Yyyeah... that ruint it.
Max 6k xp per school per 24 hour cycle... On what is it at level 15? 2 million or somesuch?
Yeah... they've really put the nail in the coffin with this nutjob idea.
I had already chosen not to bother since the top tier weapons were 'Only ONE Allowed' eliminating their use entirely except on shuttles that are never used.
So... yeah. Crafting never had a point to begin with since Rep & Fleet trumped anything craftable... and now it has even less of a point.
I already hated the new crafting system, but was willing to give it a chance to win me over.
But this change.
Just No.
I will not touch this system now.
This plus the disrespect Geko showed for players during his STOked "interview" , has just turned me off this game.
I will still play with the Foundry, but at this point other than that STO is dead to me.
When the lead designer Trolls his players and decisions like this happen.
What's the damned point anymore.
Peace,
Thanks for ruining my STO experience , Captain Geko.
Geko should be fired or forced to leave like Gozer was. Both of them show players no respect. I'd have fired both of them long before now. Wasn't Geko the one who fought to keep the Ambassador Class out of STO because he hated the design? Good thing he lost.
This new crafting system is complete TRIBBLE. A monkey could've designed it better. R&D DOFFs should have their own tab in the DOFF UI like colonists and prisoners do.
I maxed out crafting on the old system. I quit doing crafting when they added dilithium costs to it.
You know, its almost funny reading these threads in a way, nothing to do with the game, but it really shows that there are five stages of grief. We've already gone through Denial, Anger, and I think I've seen a few posts that fit into Bargaining.
Part of me wonders if anyone could get a term paper out of this.
Geko should be fired or forced to leave like Gozer was. I'd have fired both of them long before now. Wasn't Geko the one who fought to keep the Ambassador Class out of STO because he hated the design? Good thing he lost.
Well not only that but the 140 years old Excelsior class is on par with a Sovereign class , and is better than the younger Ambassador class, Galaxy class and Galaxy-X Dreadnought.
As bad as waiting 105 days per school is, that material list is worst. Between the two, I'll wait.
Cryptic has made their decision, and after my initial rage, well, doubt they are going to change it. All that's left is to deal.
This is quite an about face...
I say about face because I have a gut feeling that the time to lvl 15 was working as intended. There's a saying; "first impressions are often correct". I gather my first impressions from several sources:
1) The initial blogs and developer interviews compared the time to complete one school to any of the reputation factions. I think a figure I heard several times was 40 days.
2) That was using only crafting of items, not the research projects, since they were added in at the last minute. It must have dawned on the team that they were flying in the face of the casual gamer, and that the R&D system was looking more like a job than an adventure.
3) If you watched the live stream given by Captain Smirk, he mentions several times that "once you unlock more project slots, things go a lot faster". I know that most of the staff would have been gearing up for STLV, and likely didn't have much time to dabble in the R&D system. It seemed as if he was trying his best with elements that were likely just explained to him or even demo'd by another team member. At one point he kind of stumbled on to the 20 hour research project and seemed to be reading it first hand, not entirely aware of what it did.
All these things contribute to my hypothesis that it was working as intended with real actual item creation, they just expected us to be spending a LOT more time doing R&D than any of the other aspects of STO. Toward the release date, they realized they needed an alternative, for those that can't play multiple hours a day, so the research projects were born. They ran some math on how much exp they would net, which they even adjusted on tribble during the last daily patch or two before the holodeck go-live. All was going to plan......
What changed then to cause this [REDACTED]?
The players started formulating plans. Best case-attack scenarios against this new enemy, the R&D system. We figured out A2B for R&D and they didn't like what they saw. Most people, including myself, had sworn to avoid the odd "finish now" button and just let these research projects run. I was not really going to delve into the actual creation of items until several months from now. There were other reasons, glaring omissions like no "cancel" button? Why would you make a crafting system that you could not cancel an item? I will gladly sacrifice the ingredients, but what if I accidentally start some 48 hour item with the wrong catalysts or doffs? Even during the a fore mentioned live stream someone asked about a cancel button and Smirk couldn't find one, bummer. How about some quantities for components without rank and quality? Instead of addressing some of the still missing or broken things in this new system, opening it up to even more players, they start by closing it down.
