following a recipe to craft should be 100% every time duplicateable process. As is that not the purpose of a "recipe"?
Anyway just my two cents having looked at the new system. Plus the costs are redonkulous...
Traits aren't really power creep - they're lateral power movement. That's why they give traits - you can get all your space or ground traits you want from another system. Or you can get them from Crafting. Whatever you want.
You need to address your four game-breakers, 'Hawk.
- Random quality/mod rewards lead to multiple attempts to get desired quality and/or mods and ...
- combine with dilithium costs to potentially create very large dilithium expenditures for said items, well in excess of the rep/fleet stores.
- Lengthy time gates
- combine with an uneven CXP scale to create very long grind periods (144 days to get one school to 20 had been bandied about a lot and even that requires turning crafting into a second job).
You guys are getting there in the relevacy department, between the updated Aegis set, the BoE items and the unique mods, but you're lagging way behind in terms of making the process of crafting any sort of enjoyable experience. As it stands right now crafting is like a full time job where we're paying for the privilege of doing it.
Traits aren't really power creep - they're lateral power movement. That's why they give traits - you can get all your space or ground traits you want from another system. Or you can get them from Crafting. Whatever you want.
I am sure it was mentioned by a dev that they were, hence why the debacle surrounding the 4/4 Rep traits..
Traits aren't really power creep - they're lateral power movement. That's why they give traits - you can get all your space or ground traits you want from another system. Or you can get them from Crafting. Whatever you want.
But, somebody taking that Eng trait on an AtB cruiser - could trade a potentially useless trait for something that would allow them to trade a no longer needed console for something that could give them more power. It's a horizontal trade with some vertical progression.
Traits aren't really power creep - they're lateral power movement. That's why they give traits - you can get all your space or ground traits you want from another system. Or you can get them from Crafting. Whatever you want.
My non Romulan toons are using atleast one ground trait simply because there are no useful space traits for them. Some of these new traits might be useful for them. Their power will increase.
Granted it will simply close the power gap between my toons and say, those with a few lockbox space traits, and will not increase the power cap so to speak. But it can be considered creep as the overall average will increase ever so slightly.
Traits aren't really power creep - they're lateral power movement. That's why they give traits - you can get all your space or ground traits you want from another system. Or you can get them from Crafting. Whatever you want.
That is only assuming that all traits are equally useful, which is not true.
Power creep will keep happening as long as better traits keep being released, replacing the less useful ones.
Example: someone has all pure damage enhancing traits. Then, a new Season releases new traits that provide better damage bonuses than ONE of the worse current traits. Replacement takes place, overall damage increases, and power creep happens.
How is it even possible to get more then 2 stacks of this buff? All beam abilities share at least a 15 sec global cooldown between each other, so unless certain set abilities are counted towards the activation of this trait the 3x stack limit isn't needed. Overall a nicely ballanced trait, since it seems to be bonus damage (and not base).
Cannons
This should increase the potential dps against fast moving target, but that means that the trait is really only usefull in a pvp scenario. The inertia bonus is also a bit on the low side. +2 inertia won't really be noticable on any ship class, even if it is something as sluggish as Bortasqu'. Like with the beam trait, the issue of 3 stacks being not attainable is present.
Projectiles
This trait is also queestionable. I like the torpedo love, but the 10% shield pen won't do too much to help regular torpedos perform much better and will strengthen transphasics too much, imo. Torpedos are usually used to (if at all) to dispose of smaller targets in a more quick manner. Fire a scatter volley or a bit of faw into the fray and spray your enemies with torps, watching them explode. End of pve perspective. For pvp this could have devastating consequences. Shield penetration is high enough as it is, so making it even more likely for players to die with full shields is, in my opinion, very undesirable.
Shields
This trait is actually very nice to have. You could finally survive these one shot kills some enemies dish out if you keep a heal ready. You just need to sort out the issue of invisible standart torps.
Science
This could make science captains/ships very much viable in pve (if they survive long enough after aggroing a lot of enemies). In pvp on the other hand this could lead to even more undesirable behavior then already present. Feedback Pulse + Tractor Beam Repulsor build (and now grav well) could potentially dominate the field making every match just a huge spamfest. Couple that with the new science console you can craft and these vessels will be nearly unkillable with conventional means and shifting the meta into a state of one ship/class builds.
