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.
But here we're talking about 25000 hours to max Craffting. That's not counting the time it takes to collect the gigantic amounts of material needed and the dilithium & zen needed.
But here we're talking about 25000 hours to max Craffting. That's not counting the time it takes to collect the gigantic amounts of material needed and the dilithium & zen needed.
That's why eve and sto are not comparable, at least crafting wise.
Sto crafting lvling is simply put, insane. It's basically a fleet you have to grind solo. I know some people already do that, but they are very few.
In the end, it's just a huge cash grab, with very pretty shinnies in the end, to attract the maximum of player, and milk them of dil and zen as much as they can.
If it stay that way, or close, I'll use all these dil and zen to trade keys for EC, and buy the crafted items instead. I'm pretty sure you could buy a bugship with all those wasted resources from lvling the craft. And probably more.
Or maybe build a "fleet" crafter, where the whole fleet is giving mats, in return for a common crafter. However, I don't see how to donate dil, sadly (contraband is limited). And the time is still an issue.
At the moment I don't know any one that uses crafting on the Holo. other then a few noobs and I don't think this system will change that. I am sure there will be people who test it out and see what they can get like any thing else that's new in the game. But if feels like busy work and a dilithium hole that could be used for better Rep gear or fleet gear for that matter.
Yes the Dev's have put a few things in the middle and I am sure a few things at the end of each school to make the unwise or the unknowing go after it full speed. But the Vet players most likely won't touch it. I am sure there will be those who try it but honestly I think you have wasted time and money on this revamp of crafting the way it sits now. As it was whne you started making everything cost dilith a lot of people stopped crafting. I could go to Memory alpha and there would be 1/2 the people there used to be.
I would have to agree with most people in this thread that its a fancy way to make a lot of vendor trash and only after a long drawn out process will you get something that's almost worth it and by that time you will have most likely brought out a set or a ship with something better which makes it pointless.
But here we're talking about 25000 hours to max Craffting. That's not counting the time it takes to collect the gigantic amounts of material needed and the dilithium & zen needed.
Or you can just buy the items you want from the Exchange for Energy Credits, since everything is Bind of Equip?
If anything I'm seeing Eve's system as being *more* restrictive since you need to put time into a crafting skill to even build things?
EvE's system is much less restrictive, and the comparison with skills is misleading. In STO skills are only leveled by doing something, in the case of crafting, you craft and get skill. In EvE, skill is based in real time. You buy a skill, start it training, and you can walk away. So, yes a high end skill might take a month to train, but during that time, you can do whatever you want, in game or out. In STO, you want to level crafting, that's hours of time spent in game, crafting.
And its been a while, but I remember starting beginning crafting in EvE, ammo mostly, after waiting maybe half an hour. Between the two, I'd pick EvE's system.
In the announcements they talked about reducing inventory clogging... But with only 100 in a stack it's taking up 2.5x the space for all full stacks! :mad: I also really don't like the UI look. The original was not only fine I love it; this new one looks too busy, and is an eye sore. I's strongly suggest keeping the original Duty Officer UI for the original assignments.
Or you can just buy the items you want from the Exchange for Energy Credits, since everything is Bind of Equip?
If anything I'm seeing Eve's system as being *more* restrictive since you need to put time into a crafting skill to even build things?
Actually, it's faster to level a character in less then a week to 50, then just get fleet gear. Bypassing the whole crafting nonsense. I've created my last character in a week probably before this crafting change. It 6000 skill points from 50 then I will put on her ship all fleet gear.
Actually, it's faster to level a character in less then a week to 50, then just get fleet gear. Bypassing the whole crafting nonsense. I've created my last character in a week probably before this crafting change. It 6000 skill points from 50 then I will put on her ship all fleet gear.
Yeah, but then you don't get access to a bunch of [mods] that are only available through crafting or through buying from someone who crafted. I mean if you don't care about [Beam] or [Arc] and the rest then that's great. You can just use Fleet Gear or even the freebies from the Rep system.
In the announcements they talked about reducing inventory clogging... But with only 100 in a stack it's taking up 2.5x the space for all full stacks! I also really don't like the UI look. The original was not only fine I love it; this new one looks too busy, and is an eye sore. I's strongly suggest keeping the original Duty Officer UI for the original assignments.
Well we do get an entirely new inventory for crafting materials. I thought Cryptic said the stack limit on materials and components was 999 now? Either way you're still gaining a lot of space.