Some have mentioned another similar bug in a previous "exploitable" DOFF mission or set of missions. I'm not aware of that circumstance, but it sounded to be very isolated and not that far reaching. If this multiple slotting was a bug, it is easy to see that the change would affect every player currently using the R&D system. Isn't testing changes like this why you setup a test server? You try little tweaks and get player feedback, hoping to come to a compromise that doesn't alienate (no pun intended) a large portion of your player base. Some folks are already at lvl 15 but only got there with pink crystals, this won't affect them, just the other 95%.
I'll echo the thoughts of other posters; the problem seems to be that we, the players, were taking this new R&D system in a direction that was not intended. At least initially. I gather the team wants us to start the game and spend most of our time in the DOFF screen. Getting ever more and more frustrated by how long things are taking, causing us to act out with our dilithium account. As it was I was really enjoying the new UI, it seems I was spending about 1/3 -- 1/2 the time I normally spend in the DOFF window and the R&D portion was fun. Since the summer event ended I found more time to get out into the universe and........oh, you know.....explore! What a concept, one that appears to be lost with this new change in plans. If I feel I cannot make reasonable progress toward my goals, I will not take part in the system. I was very close to going lifer in that last sale, now I'm pretty glad I didn't.
This all is starting to remind me of the original SWG, that game was great at giving sense of accomplishment for just 30 mins a day, if that's all the time I had. STO has been similar at times; Pop in, get my DOFFs lined up, start my research projects, maybe run an STF or two. If I have free time after that I could even help out a friend or fleet-mate with some of their goals. But as MMO's do, things change, and how do you put the genie back in the bottle? I only have 3 alts and I've never subscribed, just spent some cash on lock box keys this weekend. Massive changes of direction like this do not inspire me to invest more time or money, it's supposed to be fun, remember?
The problem isn't the multiple research projects, it's that the research projects take too damn long. Cryptic should make a compromise and reduce the time from 20 hrs to 10 hrs and keep the dilithium rush cost the same.
It's 20 hours long for a good reason - so that pepole that log in daily for an hour can use this project to slowly and reliably level their crafting.
I think it's a mistake that it takes so long until you can craft somethnig of actual value to your endgame. If that wasn't in, then more people would use 4 hour or 2 hour projects and earn a lot more XP. But since no one really needs Mark II or even Mark X gear, everyone jumps on the "daily" task to level his crafting.
They should add some low skill items to the crafting options. Maybe some consumables, like team batteries and large batteries or something like that. A success grants a stack of 10, a critical 30. That would be some people can actually use (particularly I presume in PvP).
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
So I click a button every day for 100 days or a year and after that I can finally pay to get an item, possibly worth to be used, but in any case not much better than what I already have... Sounds exciting.
Would be more fun if I could craft something useful from day 1... but that new system is as bad as the first one...
Fun fact: At this pace, it's not impossible that nobody may ever reach max crafting skill in all schools before the game is terminated and the servers are shut down.
Fun fact: At this pace, it's not impossible that nobody may ever reach max crafting skill in all schools before the game is terminated and the servers are shut down.
WHAT THE ACTUAL FRAK!!?!?! First for the patch and secondly for deleting critics posts......
It took long enough to get to level 4 already with the new crafting system and was good as it was as it basically would have taken us 1-2 months per school to max it out.. so we could have been done in about half a year.. but NOW... WTF?!!?!? really
What kind of puff the magic dragon are you guys inhaling there?? Magical Muffin elves that come up with those ideas sure help... otherwise i cannot explain how you could ever think of this being a good benefit to the game..
Please how the heck did Geko get the Job anyways??
As the complete feedback was ignored for the last 2 tribble weeks and the build went holo without any changes made.. and now they change everything again and again as they think , because 4 members made it to level 20 as they did actually use their Dill (well that what cryptic wanted anyways wasn't it) and all other have now to wait even longer????
