Using a basic kit increases the number of times you'll need to run a tech project that is correct. But that wasn't the statement. The statement was the kits themselves cost more.
Well in that case it's a case of wording. No worries then. :cool:
Wait! So I will need to run my items through the upgrading system multiple times to actually upgrade them? I won't be able to just log in, buy a basic kit, plug in the item and kit, spend the dil, and wait for my mk XII UR upgrade?
I checked out the official feedback thread for upgrades. Seems there are a lot of bugs of items that should have upgrades that don't. More testers would ensure less bugs before it's released.
Those bits I already get from jheinig's Posts #159 and #229... I was looking for further clarification...
Clarification on certain items such as the Spiral Wave Disruptors that, if they remain Very Rare as a baseline Quality, could end up with 2 procs and 6 [Mods] at Epic Quality.
...and...
Clarification as to what pool the additional random [Mods] will be selected from.
...and...
Clarification as to whether it is only Rep gear that has pre-selected [Mods] or if this applies to other specific items, such as the Hargh'peng Torpedo Launcher already mentioned as being upgradable.
Hmm I see. I think you might be right on the Spiral Wave that will be interesting to see.
I actually took it that ALL the gold quality gear would those specific mods. They are pretty broken. In a good way.
I ninja'd you. It was a mistake of wording that's all.
"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"
I checked out the official feedback thread for upgrades. Seems there are a lot of bugs of items that should have upgrades that don't. More testers would ensure less bugs before it's released.
Like non-gold players (myself included). I have spent money in this game, just not on subscriptions. It would benefit everyone if everyone had access to tribble, or at least those who have spent money on or in the game.
Wait! So I will need to run my items through the upgrading system multiple times to actually upgrade them? I won't be able to just log in, buy a basic kit, plug in the item and kit, spend the dil, and wait for my mk XII UR upgrade?
The purple bar at the bottom is research points, that represents the chance of increasing the quality on the item. Purple -> Gold.
Using that Very Rare Upgrade kit on the Breen Oscillating shield with no accelerator only gives a 15% increase on the path to MkXIII. That requires about 85,120 Tech Points.
The superior shield tech upgrade kit gives, 12,800 Tech points.
You'd need to run it about seven times to get the MkXIII item total dilithium cost 12,500 or so dilithium at 1885 per project run.
For comparison an Elite Fleet shield is 13,000 dilithium.
By the pictures.
"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"
Using that Very Rare Upgrade kit on the Breen Oscillating shield with no accelerator only gives a 15% increase on the path to MkXIII. That requires about 85,120 Tech Points.
The superior shield tech upgrade kit gives, 12,800 Tech points.
You'd need to run it about seven times to get the MkXIII item total dilithium cost 12,500 or so dilithium at 1885 per project run.
For comparison an Elite Fleet shield is 13,000 dilithium.
I don't like that. It would make sense that you would need tech points for mk XIV, moreover, Mk XIV gold quality items. But I shouldn't need to "upgrade" multiple times for NON mk XIV UR. In terms of upgrades, Mk XIII R, VR, and UR should be a one time deal. Mk XIV R,VR, and UR I could understand being a grind of sorts but considering mk XIII is NOT the highest, in essence, it should be a freebie.
Hmm I see. I think you might be right on the Spiral Wave that will be interesting to see.
I actually took it that ALL the gold quality gear would those specific mods. They are pretty broken. In a good way.
Hehe, yeah, the Epic [Mod] looks to be pre-selected for everything, so for upgraded Very Rare baseline items there would only be a single random [Mod] from the Ultra Rare upgrade; we also don't know the magnitude of the bonuses provided by the Epic [Mods], which could be dual upgrades (an Epic weapon [Mod] applies a full [Acc] and [Dmg]) or a hybrid enhancement (an Epic weapon [Mod] applies a [Acc]x0.5 and [Dmg]x0.5)...
Is Tribble still restricted to Austin Powers villains? I could go test things there and stop bugging you all about providing actual details... if you allow Silver Members to do so. :P
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.
Wait! So I will need to run my items through the upgrading system multiple times to actually upgrade them? I won't be able to just log in, buy a basic kit, plug in the item and kit, spend the dil, and wait for my mk XII UR upgrade?
Not the way I read it.
Each kit will give a certain amount of points, we dont know how many yet.
And each upgrade, from XII to XIII to XIV will require a certain amount of points.
Again we dont know how many.
Once we know the answers to those questions we'll be able to calculate the time needed, the materiale and the dilithium cost of a given upgrade.
Each kit will give a certain amount of points, we dont know how many yet.
And each upgrade, from XII to XIII to XIV will require a certain amount of points.
Again we dont know how many.