Regarding my existing crafting skill. While it would be unreasonable to be a master of all, it would be nice to be a master of one. And even nicer to be able to pick it. Either way
Yeah, but then you don't get access to a bunch of [mods] that are only available through crafting or through buying from someone who crafted. I mean if you don't care about [Beam] or [Arc] and the rest then that's great. You can just use Fleet Gear or even the freebies from the Rep system.
That's what I am doing. If I do get bored and decide to get [Arc] or [Beam] stuff I have more then enougth EC.I have a feeling the game will be filled up with so many rainbow [modifiers] builds that it will be easy to top STF's to get high end gear to sale off the exchange.
I actually played a Fleet STF and the people couldn't even get pass the first group of enemies. By the way, they added Undine to Fleet Alerts.
Or you can just buy the items you want from the Exchange for Energy Credits, since everything is Bind of Equip?
If anything I'm seeing Eve's system as being *more* restrictive since you need to put time into a crafting skill to even build things?
But if people buy it then it's not much of a crafting system, right? Sure someone have to craft it for it to be sold. But if one only shows up in the exchange once in a blue moon then would you call the new crafting system a win or fail?
New system sure looks better but,...
only adds to the complexity of the manufacturing process, time required to spend on it widowt adding same amount of complexity to the nr or variations of items we are able to create with it ,... as it is to be implemented atm i c no real reason why any more ppl will go into it then have alwready in the old system.
my sugestion,... add a dizasamble option for alwready existing weps & consoles and have it linked to the crafting system so that it alows for the customosation of gear in all categories ....simply add a wey to customize the modifiers and procs that the manufactured wep can have.
for ex ,... i want to disasamble a harpeng torpedo and use that mod to manufacture a photon torpedo frame and add to it the mod that aplies harpeng radiation, by sacrificing a modifier like dmg ,now instead of a purple dmg x3 i have manufactured a purple photon torpedo dmg x2 that also aply harpeng radiation,...
,or disasamble a 'piercing tetrion beam array' one can get as episode reward and use that to manufacture a purple 'piercing antiproton beam array dmg x2' .
soo ,... manufacture fully functional item (frame or base item) like wep or deflector and then add the desired modifiers.
preaty sure 90% of the active players will jump at the chance to customize theyre ships loadout regardless of time required or costs involved.
Are the unique Romulan weapons going to make it into crafting?
As detailed in this thread, I don't want to see the Piercing Beam Rifle, the Repeating Pistol, the Long Range Assault Mini-gun, and all their fellows to go the way of the dodo.
Even if there's no way to buy good ones from a vendor anymore, or get them in drops (which currently isn't possible but should be), I'll be satisfied if I can craft them.
What I think is remaining that needs to be done at a minimum to make this a solid crafting system:
1 The XP/Timer/Dilithium inputs need to be readjusted to move the extremes in closer to what reality could be.
2 A way to reverse engineer loot items to obtain materials and perhaps modifier circuits (The analogue of modifier bits in many other games).
3 Subcomponents need to be able to come out at different rarities based on your crafting skill+bonuses and those rarities convey a bonus that will afford more of a guaranteed item.
4 Dilithium costs on subcomponents needs to be removed completely. There are already dilithium inputs for the system in the form of the Buy it now button, DOFF packs, and DOFF grinder for better DOFFs. These are already too many.
5 We need to be able to nearly guarantee what we want to craft (given our crafting skill). If I want to craft a Green MK VI Beam array with [ACC], I should be able to do that.
6 Recipes for items need to follow a consistent logical order, if a MK II Beam array requires W and X, a MK VI Beam Array should require W, X, Y, and Z.
7 The UI needs to be reworked to manage the crafting flow better. There are already too many screens, too many clicks, too much scrolling. It all needs to be present on ONE pane. We get a drop down for the item, we get a drop down for what rarity we want (to try for), and we get a drop down for the MODs we want on the item. Then the system gives us what subcomponents we will need, we select X DOFFs that will craft those subcomponents and the system queues them up and cycles through them adding them to our R&D inventory as they finish (no clicking to collect the items). Once finished, we then select the DOFF we want to use to craft the item, we click the craft item button, the system then places the item in our inventory (no clicking to collect the item). We do not need a window to show us empty crafting slots, that just needs to be a number. We do not need a huge scrolling window of subcomponents, that should be taken care in the main crafting UI.
