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Official New Crafting System "Research and Development" Feedback Thread

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  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited July 2014
    Something like that.

    I was thinking just remove the emergency from the name would be enough.
  • malkarrismalkarris Member Posts: 797 Arc User
    edited July 2014
    Okay, so for anyone wondering what progression now looks like with the projects I added it all up. This is maybe the fastest way to level 15 in one school. I didn't really try to optimize it or anything. This is also based on Tribble as it stands right now (July 15th, 2014).

    Each 20 hour project gives you 9599 xp. You unlock another project slot at levels 2 4, 15, and when you get three separate schools to level 5. So here is what you do.

    Run one project in any school, this will get you to level 2 and open up the second slot. Day 1.

    Run two projects in the same school, one per slot. This will get you to level 4 and open up slot 3. Day 2.

    Run one project in the old school, and then run two projects in a new school. This will get you to level 5 in the old school and level 2 in the new one. Day 3.

    Run three projects in the new school, this will get you to level 4. Day 4.

    Run one more project in the second school you started, this gets you to level 5 in that, and two project in a third school. Day 5

    Run all three projects in the new school and you're almost to level 5. Day 6

    Run one more project in the third school to get to level five and unlock that last slot, and while you are waiting for that, run two projects in any of the three schools. Day 7

    Now that you have 4 slots open, start running four projects every day in the same school. You will hit level 15 by about day 22. And you get that final 5th slot.

    From there, it will take you about 12 days to level the other two schools you got to level 5 to level 15, and 14 days to level a school from 0 to 15. so all told to level all schools to level 15, it would take 22 days for the first, two sets of 12 days for the second and third, and then 5 times 14 days for the rest. So 116 days to get level 15 in all five schools. Or about 4 months.

    Please keep in mind that there is some overflow, and you might be able to get some things a bit faster if you ran some quick projects in the four hour "gap" between the twenty hour projects. This was only done using the 20 hour projects. So cheap way to get to level 15, and happy grinding I guess. Not as bad as it was, but well, eh. Make of it what you will.
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  • trelane87trelane87 Member Posts: 242 Arc User
    edited July 2014
    sisteric wrote: »
    Photonic Industrial Personel?

    The ability to craft photonic doffs/boffs would be a good idea, not sure what school they would go under though :P
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited July 2014
    malkarris wrote: »
    Okay, so for anyone wondering what progression now looks like with the projects I added it all up. This is maybe the fastest way to level 15 in one school. I didn't really try to optimize it or anything. This is also based on Tribble as it stands right now (July 15th, 2014).

    Each 20 hour project gives you 9599 xp. You unlock another project slot at levels 2 4, 15, and when you get three separate schools to level 5. So here is what you do.

    Run one project in any school, this will get you to level 2 and open up the second slot. Day 1.

    Run two projects in the same school, one per slot. This will get you to level 4 and open up slot 3. Day 2.

    Run one project in the old school, and then run two projects in a new school. This will get you to level 5 in the old school and level 2 in the new one. Day 3.

    Run three projects in the new school, this will get you to level 4. Day 4.

    Run one more project in the second school you started, this gets you to level 5 in that, and two project in a third school. Day 5

    Run all three projects in the new school and you're almost to level 5. Day 6

    Run one more project in the third school to get to level five and unlock that last slot, and while you are waiting for that, run two projects in any of the three schools. Day 7

    Now that you have 4 slots open, start running four projects every day in the same school. You will hit level 15 by about day 22. And you get that final 5th slot.

    From there, it will take you about 12 days to level the other two schools you got to level 5 to level 15, and 14 days to level a school from 0 to 15. so all told to level all schools to level 15, it would take 22 days for the first, two sets of 12 days for the second and third, and then 5 times 14 days for the rest. So 116 days to get level 15 in all five schools. Or about 4 months.

    Please keep in mind that there is some overflow, and you might be able to get some things a bit faster if you ran some quick projects in the four hour "gap" between the twenty hour projects. This was only done using the 20 hour projects. So cheap way to get to level 15, and happy grinding I guess. Not as bad as it was, but well, eh. Make of it what you will.
    Wouldn't it be better to craft a mk vi item to bump yourself to level 2 in a school and open up that second slot on the first day?
  • malkarrismalkarris Member Posts: 797 Arc User
    edited July 2014
    Wouldn't it be better to craft a mk vi item to bump yourself to level 2 in a school and open up that second slot on the first day?