Once we know the answers to those questions we'll be able to calculate the time needed, the materiale and the dilithium cost of a given upgrade.
So I wouldn't be able to upgrade even with the basic kit? That seems better than having to "upgrade" multiple times just for a mk XIII equivalent. But then, what would be the point in having basic kits at all?
What about the blue retrofit phasers from the c-store connie. They do not have any modifiers but scale with the player. Does this mean that I could get those and add modfiers to them with this system and also upgrade them from R(blue) to Gold?
I don't like that. It would make sense that you would need tech points for mk XIV, moreover, Mk XIV gold quality items. But I shouldn't need to "upgrade" multiple times for NON mk XIV UR. In terms of upgrades, Mk XIII R, VR, and UR should be a one time deal. Mk XIV R,VR, and UR I could understand being a grind of sorts but considering mk XIII is NOT the highest, in essence, it should be a freebie.
In this way it is like the crafting system in miniature. The further along you are the greater the chance of upgrade.
You have the chance of upgrading to the next quality the first time you enter the system.
If I'm reading it correctly, the research points are separate to the point that your MkXII Ultra Rare could go Gold the first time you apply research points and still stay MkXII, to level to MkXIII when you have enough tech points.
But you're not upgrading from a MkXII Ultra Rare to a MkXIII Rare. You're going from MkXII Ultra Rare to MkXIII Ultra Rare. The mark and quality are separate upgrades.
Even after you get to MkXIV you can still upgrade it to a gold if you haven't made it already.
I disagree on your position on it being a freebie, but that's an honest difference of opinion.
Cryptic's philosophy for everything above level 50 seems to be steady progression. Your ship levels up, your character levels up in specializations, and now we learn that our weapons will also be leveling up.
MkXII is now the starting point, so MkXIII wouldn't be free.
Hehe, yeah, the Epic [Mod] looks to be pre-selected for everything, so for upgraded Very Rare baseline items there would only be a single random [Mod] from the Ultra Rare upgrade; we also don't know the magnitude of the bonuses provided by the Epic [Mods], which could be dual upgrades (an Epic weapon [Mod] applies a full [Acc] and [Dmg]) or a hybrid enhancement (an Epic weapon [Mod] applies a [Acc]x0.5 and [Dmg]x0.5)...
Is Tribble still restricted to Austin Powers villains? I could go test things there and stop bugging you all about providing actual details... if you allow Silver Members to do so. :P
Each kit will give a certain amount of points, we dont know how many yet.
And each upgrade, from XII to XIII to XIV will require a certain amount of points.
Again we dont know how many.
Once we know the answers to those questions we'll be able to calculate the time needed, the materiale and the dilithium cost of a given upgrade.
I feel the pics in the blog are a good starting point of what they're looking at right now. Of course they can tweak them. But that shield upgrade was very rare top of the line. +12,800.
"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"
"With the Upgrade system, you can take any gear that has a Mark and improve it. If you have a favorite weapon from a mission, but its not up to the quality that you need, or if you have an old version of gear that isnt up to the best Mark that your character can use, you can now make that gear better."
SHUT UP AND TAKE MY MONEY.
Only wish I hadn't got rid of so much gear in the past I liked for not being good enough...[/QUOTE]
For once, my pack rat mentality will pay off. Most of my characters have the gear from the old missions. Several have the standard gear from new BOffs. Going to be fun to upgrade.
So I wouldn't be able to upgrade even with the basic kit? That seems better than having to "upgrade" multiple times just for a mk XIII equivalent. But then, what would be the point in having basic kits at all?
You would, it would just take longer.
The basic kits according to the blog are just fine for upgrading the low level items, like the Efficient Impulse engines that I think you get at MkIV. Low Level stuff you can level with the common kits, but for the big MkXII stuff, you'll need a higher quality kit.
The efficiency issue you guys were talking about earlier was correct. You get a bigger boost from using the higher rarity kits, so you run the project fewer times spending less dilithium overall.
What about the blue retrofit phasers from the c-store connie. They do not have any modifiers but scale with the player. Does this mean that I could get those and add modfiers to them with this system and also upgrade them from R(blue) to Gold?
From what the devs have said thus far the retrofit phasers from the ship and the Devidian missions should be able to go to MkXII when you hit level 50 and then be leveled as a normal item would. But they haven't given a full list of exclusions either.
"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"
The interesting thing is that if those kinds of prices hold true on all space gear, and assuming 13-to-14 costs double that 12-to-13 does (that seems to be roughly the Cryptic standard), times ~23 components on a 5U ship (4 core systems, 8 weapons, 11 consoles), that could add up to something like 500k dil for a player who wants to 14-up every component they have? At current exchange rates thats approaching $25 per character, though I figure that'll adjust to about $30 per char as the dil-exchange rates move. Certainly adds up doesn't it?