Engineering
Depending how the damage resistance increase is apllied (shields or hull; damage resist value versus percentage [in the case of hull resists at least]). If it's a universal resistance bonus to hull and shield, then this is just plain too strong. If its just hull, just make it into a +20 damage resist rating buff. That's one neutronium alloy. If this bonus stacks with previous bonuses and is apllied as a percentage we can look at up to 70% damage resistance on a vessel. Couple this with the auxtobat falvor of the month and other spammy engineering abilites and this trait becomes way too strong
Ground Weapons
Considering that you can pretty much buff up/debuff enough to one shot even an elite tactical drone right now, this ability isn't really needed. At least for ranged weapons. You could make it a melee trait only and incentivise more people to try that playstyle.
Modifiers
Beams
Very nice idea, but should come at a cost. If this only fires a normal BO 1 and also drains the appropriate amount of power, i don't see a problem with this. Ships that use too many of these weapons will be out of power and ships that do use just the right amount will (maybe) increase their damage potential and spice up their combat (added bonus: a more star trek feel due to beam overload resembling the charging up sequence in the series). The only concern would be the interaction with other beam abilities. Does the proc cancel fire at will status of the weapon firing it. Will there even be two beam overloads if fire at will is active?
Cannons
Interessting. A nice backup ability if other cannon skill are on cooldown. The only issue i see is, as with the beam proc above, the interaction with standard cannon abilities
Projectiles
Not too bad here. Half a neutronium is pretty good value to ignore/reduce.
Shields
Also not too bad considering the Biotech Patch is a 20% hull healing increase and this would be equally effective (maybe slightly more or less, depending on the importance of shield vs hull and overhealing issues with shields)
Engines
I guess this a skill points increase of the inertial dampers skill, so a nice substitue for acutally skilling it or an addition to existing skill points
Deflector
Also a nice addition for healing builds. Nothing really to complain here. Since gecko mentioned a possiblity of tranfering certain mods to other items an elite fleet deflector plus this mod might be very good together.
Ground Weapons
Nothing to complain here. A nice addition to the non combat means of fast travel on ground. Might make it a lot easier to better position oneself despide lacking something like motion accelerator.
Items
(only concerns will be written down)
Science Consoles
The combination is just too strong. Considering fleet consoles mostly only have their slightly increased base stats plus half of another consoles value added to them this seems out of proportion. It's a nice thought, trying to make science focused ships more competetive in pve, but i don't believe that this will help to much. A ship will have to slot a rather large amount of the consoles to be getting a real effect, but would still generate a lot of threat. A problem that the embassy consoles don't have. On the flipside, threat isn't really an issue in pvp, where these console might just be too strong. Especially in combination with the science trait mentioned above. Even with the increased shield hp most science ships will just die from massive one shots or overall bleedthrough damage.
Plasma Torp
A non lingering alternative to the proc would be more appreciated. This would alleviate the spamming issue in pvp and wouldn't reduce the effectiveness of the torp in pve. I'm also curious how this torpedo interacts with enhancing abilites and if the plasma cloud debuff scales with any kind of damage enhancing abilities, such as captain skillls/abilties.
Wishlist
Give us a trait that negates/severely reduces bleedthrough to shields. Or make it a modifier.
Give us easy access to these new items. Crafting them on tribble is out of the question (i won't spend hours waiting for a queue to pop) and i would prefer to either get some ressources or the items directly, to test them. (If crafting materials are already available at the usual location - dorzana console - i apologize)
Traits aren't really power creep - they're lateral power movement. That's why they give traits - you can get all your space or ground traits you want from another system. Or you can get them from Crafting. Whatever you want.
Thanks Jeff. I like the idea that that folks who want to play more solo can get traits from other avenues besides STFs and the like. Yes I also believe that someone who maxes all systems will most likely have a little more power but its really irrelevant as a base stat RA ship with base gear can complete anything in the game right now.
Just saw on Massively...all crafting levels previously gained, are reverted back to 0. Geez, thanks a lot.