Bottom line is, if crafting is going to serve the purposes of:
1 - Enhancing the economics and social interaction of the game
2 - An alternative method of obtaining base gear for leveling
3 - In essence, and end game activity
Then it,
1 - Needs to complimentary not competitive with the other gear systems.
2 - Needs to start at a lower level AND have the same progression as character leveling so there is not lag (why are there even crafting recipes for items lower than lvl 15 then?)
3 - Has to provide some unique items that are highly needed (stacks of phaser charges for example).
I really like the crafting system in the game the only problem I have is the Dil cost and than still having to have the random outcome for items. Maybe have dil as a variable component and the more a crafter adds to the mix the less random and the more the crafter can choose the procs , buffs and other variables of the finished product.
IE. . . As a crafter I only put in a {Required minimum of 500 Dil and have no choice just random outcome.
But If I put in 5000 Dil I can choose up to 5 variable I have total control over up to an in game proc or buff cap for the intended tier items.
First an apology if it has already been answered, but I do not recall seeing it answered already - so I'm going to ask.
Will there be a way to move large quantities of mats between characters easily?
Can the new mats go in the Fleet Bank? Will there be an option for a R&D Fleet Bank? R&D Account Bank?
They should be able to go in the Fleet Bank. It might not be working properly right now. They should be able to go in Bank, Account Bank, Fleet Bank, R+D Bag, and Overflow Bag. They're currently in a state of flux as we try to make that happen.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Are the unique Romulan weapons going to make it into crafting?
As detailed in this thread, I don't want to see the Piercing Beam Rifle, the Repeating Pistol, the Long Range Assault Mini-gun, and all their fellows to go the way of the dodo.
Even if there's no way to buy good ones from a vendor anymore, or get them in drops (which currently isn't possible but should be), I'll be satisfied if I can craft them.
Please give us some feedback on this.
Maybe. They'd be cool to add, but they're weird weapons that never saw enough balancing or tuning - they were always meant to be "cool flavor" but they're not really congruent with most of the game's core gameplay. We're prioritizing making the core system work well and feel good/worthwhile/rewarding, then we can add extra item types.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
They should be able to go in the Fleet Bank. It might not be working properly right now. They should be able to go in Bank, Account Bank, Fleet Bank, R+D Bag, and Overflow Bag. They're currently in a state of flux as we try to make that happen.
Thanks, Hawk...appreciate the answer. I know it came up during the conversion process question that I was using my Fleet Bank to store them ((that it wouldn't be automatic) so there wouldn't be an issue with the old mats going haywire); but I didn't know that for the most part it was a 1:2 conversion...that the 30k or so mats I've got there would end up being around 60k or so mats. Trying to make that work via mail...heh...yep, definitely thanks for the reply.
Maybe. They'd be cool to add, but they're weird weapons that never saw enough balancing or tuning - they were always meant to be "cool flavor" but they're not really congruent with most of the game's core gameplay. We're prioritizing making the core system work well and feel good/worthwhile/rewarding, then we can add extra item types.
If you're not going to add them to crafting, then you should at least add them back to the dilithium store. Other items, including certain hangars, are also missing. See the threads below.
Maybe. They'd be cool to add, but they're weird weapons that never saw enough balancing or tuning - they were always meant to be "cool flavor" but they're not really congruent with most of the game's core gameplay. We're prioritizing making the core system work well and feel good/worthwhile/rewarding, then we can add extra item types.
it would be a good excuse to get them some attention. like the repeater pistol aiming animation, its always been broken.
that blast assault hold down to charge does not recover ammo fast enough, and doesn't recharge at all if you swap to another weapons. in a long fight, you just have t switch to something else, and recharge it after a fight, not easy to do in STFs or battle zones. in the mean time you walk around with effectively 1 weapon
Maybe. They'd be cool to add, but they're weird weapons that never saw enough balancing or tuning - they were always meant to be "cool flavor" but they're not really congruent with most of the game's core gameplay. We're prioritizing making the core system work well and feel good/worthwhile/rewarding, then we can add extra item types.
Well, even if you don't add them to crafting, just add them to the drop tables. These are cool weapons, and with the dilithium store essentially going away, there's no reason to just let them die. They're already in the game...I'm just asking for you to keep them that way.
They should be able to go in the Fleet Bank. It might not be working properly right now. They should be able to go in Bank, Account Bank, Fleet Bank, R+D Bag, and Overflow Bag. They're currently in a state of flux as we try to make that happen.