    Like I said, I didn't really optimize this, you could probably do some things a bit faster if you ran projects. According to the devs, the project you run in the tutorial that has not appeared yet will get you to level 2.
    Joined September 2011
    Nouveau riche LTS member
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited July 2014
    malkarris wrote: »
    ...You will hit level 15 by about day 22. And you get that final 5th slot.

    From there, it will take you about 12 days to level the other two schools you got to level 5 to level 15, and 14 days to level a school from 0 to 15. so all told to level all schools to level 15, it would take 22 days for the first, two sets of 12 days for the second and third, and then 5 times 14 days for the rest. So 116 days to get level 15 in all five schools. Or about 4 months.

    Please keep in mind that there is some overflow, and you might be able to get some things a bit faster if you ran some quick projects in the four hour "gap" between the twenty hour projects. This was only done using the 20 hour projects. So cheap way to get to level 15, and happy grinding I guess. Not as bad as it was, but well, eh. Make of it what you will.

    One suggestion for anyone even considering using the dilithium bypass for the Timer: Do not use the dilithium bypass on the 20hr project; the bypass fee is the same per hour, but the actual Crafting School XP rate is lower (just under 480 XP per hour as opposed to 600 XP per hour making things). Then again, they might change it...

    Me, I'll take the couple months before I consider making things other than a few random Mk VI's... they might get the [Mod] replacement done, in which case it might be worthwhile. We'll see. In the mean time, I'll dearly miss the function-oriented doff UI.
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    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.​​
  • bones1970bones1970 Member Posts: 953 Arc User
    edited July 2014
    So cryptic did take reputation powers away from me that i grind for and now i must grind for months for some other powers ?? WTH, stealing powers away couse its to much and a month later a new long grind to get others in place of powers you just stole from me !!!
  • spaceeagle20spaceeagle20 Member Posts: 971 Arc User
    edited July 2014
    malkarris wrote: »
    Okay, so for anyone wondering what progression now looks like with the projects I added it all up. This is maybe the fastest way to level 15 in one school. I didn't really try to optimize it or anything. This is also based on Tribble as it stands right now (July 15th, 2014).

    Each 20 hour project gives you 9599 xp. You unlock another project slot at levels 2 4, 15, and when you get three separate schools to level 5. So here is what you do.

    Run one project in any school, this will get you to level 2 and open up the second slot. Day 1.

    Run two projects in the same school, one per slot. This will get you to level 4 and open up slot 3. Day 2.

    Run one project in the old school, and then run two projects in a new school. This will get you to level 5 in the old school and level 2 in the new one. Day 3.

    Run three projects in the new school, this will get you to level 4. Day 4.

    Run one more project in the second school you started, this gets you to level 5 in that, and two project in a third school. Day 5

    Run all three projects in the new school and you're almost to level 5. Day 6

    Run one more project in the third school to get to level five and unlock that last slot, and while you are waiting for that, run two projects in any of the three schools. Day 7

    Now that you have 4 slots open, start running four projects every day in the same school. You will hit level 15 by about day 22. And you get that final 5th slot.

    From there, it will take you about 12 days to level the other two schools you got to level 5 to level 15, and 14 days to level a school from 0 to 15. so all told to level all schools to level 15, it would take 22 days for the first, two sets of 12 days for the second and third, and then 5 times 14 days for the rest. So 116 days to get level 15 in all five schools. Or about 4 months.

    Please keep in mind that there is some overflow, and you might be able to get some things a bit faster if you ran some quick projects in the four hour "gap" between the twenty hour projects. This was only done using the 20 hour projects. So cheap way to get to level 15, and happy grinding I guess. Not as bad as it was, but well, eh. Make of it what you will.

    I hit Tribble and tinkered with the new system for about an hour, i got to lvl 2 in beams but I didn't see any 20 hour projects? Which ones are they?
    P58WJe7.jpg


  • williampetersenwilliampetersen Member Posts: 30 Arc User
    edited July 2014
    One suggestion for anyone even considering using the dilithium bypass for the Timer: Do not use the dilithium bypass on the 20hr project; the bypass fee is the same per hour, but the actual Crafting School XP rate is lower (just under 480 XP per hour as opposed to 600 XP per hour making things). Then again, they might change it...

    ...I'll dearly miss the function-oriented doff UI.


    Not true. In fact, the XP project tends to be the most efficient use of time/dil because the quality of the Research Lab Scientist multiplies the R&D Branch XP (BXP). I did one with a blue that got almost 22K BXP, and one with a purple that got almost 24K BXP.