That was really not your smartest move. I know there is rant about everything in this game.. but from my point of view you really hit bullseye with this...
They should add some low skill items to the crafting options. Maybe some consumables, like team batteries and large batteries or something like that. A success grants a stack of 10, a critical 30. That would be some people can actually use (particularly I presume in PvP).
This would be the right idea - eliminate everything from NPC vendors and make everything craftable.
From chump commodities to endgame gear (that is DISTINCT and very different but on par with Rep and Fleet gear).
Set each system - Reputation, Fleet, and Crafting - in it's own zone of powers and functions, with crafting what establishes the game's marketplace (and it would need a market interface, not just the auction house).
Right now they just sunk Crafting as handily as the captain did to the Concordia. The people who exploited their way to level 15 in the first week can now do anything they wish uncontested because everyone else just had their skilltime increase by a factor of five.
This would be the right idea - eliminate everything from NPC vendors and make everything craftable.
From chump commodities to endgame gear (that is DISTINCT and very different but on par with Rep and Fleet gear).
Set each system - Reputation, Fleet, and Crafting - in it's own zone of powers and functions, with crafting what establishes the game's marketplace (and it would need a market interface, not just the auction house).
Right now they just sunk Crafting as handily as the captain did to the Concordia. The people who exploited their way to level 15 in the first week can now do anything they wish uncontested because everyone else just had their skilltime increase by a factor of five.
I don't think they need to remove the vendors for these - just make sure that crafting them is cheaper in effect than visiting a vendor - but if you're lazy, you still have that option.
This crafting change along with the xindi trait nerf (YES I PAID REAL MONEY FOR THOSE THINGS AND THEY ARE NERFED WITHIN DAYS OF RELEASE) make this patch the WORST. PATCH. EVER.
Research and Development:
Resolved an issue which was allowing players to run multiple Research Training projects from the same school simultaneously.
Only 1 Research Training project can be run at a time per school.
I have no intention of levelling anything other than beams on either my Klingon or my Fed (maybe cannons on my Rom) why would I want to waste slots on projects I'm not going to use?
This idea is beyond stupid, unless you think everyone is rolling in Dilithium.
Norway and Yeager dammit... I still want my Typhoon and Jupiter though. JJ Trek The Kelvin Timeline is just Trek and it's fully canon... get over it. But I still prefer TAR.
#TASforSTO
'...I can tell you that we're not in the military and that we intend no harm to the whales.' Kirk: The Voyage Home
'Starfleet is not a military organisation. Its purpose is exploration.' Picard: Peak Performance
'This is clearly a military operation. Is that what we are now? Because I thought we were explorers!' Scotty: Into Darkness
'...The Federation. Starfleet. We're not a military agency.' Scotty: Beyond
'I'm not a soldier anymore. I'm an engineer.' Miles O'Brien: Empok Nor
'...Starfleet could use you... It's a peacekeeping and humanitarian armada...' Admiral Pike: Star Trek
I honestly thought it was working as intended with them saying it would take around the same time as Rep (~month) once you opened the other slots (it would take a max of 35 of the 20 hour cycles to hit L15) if you did it passively.
...that change, just blew my mind.
It does take as long as a Reputation... if you ACTUALLY CRAFT. Crafting items gives *more* XP than just pressing the three buttons to run the 20 hour project.
The 20 hour project costs (basically) nothing and is intended only to keep you ticking over. It's not designed to replace actual involvement with the crafting system in order to progress it.
Some of you people are being bipolar on this subject:
"I've got nothing to do!"
"I've got too much to do!"
It's a GOOD thing that people can't max everything in a month. It's a GOOD thing that people are being forced to choose where to specialise (at least in the first year).
The worst thing about this game is the section of it's playerbase that thinks it should be able to do everything yesterday. I swear some of you won't be happy until you have one button to dispense loot and a second button to blow TRIBBLE up.
333 days... so yeah... just shy of a year.... so... 7 crafting reps... 7 years to get them all to level 20....
No?