I don't think this is anything big... you will get a special doff to craft Aegis gear as your boobie prize. I just completed the crafting on holodeck from zero to 1650 max level in 1 1/2 hours and 3 million energy credits to buy samples from the exchange. I really don't see why they should reward anything else. I just did it to get the doff... up till now (been playing since game launch) I have never crafted a thing.
I have tested the new system on tribble and it is far more in-depth and takes much longer to level up. Took me 3 days to get max level science on new system using the dilithium "finish now" button and using the shield crafting that was giving excess (36,000) XP the first few days. It would take far longer without the bugged stats and not using dilithium to "finish now".
Gold Sub since March 2010
Lifetime Sub since June 2010
That is only assuming that all traits are equally useful, which is not true.
Power creep will keep happening as long as better traits keep being released, replacing the less useful ones.
Example: someone has all pure damage enhancing traits. Then, a new Season releases new traits that provide better damage bonuses than ONE of the worse current traits. Replacement takes place, overall damage increases, and power creep happens.
They repeatedly assume that all traits are equal. Cryptic will tell you that Superior Mental Discipline and Superior Romulan Operative are exactly equivalent in value and desirability.
As players, we know that the only Rom Embassy boff worth getting is the blue male tac. But Cryptic doesn't make that judgement.
I understand the point on traits, though, it's "not power creep" in the sense that you can't just use every trait. You've potentially got to weigh the Beam Trait against Accurate or whatever to decide for yourself which is worth using.
Particles converted in to Random Packs should never ever result in Common or Uncommon stuff. Only Very Rare and Rare.
The whole Crafting UI leaves a lot to wish for. Icons extending well outside the boxes they are supposed to be contained in because it takes 15 different resources to make one item.
The whole Catalyst part escapes me as there doesn't seem to be a way to find any to use.
I miss having a way to take an item I already have and modifying it through this system. Such as the Cardassian Phaser for my Galor or the Blue Phasers for my Connie or the Andorian ones.
I want to be able to pick one such item and be able to upgrade it from what ever rarity it might be and add bonuses and thus making it rarer and even raise the Mk of the item up to Mk XII if I like to.
As soon as I start a crafting project the DOff button starts flashing as if it is already ready even if it isn't. Because when opening the UI it says In Progress (1).
Even if more then one R&D Project slot is going it still reads as only "In Progress (1)".
And how to convert Unreplicateable Materials and Schematics in to something useful in the new system?
Huge changes like these needs to be announced many months before they are rolled out. So it is possible to get the wrinkles ironed out before they are launched. Everything in this is already set in to stone as it comes to the 9.5 roll out. Nothing will change before that.
When you see people not using the new crafting, like me and many more with me, you will have to waste even more time and resources on redesigning it again. Instead of doing it right the first time. Queue Exploration elimination in the game. What were you thinking?
AdjudicatorHawk, would you be so kind as to explain how the [BO] mod will actually function? Are we actually looking at a random 50 power drop off in weapon's power when a beam procs?
Here are four more comments, concerns, and criticisms:
24 - Recipes are not progressive: why do lower level beam weapons require a targeting interface but later MK ones (e.g. MK VI) do not? Yes it makes sense that weapons should have targeting arrays. The item recipes need to be progressive and logical. Thus give them a pass.
25 - Subcomponents need to come out at different qualities. Each subcomponent needs to be whit,e green, blue and purple. This should give a bonus toward the final item quality to reduce the gambling. Using all purple subcomponents should then give you a purple crafted item unless there is that rare critical failure.
26 - The dilithium prices on the new DOFF packs at SFA need to be at least cut in half. 1000 dilithium for a purely random draw is again even more gambling int he system. Same for the original packs btw. You put in the reputation system to eliminate player concern and remove the randomness for something guaranteed with progression yet a year later we are now back to another system that just has all randomness.
27 - I know you guys keep saying we can craft anything at any level and are touting that as the big thing for the system. However, all subcomponent recipes are not unlocked at the start of the system. For example in beams I cannot construct a firing sequencer until level 5 or an isolinear chip until level 10. I have to rely on someone else doing it and getting it from them. That means someone still has to level first, which logically means you cannot create anything at any level.