    I will, too. So, SO much...
  • chrisolliecchrisolliec Member Posts: 256 Arc User
    edited July 2014
    Apparently, I'm the only one who's not missing the old UI.

    Or, at least the only one not too shy to say so.

    I don't need a list of 10 assignments on my screen, especially not with the tiny lettering that comes with it.
    I don't see any efficiency in a crowded screen where you have to whip out a reading glass to see if it is the assignment you want to run.

    This doesn't mean the new UI is perfect. It still can use some tender love & care.
    Though I fear that time's a little too short to get this all fixed 'till launch.

    This also doesn't mean I don't miss some comfort functions of the old UI, like the sorting functions.
    Still wondering why they threw these overboard, in the first place...
    Though, in most cases, I found that the new system seems to give me the right personnel to do the job, unlike the old one. But sometimes, you don't need the purple doff to do that job. And then the scrolling through "hundreds" of doffs to find the handful of green ones kan get a PIA...
    And a reintroduction of the doff assignments' sorting by "schools" (aka "diplomatic", "engineering" and such) would be very appreciated.

    The rest would be a little bugfixing, like disappearing rewards if the inventory is accidentially full when claiming the reward of an assignment. Which also causes the assignment to stay in the list, as if it hadn't been turned in, but the button to claim the reward is gone missing, too. There should be a thread about it in the bug report forum...
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  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited July 2014
    Not true. In fact, the XP project tends to be the most efficient use of time/dil because the quality of the Research Lab Scientist multiplies the R&D Branch XP (BXP). I did one with a blue that got almost 22K BXP, and one with a purple that got almost 24K BXP.

    I will, too. So, SO much...

    That's odd, my testing of yesterday's Tribble patch was giving me 9599 Crafting XP on a Success and 10599 Crafting XP on a Critical Success for the 20hr project, also with a Rare doff. Which school were you leveling when you tested? I was leveling Beams for playtesting how the [Mods] worked, so maybe there are varying levels in different Crafting Schools (sounds like a bug)? Also, were you using the pop-up above the Chat window to check the reward amounts, or tracking BXP manually for each project completion using the BXP bar tooltip?
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    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.​​
  • picard99picard99 Member Posts: 82 Arc User
    edited July 2014
    Seconds are missing from count down timer at R&D.Or is that as designed.Seconds are at duty officer assignments so why not R&D too :)
  • williampetersenwilliampetersen Member Posts: 30 Arc User
    edited July 2014
    That's odd, my testing of yesterday's Tribble patch was giving me 9599 Crafting XP on a Success and 10599 Crafting XP on a Critical Success for the 20hr project, also with a Rare doff. Which school were you leveling when you tested? I was leveling Beams for playtesting how the [Mods] worked, so maybe there are varying levels in different Crafting Schools (sounds like a bug)? Also, were you using the pop-up above the Chat window to check the reward amounts, or tracking BXP manually for each project completion using the BXP bar tooltip?


    I did one in beams with the purple (at level 3), and one in... Shields? At level 0 with the blue.


    Let me see if I get the same result.

    ...

    Huh. Seems to have been fixed. The Research project is now only giving 6K XP (which is half as efficient as making things).
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited July 2014
    I did one in beams with the purple (at level 3), and one in... Shields? At level 0 with the blue.


    Let me see if I get the same result.

    ...

    Huh. Seems to have been fixed. The Research project is now only giving 6K XP (which is half as efficient as making things).

    Gah, I just went and double-checked Tribble as well. Yup, looks like it rewards half as much as crafting items, even worse than my original tests. Wonderful. I suppose the plus side is that it'll help me avoid spending dilithium for awhile since my crafting levels will be too low to make anything useful :P

    Well, time to wait and see what the Holodeck patch does with it...
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    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.​​
  • xmaxdragonxxmaxdragonx Member Posts: 5 Arc User
    edited July 2014
    I will not be coming back after the summer event, because you: A. Didnt give us old system captains any credit for their maxed out crafting at all. B. Took away dill grinding. You took it away even though it was balanced and available for everyone. A huge money grab. C. You also keep forcing more money grabs with overpowered equipment. That now requires an insane time to grind the dil., or an overpriced lottery system with the lock boxes. See I could stand the lockbox scam when I could grind dil easily, but when you made it harder I dont even want to play. All the good things in the game are in those boxes. When you realize later on how this has hurt the community you will wish you had not went down this road.
  • gholendhorgholendhor Member Posts: 447 Arc User
    edited July 2014
    So,they redo a useless system into a time consuming useless system
  • jandraelunejandraelune Member Posts: 100 Arc User
    edited July 2014
    =.= New crafting system has fails in it for those they had already maxed out their crafting and built a large collection of all mats.