What if they just went to and pulled from an account pool??? An account R&D tab. I would honestly pay money to get extra slots for that if it pulled from my characters as a priority.
What is going to happen to Astrometrics Scientist duty officers with the 'Chance of collecting additional particle traces when scanning anomalies' specialization? Last time I was on tribble they still had the same wording in their descriptions... will they give a chance for rare crafting materials? (Which to be honest will be a bit pointless since there will be much fewer options to gather materials outside of the duty officer system) or will they be given some other ability?
Maybe. They'd be cool to add, but they're weird weapons that never saw enough balancing or tuning - they were always meant to be "cool flavor" but they're not really congruent with most of the game's core gameplay. We're prioritizing making the core system work well and feel good/worthwhile/rewarding, then we can add extra item types.
Well, the lack of answers previously got me to buy half of these weapons from the dil store, and I guess this response will get me to buy the other half before 9.5 goes live. It's a shame, I find these more fun/interesting than some of the standard weapon types and they have great models.
-edit-
I will admit the "hold to fire/charge" mechanic on some of these feels a bit clunky in RPG mode. If these do get some attention in the future, the option to make fire a toggle when not in shooter mode would be a wonderful improvement.
What is going to happen to Astrometrics Scientist duty officers with the 'Chance of collecting additional particle traces when scanning anomalies' specialization? Last time I was on tribble they still had the same wording in their descriptions... will they give a chance for rare crafting materials? (Which to be honest will be a bit pointless since there will be much fewer options to gather materials outside of the duty officer system) or will they be given some other ability?
Well there are "nodes" anomalies in normal space mission maps I imagine that DOFF would still be useful when interacting with those. They should result in a higher yield for materials...I would hope.
Thinking about it that sounds more like something a salvage officer would do.
"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"
What about if you are a Master Crafter in the old system, How will that appy to the new system?
I don't all my old work to go to waste.
I have 2 master craftsmen that had better be able to maintain their master craftsman status or I am walking away from this grindfest of a game. I am no longer enjoying this game, since I never play & all I do is grind. I earned my master craftsman status with 2 different toons & if they are demoted in any way goodbye Craptic.
I have 2 master craftsmen that had better be able to maintain their master craftsman status or I am walking away from this grindfest of a game. I am no longer enjoying this game, since I never play & all I do is grind. I earned my master craftsman status with 2 different toons & if they are demoted in any way goodbye Craptic.
They have mentioned a couple of times that the new systems are different and what you did in the old crafting system won't be able to transfer over to the new system. However, I'm sure they are looking into making sure that we get some kind of reward that will help us with the new system. Remember, the devs also have their own personnel accounts and likely they want a similar recompensation plan in place that we do.
They have mentioned a couple of times that the new systems are different and what you did in the old crafting system won't be able to transfer over to the new system. However, I'm sure they are looking into making sure that we get some kind of reward that will help us with the new system. Remember, the devs also have their own personnel accounts and likely they want a similar recompensation plan in place that we do.
I do not care. I am a master now & if I am not a master with the new system then it's goodbye. I am done with this bug laden, grindfest of a game & have no will or desire whatsoever to do even more grinding.
Comments
But here we're talking about 25000 hours to max Craffting. That's not counting the time it takes to collect the gigantic amounts of material needed and the dilithium & zen needed.
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Sto crafting lvling is simply put, insane. It's basically a fleet you have to grind solo. I know some people already do that, but they are very few.
In the end, it's just a huge cash grab, with very pretty shinnies in the end, to attract the maximum of player, and milk them of dil and zen as much as they can.
If it stay that way, or close, I'll use all these dil and zen to trade keys for EC, and buy the crafted items instead. I'm pretty sure you could buy a bugship with all those wasted resources from lvling the craft. And probably more.
Or maybe build a "fleet" crafter, where the whole fleet is giving mats, in return for a common crafter. However, I don't see how to donate dil, sadly (contraband is limited). And the time is still an issue.
Yes the Dev's have put a few things in the middle and I am sure a few things at the end of each school to make the unwise or the unknowing go after it full speed. But the Vet players most likely won't touch it. I am sure there will be those who try it but honestly I think you have wasted time and money on this revamp of crafting the way it sits now. As it was whne you started making everything cost dilith a lot of people stopped crafting. I could go to Memory alpha and there would be 1/2 the people there used to be.
I would have to agree with most people in this thread that its a fancy way to make a lot of vendor trash and only after a long drawn out process will you get something that's almost worth it and by that time you will have most likely brought out a set or a ship with something better which makes it pointless.