24, definitely. If we are going to have a crafting system that is based on the established components for the items we're building then they should be uniform and logical.
25, total agreement you should get out what you're putting in. Using uniform rarity should get you at least that rarity any chance involved should be a chance at better. All green should get you a shot a blue, all blue a shot at purple, all purple a shot at UV.
26, especially since the Crafting Doffs have only one use. I stopped buying doff packs at SFA when they added the thousand dilithium.
Someone asked for this so here are some quick and dirty hard numbers from my time crafting under the new system.
With 600 being the standard XP received per hour (no matter what you craft ..other than the special items.. it comes out to 600xp per hour).
Here is the number of hours or XP to level up to 10th.
0 to 1st = 0.05 or 30xp
1st to 2nd = 0.38 or 260xp
2nd to 3rd = 16.23 or 10,000xp
3rd to 4th = 33.33 or 30,000xp
4th to 5th = 30 or 48,000xp
5th to 6th = 34 or 68,400xp
6th to 7th = 42 or 93,600xp
7th to 8th = 45 or 120,600xp
8th to 9th = 48 or 149,400xp
9th to 10th = 51 or 180,000xp
The above is if you don't use dilithium to "finish now". You also need to add the hours together to get a total time for going from 1st level to 10th in just that one school (in this case 300 hours).
Don't sound too bad ..right? Just under 13 days and you could be level 10!
Lets look at the numbers going from level 11 to 15.
Finally.. you are level 10 and can make all the components, but you want to be able to make the special items from this school, so you need to get to level 15.
10th to 11th =120 or 252,000xp
11th to 12th = 135 or 333,000xp
12th to 13th = 150 or 423,000xp
13th to 14th = 165 or 522,000xp
14th to 15th = 180 or 630,000xp
So 1050 total hours into crafting (if you don't "finish now") you are able to craft the special items. That's nearly 44 days if you keep on top of things and can manage the materials required to keep it moving.
You decide to max out the school but level 16 requires a hefty price, what most games call a "HELL LEVEL" It costs 420 hours just to go from 15 to 16!
15th to 16th = 420 or 882,000xp
16th to 17th = 450 or 1,152,000xp
17th to 18th = 480 or 1,440,000xp
18th to 19th = 510 or 1,746,000xp
19th to 20th = 540 or 2,070,000xp
After 3450 hours (just under 144 days) and a minimum of 103,500 materials (3450 hourly projects consisting of 6 components per item with each component requiring 5 materials) you have mastered your first school.
Congratulations!
Thanks for the work first.
Second HOLEEEEEE SUGAR HONEY ICE TEA!!!
Hawk, tell me you're going to adjust that please. That's blasphemy.....it's madness.
"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"
Traits aren't really power creep - they're lateral power movement. That's why they give traits - you can get all your space or ground traits you want from another system. Or you can get them from Crafting. Whatever you want.
Yeah power creep is where you have a system that was designed where most you can get out of tactical consoles was about 2-3 consoles. Originally all 3 types of class consoles tact, sci, and eng all had diminishing returns. What has occurred is to push lockbox ship sales the tactical diminishing returns were removed. Although as federation and romulan ships were pushed out that reached the limit thus far of 5 tactical consoles that is the power creep as far as fed, kdf, and romulan ships with much lower tactical power are not keeping up due to the fact that only the tactical have their limits removed for profit sake.
The traits just improve on those existing stats/lateral power moment. Although being that like KDF ships that are left behind the curve of lockbox, federation, and romulan ships and no plans have been spoken to upgrade any current KDF ships nor the building any new ones that are on par with these. That has been the vocal point of my voice though is to get equal content distribution and if that will never be possible we need some kind of flexibility design added in with KDF ships so that they are on par. The one thing I could think of without pushing a lot more ships that Cryptic doesn't have time for would be for KDF to have some universal consoles in crafting maybe for tactical console damage with maybe a limit of 1-2 depending on what ship its put on.
So hawk, are you at some point going to address how there's a trait that boosts sci crit rate... and there aren't any sci powers that can critically hit because you guys took that functionality out of the game ages ago?
Really? When did they remove the ability of science powers to crit?