    You can NOT trade in all your old work and time MAXING crafting, it's reset to >> ZERO and must start all over again.

    Another fail, new crafting mats are NOT tradeable, ' Bind on pick-up '. Due to this, you must do 100% of mat farming on the single char you want to work crafting on.

    Converting old mats only gives you random chance of Common, Uncommon or totally random with chance of Rare>< Even if you have ALL the old mats in stacks of 500, all you can get is the LOW tier new stuff, you can't even trade Rare for Rare >< Best hope you get is trading a >> RARE << for Random for less odd's of getting a Rare then you did before ><

    You are yet forced to have MORE Doff's to fill up your LIMITED Doff space just for crafting and nothing but crafting.


    Hello was anyone THINKING whent hey threw this out and undid EVERYTHING the old players worked on?
  • architect13architect13 Member Posts: 1,076 Arc User
    edited July 2014
    Bind on pick up . . . FAIL.
    Have you tried the new forum on your phone?
  • agentexeideragentexeider Member Posts: 180 Arc User
    edited July 2014
    It's a Greek Tragedy.
  • dorilin8dorilin8 Member Posts: 3 Arc User
    edited July 2014
    I have several Toons with Max Crafting Skills (Old System)!

    they all took a Lot of Currency and Farming! I could have made more Currency Selling the mats I farmed Hours For, instead I used them to Max my Crafting skill!!!

    WHY!!! Oh WHY!!! Did STO devs think its OK to reduce my Skill to 0 when they introduced this New System? At the Very Least they could have Maxed 1 or 2 Crafting Schools depending of the Toons Old System Crafting Progress, or Even CXP, let the players Decide which School!!!

    THIS needs to be Fixed!
  • mjarbarmjarbar Member Posts: 2,084 Arc User
    edited July 2014
    SORRY TO SHOUT BUT I REPORTED THIS A MONTH AGO WHEN THE CRAFTING FIRST CAME TO TRIBBLE BUT IS NOW ON HOLODECK

    WHEN PICKING UP MATS FROM THE VARIOUS MAPS THEY GO TO YOUR REGULAR INVENTORY INSTEAD OF THE R&D TAB WHERE THEY CAN BE USED FOR CRAFTING. THIS MEANS YOU HAVE TO GO OUT OF YOUR WAY TO FIND A BANK ACCESS TO SWAP THEM OVER,

    Edit: Since posting I have found that it occurs when doing the asteroid mining on Ishi's asteroid near DS9. As well as rewarding the dilithium the particles rewarded end up in the regular inventory not the R&D tab as other areas in the game.

    At the time when originally testing this was the only area available to me to get particles.
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  • annemarie30annemarie30 Member Posts: 2,662 Arc User
    edited July 2014
    Please separate the crafting materials from inventory at vendors. K thnx bye
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  • jkersjkers Member Posts: 75 Arc User
    edited July 2014
    All you have to do is click and drag the mats in your inventory up to the r&d tab and it will put it in your r$d slots automatically...only new particles that you collect go into your inventory...once that new particle is in your r&d slots it will go to there ...that is what I experienced with the new system
  • jniebaumjniebaum Member Posts: 43 Arc User
    edited July 2014
    dorilin8 wrote: »
    I have several Toons with Max Crafting Skills (Old System)!

    they all took a Lot of Currency and Farming! I could have made more Currency Selling the mats I farmed Hours For, instead I used them to Max my Crafting skill!!!

    WHY!!! Oh WHY!!! Did STO devs think its OK to reduce my Skill to 0 when they introduced this New System? At the Very Least they could have Maxed 1 or 2 Crafting Schools depending of the Toons Old System Crafting Progress, or Even CXP, let the players Decide which School!!!

    THIS needs to be Fixed!

    I feel you man I got shafted by the Devs in the same way. Would have been nice to atleast gotten something to show that all the PROGRESSION I did wasn't just for nothing in the end.
  • atlmyklatlmykl Member Posts: 305 Arc User1
    edited July 2014
    dorilin8 wrote: »
    I have several Toons with Max Crafting Skills (Old System)!

    they all took a Lot of Currency and Farming! I could have made more Currency Selling the mats I farmed Hours For, instead I used them to Max my Crafting skill!!!