Or you can just buy the items you want from the Exchange for Energy Credits, since everything is Bind of Equip?
If anything I'm seeing Eve's system as being *more* restrictive since you need to put time into a crafting skill to even build things?
And its been a while, but I remember starting beginning crafting in EvE, ammo mostly, after waiting maybe half an hour. Between the two, I'd pick EvE's system.
Nouveau riche LTS member
Actually, it's faster to level a character in less then a week to 50, then just get fleet gear. Bypassing the whole crafting nonsense. I've created my last character in a week probably before this crafting change. It 6000 skill points from 50 then I will put on her ship all fleet gear.
Yeah, but then you don't get access to a bunch of [mods] that are only available through crafting or through buying from someone who crafted. I mean if you don't care about [Beam] or [Arc] and the rest then that's great. You can just use Fleet Gear or even the freebies from the Rep system.
Well we do get an entirely new inventory for crafting materials. I thought Cryptic said the stack limit on materials and components was 999 now? Either way you're still gaining a lot of space.
Thank you for a great game!
Akbaik Praxu
That's what I am doing. If I do get bored and decide to get [Arc] or [Beam] stuff I have more then enougth EC.I have a feeling the game will be filled up with so many rainbow [modifiers] builds that it will be easy to top STF's to get high end gear to sale off the exchange.
I actually played a Fleet STF and the people couldn't even get pass the first group of enemies. By the way, they added Undine to Fleet Alerts.
But if people buy it then it's not much of a crafting system, right? Sure someone have to craft it for it to be sold. But if one only shows up in the exchange once in a blue moon then would you call the new crafting system a win or fail?
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only adds to the complexity of the manufacturing process, time required to spend on it widowt adding same amount of complexity to the nr or variations of items we are able to create with it ,... as it is to be implemented atm i c no real reason why any more ppl will go into it then have alwready in the old system.
my sugestion,... add a dizasamble option for alwready existing weps & consoles and have it linked to the crafting system so that it alows for the customosation of gear in all categories ....simply add a wey to customize the modifiers and procs that the manufactured wep can have.
for ex ,... i want to disasamble a harpeng torpedo and use that mod to manufacture a photon torpedo frame and add to it the mod that aplies harpeng radiation, by sacrificing a modifier like dmg ,now instead of a purple dmg x3 i have manufactured a purple photon torpedo dmg x2 that also aply harpeng radiation,...
,or disasamble a 'piercing tetrion beam array' one can get as episode reward and use that to manufacture a purple 'piercing antiproton beam array dmg x2' .
soo ,... manufacture fully functional item (frame or base item) like wep or deflector and then add the desired modifiers.
preaty sure 90% of the active players will jump at the chance to customize theyre ships loadout regardless of time required or costs involved.
As detailed in this thread, I don't want to see the Piercing Beam Rifle, the Repeating Pistol, the Long Range Assault Mini-gun, and all their fellows to go the way of the dodo.
Even if there's no way to buy good ones from a vendor anymore, or get them in drops (which currently isn't possible but should be), I'll be satisfied if I can craft them.
Please give us some feedback on this.
1 The XP/Timer/Dilithium inputs need to be readjusted to move the extremes in closer to what reality could be.
2 A way to reverse engineer loot items to obtain materials and perhaps modifier circuits (The analogue of modifier bits in many other games).
3 Subcomponents need to be able to come out at different rarities based on your crafting skill+bonuses and those rarities convey a bonus that will afford more of a guaranteed item.
4 Dilithium costs on subcomponents needs to be removed completely. There are already dilithium inputs for the system in the form of the Buy it now button, DOFF packs, and DOFF grinder for better DOFFs. These are already too many.
5 We need to be able to nearly guarantee what we want to craft (given our crafting skill). If I want to craft a Green MK VI Beam array with [ACC], I should be able to do that.
6 Recipes for items need to follow a consistent logical order, if a MK II Beam array requires W and X, a MK VI Beam Array should require W, X, Y, and Z.
7 The UI needs to be reworked to manage the crafting flow better. There are already too many screens, too many clicks, too much scrolling. It all needs to be present on ONE pane. We get a drop down for the item, we get a drop down for what rarity we want (to try for), and we get a drop down for the MODs we want on the item. Then the system gives us what subcomponents we will need, we select X DOFFs that will craft those subcomponents and the system queues them up and cycles through them adding them to our R&D inventory as they finish (no clicking to collect the items). Once finished, we then select the DOFF we want to use to craft the item, we click the craft item button, the system then places the item in our inventory (no clicking to collect the item). We do not need a window to show us empty crafting slots, that just needs to be a number. We do not need a huge scrolling window of subcomponents, that should be taken care in the main crafting UI.