Really? When did they remove the ability of science powers to crit?
If I'm right because this used to happen on my main sci long time ago when sci powers would crit it was healing your target you were trying to kill. I think they removed it as a temporary fix but like most temporary things become permanent when asked to fix them back they become working as intended.
As has been pointed out. Its not that it costs dilthium that its combination of a limited time gated resource and almost complete randomness , failing meet both player expectations and I believe some of your design goals. That the developer Adjudicatorhawk has pointed out, being for commerce rather then personal growth. While the materials will make for a great source of commerce. The items themselves are gained at far too random rate to make a business making and selling to other players. Specifically end game items, which for all intensive purposes are almost the only items worth selling.
First you have the chance for a purple, then you have 3 separate mods on said item. Say there are 5 possible mods likely less then what equipment will have. If you want to have a specific item, very rare that is a hot seller. With just getting the proper mods you want its 1/125 chance... That's less then 1% chance.. To get that exact mod combo without factoring in rarity .
Even with one mk 12 beam that requires dilithium of 20000 per if it takes you 125 trys to get it that's 2,500,000 dilithium O.o and at 8,000 dilithium a day. 312.5 days to get it... That is almost a year.... That makes only bot farmers could any sort of economic benefit from selling them in the short term... or just incredibly lucky individuals, making this crafting more a form of a lockbox.
I know the dilithium prices etc are as said to be placeholders. But I think it would have been better to have place holder too low, especially for testing.
Other then that I like the system but i do wish there was a way to give it focus, on accuracy, crit, etc, like the thread i posted. Even if you got higher dilithium cost as a result,
to take away some of the randomness.
I appreciate the work, while its never fun to receive negative feedback. I hope you can at least take something constructive from all of this.
If I'm right because this used to happen on my main sci long time ago when sci powers would crit it was healing your target you were trying to kill. I think they removed it as a temporary fix but like most temporary things become permanent when asked to fix them back they become working as intended.
It could be like the Fire at Will fix, which was broken for so long but needed to be rebuilt from the ground up.
"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"
Really? When did they remove the ability of science powers to crit?
When players were one shotting each other with photonic shockwaves pre buffed to stupid high levels via decloak, attack pattern alpha, and other gimmicks. Although my memory might be fuzzy.
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.
I did not know parts only cost Dilithium for Mk XI and up. I'm glad it is not like the old system.
Also, it might be interesting to have the catalyst and "finish now" be the only Dilithium charge. I would be willing to deal with a very crappy chance to make high level gear without spending dilithium. It would still consume a great deal of resources to make the attempt. I think they could adjust the chances and make this work.
As it stands right now, at high rank, you could spend dilithium and still end up with a common, uncommon mk xi. Someone correct me if I'm wrong please.
It will take 20h but give a lot of R&D XP and need some material
something like that would make level up the schools a bit more user friendly, and u will not have so much useless gear.
Sure also a befit for players not online so often.
I did not know parts only cost Dilithium for Mk XI and up. I'm glad it is not like the old system.
Also, it might be interesting to have the catalyst and "finish now" be the only Dilithium charge. I would be willing to deal with a very crappy chance to make high level gear without spending dilithium. It would still consume a great deal of resources to make the attempt. I think they could adjust the chances and make this work.
As it stands right now, at high rank, you could spend dilithium and still end up with a common, uncommon mk xi. Someone correct me if I'm wrong please.
...it appears that a max level (Rank 20/2,070,000 XP) crafter making a Random Covariant Shield Array Mk XII with a Rare Shield Distribution Officer only has a 10% chance of Very Rare and a 24% chance of Rare... meaning at max level using a Rare doff you still have about a 2 in 3 shot at getting something lower quality than the doff making it.
The upside is that the special items you can make within the crafting system are limited to Very Rare and Ultra Rare outcomes, on success and critical success respectively. It's a long path getting to the point where you can make those special items, but they are rather nice; personally I'm not sure the system is an improvement, but the potential outcomes certainly are. Based on current exponential xp requirements and a flat 600 xp per hour... we'll see.
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.
I must say. I don't actually have that big an issue with the time required to craft, but maybe I am used to it as an EvE player where equipment can take anywhere from minutes to days to build.