I mean forgetting that lvl 15 is real the 'breakpoint' with lvl 20 being gravy... You're not spending 7 years, because after a week and a bit you'll have four slots to play with. So it'll be under a year to get to lvl 20 in FOUR schools.
Or you could go at it the other way and probably get everything to 15 in under a year. Which isn't that long. And then you have 5 slots to use to get 5 schools up to lvl 20 at a time.
I am not spending a year to max a crafting skill, what kind of idiots do Cryptic think we are to be interested in logging in to press a couple of buttons for a year to get a minor reward...
When I went to sleep this thread had 8 pages, when I woke up six hours later it had 21. Please Cryptic/Perfect World listen to your players. The old system was more exciting because players could choose which main school to level up in; this would create diversity in the game...the player who leveled up Engineering could sell/trade his RCS consoles while the Beam one could sell the Omni Beam, etc.
With this new patch on single slotting we're all looking at 105 days to level a school to 15 and 345 days to get them to level 20. This number will actually be a little higher of course since at first you can only slot one, then two, etc. Now if you want all the schools at 20 we're looking at 690 days, because let's face it 7 schools but only 5 slots...two schools will have to wait won't they.
We're looking at a two year commitment to level all schools to 20 without using Dilithium and/or crafting trash every hour
The plan my fleet had to have dedicated master crafters in each school just flew out the window...
Fleet Admiral Thomas Winston James a.k.a. The Grayfox Fleet Leader of:
Liberty Task Force/Liberty Honor Guard
Pride of the Federation/Pride of the Empire
Liberty Guardians U.S.S. Liberty, NX-42813-L, T-6 Legendary Odyssey Class
We can do multiple of every single other project.
It was bad enough when they dropped the XP per hour to only half of what you would get if you played like you were a Chinese money farm slave and stayed online every second of your day.
With this new patch on single slotting we're all looking at 105 days to level a school to 15 and 345 days to get them to level 20. This number will actually be a little higher of course since at first you can only slot one, then two, etc. Now if you want all the schools at 20 we're looking at 690 days, because let's face it 7 schools but only 5 slots...two schools will have to wait won't they.
It'll take you a LOT less than 105 days to get to level 15 if you ACTUALLY CRAFT. The daily is just there to help casuals.
I swear, you all just want a system you can press a button and complete. Every time we get something that requires you to either play the game (to win materials from queue packs) or participate in the economy (to buy materials for EC) and actively participate in the new system, you all ***** and whine that you can't get back to a state of having nothing to do in under a month.
It does take as long as a Reputation... if you ACTUALLY CRAFT. Crafting items gives *more* XP than just pressing the three buttons to run the 20 hour project.
Ok, now i have to craft what? MK IV? VI? VIII probably? I think starting from VIII or X you need the purple stuff and dilithium to get your components. Problem here is: you cannot build all components, because at least one needs Craylon Gas. And btw. the crafting time for a MK VI deflector is around one hour. Ok, you get more XP but you have to log on longer/more often.
o.t.o.h. the reputation system is far better designed: you have the 20h-projects which alone will bring you to level 5 in 40 days and everything on top of that will shorten that time. You have two slots, so you dont have to choose between rep grinding and equipment projects.
But this one here? ...it will have the same fate as the crafting systems I-III: Some people will do it, most will not. The crafted stuff will be (sooner than later) surpassed by the reputation/fleet stuff, then they will notice, that even fewer people will do it and even more people will start asking for a "real" and "usable" crafting system in the forums/feedback sessions. And then? crafting system V &c &c....
Actual crafting isn't faster compared to the research projects if you take into account the constant baby-sitting the crafting projects require. Can't slot new projects while you sleep
Comments
Max 6k xp per school per 24 hour cycle... On what is it at level 15? 2 million or somesuch?
Yeah... they've really put the nail in the coffin with this nutjob idea.
I had already chosen not to bother since the top tier weapons were 'Only ONE Allowed' eliminating their use entirely except on shuttles that are never used.
So... yeah. Crafting never had a point to begin with since Rep & Fleet trumped anything craftable... and now it has even less of a point.