Bottom line is, if crafting is going to serve the purposes of:
1 - Enhancing the economics and social interaction of the game
2 - An alternative method of obtaining base gear for leveling
3 - In essence, and end game activity
Then it,
1 - Needs to complimentary not competitive with the other gear systems.
2 - Needs to start at a lower level AND have the same progression as character leveling so there is not lag (why are there even crafting recipes for items lower than lvl 15 then?)
3 - Has to provide some unique items that are highly needed (stacks of phaser charges for example).
IE. . . As a crafter I only put in a {Required minimum of 500 Dil and have no choice just random outcome.
But If I put in 5000 Dil I can choose up to 5 variable I have total control over up to an in game proc or buff cap for the intended tier items.
Does this sound feasible to other crafters?
Will there be a way to move large quantities of mats between characters easily?
Can the new mats go in the Fleet Bank? Will there be an option for a R&D Fleet Bank? R&D Account Bank?
They should be able to go in the Fleet Bank. It might not be working properly right now. They should be able to go in Bank, Account Bank, Fleet Bank, R+D Bag, and Overflow Bag. They're currently in a state of flux as we try to make that happen.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Maybe. They'd be cool to add, but they're weird weapons that never saw enough balancing or tuning - they were always meant to be "cool flavor" but they're not really congruent with most of the game's core gameplay. We're prioritizing making the core system work well and feel good/worthwhile/rewarding, then we can add extra item types.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Thanks, Hawk...appreciate the answer. I know it came up during the conversion process question that I was using my Fleet Bank to store them ((that it wouldn't be automatic) so there wouldn't be an issue with the old mats going haywire); but I didn't know that for the most part it was a 1:2 conversion...that the 30k or so mats I've got there would end up being around 60k or so mats. Trying to make that work via mail...heh...yep, definitely thanks for the reply.
If you're not going to add them to crafting, then you should at least add them back to the dilithium store. Other items, including certain hangars, are also missing. See the threads below.
http://sto-forum.perfectworld.com/showthread.php?t=1148761
http://sto-forum.perfectworld.com/showthread.php?t=1155531
Also, someone mentioned that science abilities can no longer critically hit, making the new trait useless. Can you check if this is true?
it would be a good excuse to get them some attention. like the repeater pistol aiming animation, its always been broken.
that blast assault hold down to charge does not recover ammo fast enough, and doesn't recharge at all if you swap to another weapons. in a long fight, you just have t switch to something else, and recharge it after a fight, not easy to do in STFs or battle zones. in the mean time you walk around with effectively 1 weapon
What if they just went to and pulled from an account pool??? An account R&D tab. I would honestly pay money to get extra slots for that if it pulled from my characters as a priority.
Well, the lack of answers previously got me to buy half of these weapons from the dil store, and I guess this response will get me to buy the other half before 9.5 goes live. It's a shame, I find these more fun/interesting than some of the standard weapon types and they have great models.
-edit-
I will admit the "hold to fire/charge" mechanic on some of these feels a bit clunky in RPG mode. If these do get some attention in the future, the option to make fire a toggle when not in shooter mode would be a wonderful improvement.
Well there are "nodes" anomalies in normal space mission maps I imagine that DOFF would still be useful when interacting with those. They should result in a higher yield for materials...I would hope.
Thinking about it that sounds more like something a salvage officer would do.
I don't all my old work to go to waste.
I have 2 master craftsmen that had better be able to maintain their master craftsman status or I am walking away from this grindfest of a game. I am no longer enjoying this game, since I never play & all I do is grind. I earned my master craftsman status with 2 different toons & if they are demoted in any way goodbye Craptic.
They have mentioned a couple of times that the new systems are different and what you did in the old crafting system won't be able to transfer over to the new system. However, I'm sure they are looking into making sure that we get some kind of reward that will help us with the new system. Remember, the devs also have their own personnel accounts and likely they want a similar recompensation plan in place that we do.
I do not care. I am a master now & if I am not a master with the new system then it's goodbye. I am done with this bug laden, grindfest of a game & have no will or desire whatsoever to do even more grinding.