What I take issue with is spending that investment and not getting what I want and need out of it.
I must say. I don't actually have that big an issue with the time required to craft, but maybe I am used to it as an EvE player where equipment can take anywhere from minutes to days to build.
What I take issue with is spending that investment and not getting what I want and need out of it.
well I'm all for progression with levels to get to what you want. But like you said you aren't guaranteed a good return, ends up being nothing more then a slot machine. That could take upwards of a year to get what you exactly want and that's one Equip
I understand they want it to be commerce system and not a personal progression system but yet it still is. Traits, promise of a system to upgrade rep gear... The funny thing is they can exist in parallel and often do in other crafting systems. Lets just hope the prices aren't final and they offer some way of limiting the almost complete randomness of it.
I must say. I don't actually have that big an issue with the time required to craft, but maybe I am used to it as an EvE player where equipment can take anywhere from minutes to days to build.
What I take issue with is spending that investment and not getting what I want and need out of it.
Eve craft and STO craft have nothing in common except they both create items. In eve the progression is only linked to time (not even playing) and money. Otherwise, you can craft anything you want from the beginning, as long as you have the skill and the blueprint.
As a pure pvper, I used to craft a small ship (a destroyer) for an extra money from time to time from the mats I accumulated. It was that easy.
In sto, you need to craft a lot, if only to progress in lvl. Which mean the time spent (hundreds of play hours) is pretty much lost.
Comments
The whole point of non-combat end-game content, is to have other paths of development, something besides moar deeps
Here's the biggest problem I have with the random "Extra's"
When I follow a recipe... will use baking a cake as an example...
If I follow the recipe. I will always end up with an Angelfood cake... I will not end up with an Angelfood Cake with sprinkles or a Chocolate Cake unless I do something different on "Purpose" like add chocolate.
Now I could see adding extra cost or items if you wanted to experiment. Or having an experiential part as a seperate option as part of the Doff options but otherwise... the Item itself that your we're following a recipe to craft should be 100% every time duplicateable process. As is that not the purpose of a "recipe"?
Anyway just my two cents having looked at the new system. Plus the costs are redonkulous...
My new sig till Cryptic fixes it....
You need to address your four game-breakers, 'Hawk.
- Random quality/mod rewards lead to multiple attempts to get desired quality and/or mods and ...
- combine with dilithium costs to potentially create very large dilithium expenditures for said items, well in excess of the rep/fleet stores.
- Lengthy time gates
- combine with an uneven CXP scale to create very long grind periods (144 days to get one school to 20 had been bandied about a lot and even that requires turning crafting into a second job).
You guys are getting there in the relevacy department, between the updated Aegis set, the BoE items and the unique mods, but you're lagging way behind in terms of making the process of crafting any sort of enjoyable experience. As it stands right now crafting is like a full time job where we're paying for the privilege of doing it.
I am sure it was mentioned by a dev that they were, hence why the debacle surrounding the 4/4 Rep traits..
But, somebody taking that Eng trait on an AtB cruiser - could trade a potentially useless trait for something that would allow them to trade a no longer needed console for something that could give them more power. It's a horizontal trade with some vertical progression.
My non Romulan toons are using atleast one ground trait simply because there are no useful space traits for them. Some of these new traits might be useful for them. Their power will increase.
Granted it will simply close the power gap between my toons and say, those with a few lockbox space traits, and will not increase the power cap so to speak. But it can be considered creep as the overall average will increase ever so slightly.
That is only assuming that all traits are equally useful, which is not true.
Power creep will keep happening as long as better traits keep being released, replacing the less useful ones.
Example: someone has all pure damage enhancing traits. Then, a new Season releases new traits that provide better damage bonuses than ONE of the worse current traits. Replacement takes place, overall damage increases, and power creep happens.
STO Screenshot Archive
Traits
Modifiers
Items
(only concerns will be written down)
Wishlist
Give us a trait that negates/severely reduces bleedthrough to shields. Or make it a modifier.