    WHY!!! Oh WHY!!! Did STO devs think its OK to reduce my Skill to 0 when they introduced this New System? At the Very Least they could have Maxed 1 or 2 Crafting Schools depending of the Toons Old System Crafting Progress, or Even CXP, let the players Decide which School!!!

    THIS needs to be Fixed!

    Cryptic: We are going to introduce a way for player to make Ultra Rare weapons and equipment but it will take a days to get there. Rome was not built in a day

    Forum Player: wahhh i want it now! gimeme gimeme gimeme now! I should never have to work for new things added to the game because a long time ago I did something really easy and I deserve everything with no effort.

    BTW your skill is not reset to 0. Your general skill is still there. Mine is still 1650
  • cbob312cbob312 Member Posts: 200 Arc User
    edited July 2014
    Suggestion: We should be able to salvage parts and materials from gear drops. That way even white drops are useful.
  • enterprise1701axenterprise1701ax Member Posts: 209 Arc User
    edited July 2014
    Many players maxed out our crafting skills in several toons, per player. We did the work. Cryptic thinks it would be a grand laughfest to wipe out our hard work, reset everything to zero and that players will be OK with this? And give us random rewards, instead of firmly targeted items as before? FAIL! Another boring, time-consuming grind after we already did the work once before! Why not convert our experience and assets like you did when the Omega system was revamped? At least that was fair. Resetting skills to zero is simply frustrating and unfair, proving that we are wasting our efforts and massive expenditures of our time. So why give the new R&D a chance? You'll just zero us out again in the future. Very, very disappointing.
  • mattachinemattachine Member Posts: 505 Arc User
    edited July 2014
    atlmykl wrote: »
    Cryptic: We are going to introduce a way for player to make Ultra Rare weapons and equipment but it will take a days to get there. Rome was not built in a day

    Forum Player: wahhh i want it now! gimeme gimeme gimeme now! I should never have to work for new things added to the game because a long time ago I did something really easy and I deserve everything with no effort.

    BTW your skill is not reset to 0. Your general skill is still there. Mine is still 1650

    You know what? I haven't played since they made this awful mess live. I tried it on Tribble. I saw how the reactions to it was and agreed to it being an awful implementation of a crafting system that is a poor clone of the one available on Champions Online and Neverwinter Online. Yet Cryptic doesn't seem to care what we think. That's the big problem.

    About those that had leveled up their toon to max in the previous crafting system to get kicked to the curb with "I Maxed Crafting & All I Got Was This Louse DOff" is an insult to all of those who put in the time to farm the materials and time to level up their toons in crafting.

    The smart thing had been ot credit them not being able to max out the new crafting system instantly, but to at least let them max out one of the 7 different schools. If they cared, that is. Handing out a common Aegis DOff that isn't even bound and can be accidentally put in to a fleet project that is just a huge insult to the players that got them.

    I would be ashamed if I had been in any way involved in putting these changes in to the game.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited July 2014
    actual bugs:
    the interface will swap tasks. I think it has to do with a missing crafting officer... if you select an item you can't make due to lack of officer, it will (randomly??) swap it back to another type you can make and then use your materials & time to craft the incorrect thing. Not a big deal so far farming for xp, but at higher levels, that would be devastating to lose all the dil materials. It only seems to happen when a type of item (pretty sure it was sci consoles) have different officers for different results. In my case it swapped me from a +shieldcap console to a useless crew recovery console, IIRC, it was something like that.

    quality of life feedback...

    - the materials crates from stfs etc should stack with like kind
    - old schematics should be right click to redeem some materials or something.
    - no ground melee weapons available
    - no kit modules available.
    - mark XI, which is hardly usable in today's game, costs dil materials. It should not.
    - the mission on the personnel officer gives no officers, which is misleading.

    - there is no way to cancel a job once started.
    - the result of your job is immediately visible upon starting it. I would prefer not knowing and being able to cancel a job to knowing and being stuck with it.

    - it is unclear where to get catalysts.
  • vivenneanthonyvivenneanthony Member Posts: 1,278 Arc User
    edited July 2014
    I just seen the last Tribble notes. It seems to me to filter and to find specific Doff is more clickie and scrolling.

    I have not touched the crafting system since 9.5 launch as I think it's the most horrible UI changes of all time. I will not use it. I don't even do the Foundry missions aka exploration.

    Am I wrong? About the filtering being more clickie and scrollie.
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