Geko should be fired or forced to leave like Gozer was. Both of them show players no respect. I'd have fired both of them long before now. Wasn't Geko the one who fought to keep the Ambassador Class out of STO because he hated the design? Good thing he lost.
This new crafting system is complete TRIBBLE. A monkey could've designed it better. R&D DOFFs should have their own tab in the DOFF UI like colonists and prisoners do.
I maxed out crafting on the old system. I quit doing crafting when they added dilithium costs to it.
Part of me wonders if anyone could get a term paper out of this.
Nouveau riche LTS member
Well not only that but the 140 years old Excelsior class is on par with a Sovereign class , and is better than the younger Ambassador class, Galaxy class and Galaxy-X Dreadnought.
Gently thru the game.
Sadly, sadly, sadly, sadly,
This game has turned into a scam.
2nd verse same as the first!
This is quite an about face...
I say about face because I have a gut feeling that the time to lvl 15 was working as intended. There's a saying; "first impressions are often correct". I gather my first impressions from several sources:
1) The initial blogs and developer interviews compared the time to complete one school to any of the reputation factions. I think a figure I heard several times was 40 days.
2) That was using only crafting of items, not the research projects, since they were added in at the last minute. It must have dawned on the team that they were flying in the face of the casual gamer, and that the R&D system was looking more like a job than an adventure.
3) If you watched the live stream given by Captain Smirk, he mentions several times that "once you unlock more project slots, things go a lot faster". I know that most of the staff would have been gearing up for STLV, and likely didn't have much time to dabble in the R&D system. It seemed as if he was trying his best with elements that were likely just explained to him or even demo'd by another team member. At one point he kind of stumbled on to the 20 hour research project and seemed to be reading it first hand, not entirely aware of what it did.
All these things contribute to my hypothesis that it was working as intended with real actual item creation, they just expected us to be spending a LOT more time doing R&D than any of the other aspects of STO. Toward the release date, they realized they needed an alternative, for those that can't play multiple hours a day, so the research projects were born. They ran some math on how much exp they would net, which they even adjusted on tribble during the last daily patch or two before the holodeck go-live. All was going to plan......
What changed then to cause this [REDACTED]?
The players started formulating plans. Best case-attack scenarios against this new enemy, the R&D system. We figured out A2B for R&D and they didn't like what they saw. Most people, including myself, had sworn to avoid the odd "finish now" button and just let these research projects run. I was not really going to delve into the actual creation of items until several months from now. There were other reasons, glaring omissions like no "cancel" button? Why would you make a crafting system that you could not cancel an item? I will gladly sacrifice the ingredients, but what if I accidentally start some 48 hour item with the wrong catalysts or doffs? Even during the a fore mentioned live stream someone asked about a cancel button and Smirk couldn't find one, bummer. How about some quantities for components without rank and quality? Instead of addressing some of the still missing or broken things in this new system, opening it up to even more players, they start by closing it down.
Some have mentioned another similar bug in a previous "exploitable" DOFF mission or set of missions. I'm not aware of that circumstance, but it sounded to be very isolated and not that far reaching. If this multiple slotting was a bug, it is easy to see that the change would affect every player currently using the R&D system. Isn't testing changes like this why you setup a test server? You try little tweaks and get player feedback, hoping to come to a compromise that doesn't alienate (no pun intended) a large portion of your player base. Some folks are already at lvl 15 but only got there with pink crystals, this won't affect them, just the other 95%.
I'll echo the thoughts of other posters; the problem seems to be that we, the players, were taking this new R&D system in a direction that was not intended. At least initially. I gather the team wants us to start the game and spend most of our time in the DOFF screen. Getting ever more and more frustrated by how long things are taking, causing us to act out with our dilithium account. As it was I was really enjoying the new UI, it seems I was spending about 1/3 -- 1/2 the time I normally spend in the DOFF window and the R&D portion was fun. Since the summer event ended I found more time to get out into the universe and........oh, you know.....explore! What a concept, one that appears to be lost with this new change in plans. If I feel I cannot make reasonable progress toward my goals, I will not take part in the system. I was very close to going lifer in that last sale, now I'm pretty glad I didn't.