Give us easy access to these new items. Crafting them on tribble is out of the question (i won't spend hours waiting for a queue to pop) and i would prefer to either get some ressources or the items directly, to test them. (If crafting materials are already available at the usual location - dorzana console - i apologize)
Thanks Jeff. I like the idea that that folks who want to play more solo can get traits from other avenues besides STFs and the like. Yes I also believe that someone who maxes all systems will most likely have a little more power but its really irrelevant as a base stat RA ship with base gear can complete anything in the game right now.
I don't think this is anything big... you will get a special doff to craft Aegis gear as your boobie prize. I just completed the crafting on holodeck from zero to 1650 max level in 1 1/2 hours and 3 million energy credits to buy samples from the exchange. I really don't see why they should reward anything else. I just did it to get the doff... up till now (been playing since game launch) I have never crafted a thing.
I have tested the new system on tribble and it is far more in-depth and takes much longer to level up. Took me 3 days to get max level science on new system using the dilithium "finish now" button and using the shield crafting that was giving excess (36,000) XP the first few days. It would take far longer without the bugged stats and not using dilithium to "finish now".
Lifetime Sub since June 2010
They repeatedly assume that all traits are equal. Cryptic will tell you that Superior Mental Discipline and Superior Romulan Operative are exactly equivalent in value and desirability.
As players, we know that the only Rom Embassy boff worth getting is the blue male tac. But Cryptic doesn't make that judgement.
I understand the point on traits, though, it's "not power creep" in the sense that you can't just use every trait. You've potentially got to weigh the Beam Trait against Accurate or whatever to decide for yourself which is worth using.
The whole Crafting UI leaves a lot to wish for. Icons extending well outside the boxes they are supposed to be contained in because it takes 15 different resources to make one item.
The whole Catalyst part escapes me as there doesn't seem to be a way to find any to use.
I miss having a way to take an item I already have and modifying it through this system. Such as the Cardassian Phaser for my Galor or the Blue Phasers for my Connie or the Andorian ones.
I want to be able to pick one such item and be able to upgrade it from what ever rarity it might be and add bonuses and thus making it rarer and even raise the Mk of the item up to Mk XII if I like to.
As soon as I start a crafting project the DOff button starts flashing as if it is already ready even if it isn't. Because when opening the UI it says In Progress (1).
Even if more then one R&D Project slot is going it still reads as only "In Progress (1)".
And how to convert Unreplicateable Materials and Schematics in to something useful in the new system?
Huge changes like these needs to be announced many months before they are rolled out. So it is possible to get the wrinkles ironed out before they are launched. Everything in this is already set in to stone as it comes to the 9.5 roll out. Nothing will change before that.
When you see people not using the new crafting, like me and many more with me, you will have to waste even more time and resources on redesigning it again. Instead of doing it right the first time. Queue Exploration elimination in the game. What were you thinking?
/ Major Disappointment.
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24, definitely. If we are going to have a crafting system that is based on the established components for the items we're building then they should be uniform and logical.
25, total agreement you should get out what you're putting in. Using uniform rarity should get you at least that rarity any chance involved should be a chance at better. All green should get you a shot a blue, all blue a shot at purple, all purple a shot at UV.
26, especially since the Crafting Doffs have only one use. I stopped buying doff packs at SFA when they added the thousand dilithium.
27, that is a pain.
Thanks for the work first.
Second HOLEEEEEE SUGAR HONEY ICE TEA!!!
Hawk, tell me you're going to adjust that please. That's blasphemy.....it's madness.
Yeah power creep is where you have a system that was designed where most you can get out of tactical consoles was about 2-3 consoles. Originally all 3 types of class consoles tact, sci, and eng all had diminishing returns. What has occurred is to push lockbox ship sales the tactical diminishing returns were removed. Although as federation and romulan ships were pushed out that reached the limit thus far of 5 tactical consoles that is the power creep as far as fed, kdf, and romulan ships with much lower tactical power are not keeping up due to the fact that only the tactical have their limits removed for profit sake.