This all is starting to remind me of the original SWG, that game was great at giving sense of accomplishment for just 30 mins a day, if that's all the time I had. STO has been similar at times; Pop in, get my DOFFs lined up, start my research projects, maybe run an STF or two. If I have free time after that I could even help out a friend or fleet-mate with some of their goals. But as MMO's do, things change, and how do you put the genie back in the bottle? I only have 3 alts and I've never subscribed, just spent some cash on lock box keys this weekend. Massive changes of direction like this do not inspire me to invest more time or money, it's supposed to be fun, remember?
John
(not quite a term paper)
It's 20 hours long for a good reason - so that pepole that log in daily for an hour can use this project to slowly and reliably level their crafting.
I think it's a mistake that it takes so long until you can craft somethnig of actual value to your endgame. If that wasn't in, then more people would use 4 hour or 2 hour projects and earn a lot more XP. But since no one really needs Mark II or even Mark X gear, everyone jumps on the "daily" task to level his crafting.
They should add some low skill items to the crafting options. Maybe some consumables, like team batteries and large batteries or something like that. A success grants a stack of 10, a critical 30. That would be some people can actually use (particularly I presume in PvP).
Would be more fun if I could craft something useful from day 1... but that new system is as bad as the first one...
If you have enought Dilithium, sure no problem.
WHAT THE ACTUAL FRAK!!?!?! First for the patch and secondly for deleting critics posts......
It took long enough to get to level 4 already with the new crafting system and was good as it was as it basically would have taken us 1-2 months per school to max it out.. so we could have been done in about half a year.. but NOW... WTF?!!?!? really
What kind of puff the magic dragon are you guys inhaling there?? Magical Muffin elves that come up with those ideas sure help... otherwise i cannot explain how you could ever think of this being a good benefit to the game..
Please how the heck did Geko get the Job anyways??
As the complete feedback was ignored for the last 2 tribble weeks and the build went holo without any changes made.. and now they change everything again and again as they think , because 4 members made it to level 20 as they did actually use their Dill (well that what cryptic wanted anyways wasn't it) and all other have now to wait even longer????
That was really not your smartest move. I know there is rant about everything in this game.. but from my point of view you really hit bullseye with this...
[SIGPIC][/SIGPIC]
This would be the right idea - eliminate everything from NPC vendors and make everything craftable.
From chump commodities to endgame gear (that is DISTINCT and very different but on par with Rep and Fleet gear).
Set each system - Reputation, Fleet, and Crafting - in it's own zone of powers and functions, with crafting what establishes the game's marketplace (and it would need a market interface, not just the auction house).
Right now they just sunk Crafting as handily as the captain did to the Concordia. The people who exploited their way to level 15 in the first week can now do anything they wish uncontested because everyone else just had their skilltime increase by a factor of five.
I don't think they need to remove the vendors for these - just make sure that crafting them is cheaper in effect than visiting a vendor - but if you're lazy, you still have that option.
For example:
http://sto-forum.perfectworld.com/showthread.php?t=1174971
...#LLAP...
Says it all.
or perhaps ... http://www.youtube.com/watch?v=2HJxya0CWco
:mad:
I have no intention of levelling anything other than beams on either my Klingon or my Fed (maybe cannons on my Rom) why would I want to waste slots on projects I'm not going to use?
This idea is beyond stupid, unless you think everyone is rolling in Dilithium.
Norway and Yeager dammit... I still want my Typhoon and Jupiter though.
JJ Trek The Kelvin Timeline is just Trek and it's fully canon... get over it. But I still prefer TAR.
#TASforSTO
'...I can tell you that we're not in the military and that we intend no harm to the whales.' Kirk: The Voyage Home
'Starfleet is not a military organisation. Its purpose is exploration.' Picard: Peak Performance
'This is clearly a military operation. Is that what we are now? Because I thought we were explorers!' Scotty: Into Darkness
'...The Federation. Starfleet. We're not a military agency.' Scotty: Beyond
'I'm not a soldier anymore. I'm an engineer.' Miles O'Brien: Empok Nor
'...Starfleet could use you... It's a peacekeeping and humanitarian armada...' Admiral Pike: Star Trek
Get the Forums Enhancement Extension!
One a day we're looking at....
333 days... so yeah... just shy of a year.... so... 7 crafting reps... 7 years to get them all to level 20....
It does take as long as a Reputation... if you ACTUALLY CRAFT. Crafting items gives *more* XP than just pressing the three buttons to run the 20 hour project.
The 20 hour project costs (basically) nothing and is intended only to keep you ticking over. It's not designed to replace actual involvement with the crafting system in order to progress it.
Some of you people are being bipolar on this subject:
"I've got nothing to do!"
"I've got too much to do!"
It's a GOOD thing that people can't max everything in a month. It's a GOOD thing that people are being forced to choose where to specialise (at least in the first year).
The worst thing about this game is the section of it's playerbase that thinks it should be able to do everything yesterday. I swear some of you won't be happy until you have one button to dispense loot and a second button to blow TRIBBLE up.
No?
I mean forgetting that lvl 15 is real the 'breakpoint' with lvl 20 being gravy... You're not spending 7 years, because after a week and a bit you'll have four slots to play with. So it'll be under a year to get to lvl 20 in FOUR schools.
Or you could go at it the other way and probably get everything to 15 in under a year. Which isn't that long. And then you have 5 slots to use to get 5 schools up to lvl 20 at a time.
With this new patch on single slotting we're all looking at 105 days to level a school to 15 and 345 days to get them to level 20. This number will actually be a little higher of course since at first you can only slot one, then two, etc. Now if you want all the schools at 20 we're looking at 690 days, because let's face it 7 schools but only 5 slots...two schools will have to wait won't they.
We're looking at a two year commitment to level all schools to 20 without using Dilithium and/or crafting trash every hour
The plan my fleet had to have dedicated master crafters in each school just flew out the window...
Fleet Leader of:
Liberty Task Force/Liberty Honor Guard
Pride of the Federation/Pride of the Empire
Liberty Guardians
U.S.S. Liberty, NX-42813-L, T-6 Legendary Odyssey Class
Game Handle: Grayfox@GrayfoxJames
Website: https://www.libertytaskforce.com
Armada (STOFA Member Fleet): https://www.libertytaskforce.com/stofa
Discord: https://discord.gg/bGp9N7z
Twitter: STOFA@LTFGrayfox
Email: CSDynamix@Hotmail.com
We can do multiple of every single other project.
It was bad enough when they dropped the XP per hour to only half of what you would get if you played like you were a Chinese money farm slave and stayed online every second of your day.
It'll take you a LOT less than 105 days to get to level 15 if you ACTUALLY CRAFT. The daily is just there to help casuals.
I swear, you all just want a system you can press a button and complete. Every time we get something that requires you to either play the game (to win materials from queue packs) or participate in the economy (to buy materials for EC) and actively participate in the new system, you all ***** and whine that you can't get back to a state of having nothing to do in under a month.
Firstly, no it isn't. Second, that's a weak argument and only diminishes your position.
Ok, now i have to craft what? MK IV? VI? VIII probably? I think starting from VIII or X you need the purple stuff and dilithium to get your components. Problem here is: you cannot build all components, because at least one needs Craylon Gas. And btw. the crafting time for a MK VI deflector is around one hour. Ok, you get more XP but you have to log on longer/more often.
o.t.o.h. the reputation system is far better designed: you have the 20h-projects which alone will bring you to level 5 in 40 days and everything on top of that will shorten that time. You have two slots, so you dont have to choose between rep grinding and equipment projects.
But this one here? ...it will have the same fate as the crafting systems I-III: Some people will do it, most will not. The crafted stuff will be (sooner than later) surpassed by the reputation/fleet stuff, then they will notice, that even fewer people will do it and even more people will start asking for a "real" and "usable" crafting system in the forums/feedback sessions. And then? crafting system V &c &c....
system Lord Baal is dead