The traits just improve on those existing stats/lateral power moment. Although being that like KDF ships that are left behind the curve of lockbox, federation, and romulan ships and no plans have been spoken to upgrade any current KDF ships nor the building any new ones that are on par with these. That has been the vocal point of my voice though is to get equal content distribution and if that will never be possible we need some kind of flexibility design added in with KDF ships so that they are on par. The one thing I could think of without pushing a lot more ships that Cryptic doesn't have time for would be for KDF to have some universal consoles in crafting maybe for tactical console damage with maybe a limit of 1-2 depending on what ship its put on.
Really? When did they remove the ability of science powers to crit?
If I'm right because this used to happen on my main sci long time ago when sci powers would crit it was healing your target you were trying to kill. I think they removed it as a temporary fix but like most temporary things become permanent when asked to fix them back they become working as intended.
First you have the chance for a purple, then you have 3 separate mods on said item. Say there are 5 possible mods likely less then what equipment will have. If you want to have a specific item, very rare that is a hot seller. With just getting the proper mods you want its 1/125 chance... That's less then 1% chance.. To get that exact mod combo without factoring in rarity .
Even with one mk 12 beam that requires dilithium of 20000 per if it takes you 125 trys to get it that's 2,500,000 dilithium O.o and at 8,000 dilithium a day. 312.5 days to get it... That is almost a year.... That makes only bot farmers could any sort of economic benefit from selling them in the short term... or just incredibly lucky individuals, making this crafting more a form of a lockbox.
I know the dilithium prices etc are as said to be placeholders. But I think it would have been better to have place holder too low, especially for testing.
Other then that I like the system but i do wish there was a way to give it focus, on accuracy, crit, etc, like the thread i posted. Even if you got higher dilithium cost as a result,
to take away some of the randomness.
I appreciate the work, while its never fun to receive negative feedback. I hope you can at least take something constructive from all of this.
It could be like the Fire at Will fix, which was broken for so long but needed to be rebuilt from the ground up.
When players were one shotting each other with photonic shockwaves pre buffed to stupid high levels via decloak, attack pattern alpha, and other gimmicks. Although my memory might be fuzzy.
Or maybe only charge Dilithium on the parts needed to make mk xi and above?
Maybe I should double check but the dil-costing Very Rare parts only show up on the Mark XI and Mark XII gear the last time I looked.
MK XI items require 1 5k component.
MK XII items require 1 5K and 1 15K component
Unique items cost 2 5K components and 1 15 K component
MK X and below don't require any dilithium components.
Am I correct in assuming this is a request for either/or, as in:
Catalysts and finish now button are the only things that cost Dilithium
-or-
Only charge Dilithium on the parts needed to make mk xi and above
...but not both of those costs like we have now?
Also, it might be interesting to have the catalyst and "finish now" be the only Dilithium charge. I would be willing to deal with a very crappy chance to make high level gear without spending dilithium. It would still consume a great deal of resources to make the attempt. I think they could adjust the chances and make this work.
As it stands right now, at high rank, you could spend dilithium and still end up with a common, uncommon mk xi. Someone correct me if I'm wrong please.
Material processing and manufacturing training:
It will take 20h but give a lot of R&D XP and need some material
something like that would make level up the schools a bit more user friendly, and u will not have so much useless gear.
Sure also a befit for players not online so often.
The upside is that the special items you can make within the crafting system are limited to Very Rare and Ultra Rare outcomes, on success and critical success respectively. It's a long path getting to the point where you can make those special items, but they are rather nice; personally I'm not sure the system is an improvement, but the potential outcomes certainly are. Based on current exponential xp requirements and a flat 600 xp per hour... we'll see.
What I take issue with is spending that investment and not getting what I want and need out of it.
well I'm all for progression with levels to get to what you want. But like you said you aren't guaranteed a good return, ends up being nothing more then a slot machine. That could take upwards of a year to get what you exactly want and that's one Equip
I understand they want it to be commerce system and not a personal progression system but yet it still is. Traits, promise of a system to upgrade rep gear... The funny thing is they can exist in parallel and often do in other crafting systems. Lets just hope the prices aren't final and they offer some way of limiting the almost complete randomness of it.
As a pure pvper, I used to craft a small ship (a destroyer) for an extra money from time to time from the mats I accumulated. It was that easy.
In sto, you need to craft a lot, if only to progress in lvl. Which mean the time spent (hundreds of play hours) is pretty much lost.