In this way it is like the crafting system in miniature. The further along you are the greater the chance of upgrade.
You have the chance of upgrading to the next quality the first time you enter the system.
If I'm reading it correctly, the research points are separate to the point that your MkXII Ultra Rare could go Gold the first time you apply research points and still stay MkXII, to level to MkXIII when you have enough tech points.
But you're not upgrading from a MkXII Ultra Rare to a MkXIII Rare. You're going from MkXII Ultra Rare to MkXIII Ultra Rare. The mark and quality are separate upgrades.
Even after you get to MkXIV you can still upgrade it to a gold if you haven't made it already.
I disagree on your position on it being a freebie, but that's an honest difference of opinion.
Cryptic's philosophy for everything above level 50 seems to be steady progression. Your ship levels up, your character levels up in specializations, and now we learn that our weapons will also be leveling up.
MkXII is now the starting point, so MkXIII wouldn't be free.
I'm liking the questions you're asking.
I feel the pics in the blog are a good starting point of what they're looking at right now. Of course they can tweak them. But that shield upgrade was very rare top of the line. +12,800.
My original understanding was that you pop an item into the upgrade system. pop in a kit. spend the dil, wait, and wham-o! You have an mk XIII equivalent in terms of quality. After doing this multiple times for multiple items multiplied by the number of characters, it starts to turn into a hell of a dilithium sink. But now that I realize its even MORE of a dil sink, I'm not even gonna bother. Its simply not worth it. Sure! I'd love to have Gold mk XIV gear to accompany my T5-U and T6 ships, but it was a ,excuse my french, ***** of a grind to get the mk XIIs in the first place. I would reconsider my opinion if the dilithium refining cap was increased and that it would be easier to obtain more dilithium, without grinding.
Certain items cannot be upgraded currently, by design:
* TR-116A (preorder rifle)
* All hangar pets
* All kits and kit modules
* Epic (Gold) quality starship consoles such as Saucer Separation, MVAM, or the Defiant's Cloaking Device -- note that this does NOT include starship weapons such as the Defiant's quad cannons
... those would be excluded from the upgrade mechanic; they are also accumulating a list of bugged non-upgradable items at the moment, so if you have access check everything.
The interesting thing is that if those kinds of prices hold true on all space gear, and assuming 13-to-14 costs double that 12-to-13 does (that seems to be roughly the Cryptic standard), times ~23 components on a 5U ship (4 core systems, 8 weapons, 11 consoles), that could add up to something like 500k dil for a player who wants to 14-up every component they have? At current exchange rates thats approaching $25 per character, though I figure that'll adjust to about $30 per char as the dil-exchange rates move. Certainly adds up doesn't it?
Note: All back-of-a-napkin math of course.
They've also already mentioned the dilithium cost on Tribble's feedback, so maybe we'll see an adjustment. Here, more that even the Crafting items, the cost here needs to be approachable. Then again, the Tribble cost may be a placeholder while they iron out other aspects of the system... and decide just how much they want to charge and can get away with charging. :P
With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.
I want to let Borticus know, I will be hating having to hear his voice over and over (Kurland here!) the next few days as I grind Boldly They Rode for Dominion Polaron Beam arrays. Damn the fact that having those as MK XIV golden with [Acc] would make them the ultimate drain weapons for my ship, so I may have to grind even further and keep playing the weapons lottery.
I really hope theres going to be some tweaking in our favor on this one...
This is very unfriendly to your customers, this is downright criminal.
The weapons i just spent time and currency acquiring will now be upgraded with more time and currency, and on top of that all my lovely matching mods may get screwed up by a random mod being placed on my weapons.
All sorts of NO! needs to be said on this one.
[SIGPIC]InGame - @Darth_Tauri[/SIGPIC]
Joined - 9/2011
"You Best Make Peace With Your Dear & Fluffy Lord" - Malcolm Reynolds
They mentioned in the Tribble thread that...
... those would be excluded from the upgrade mechanic; they are also accumulating a list of bugged non-upgradable items at the moment, so if you have access check everything.
I really hope theres going to be some tweaking in our favor on this one...
This is very unfriendly to your customers, this is downright criminal.
The weapons i just spent time and currency acquiring will now be upgraded with more time and currency, and on top of that all my lovely matching mods may get screwed up by a random mod being placed on my weapons.
All sorts of NO! needs to be said on this one.
Amen! "But... but... thats what all MMOs do. You should just get used to it" Ummm no. You may get used to being told BOHICA by the company, or companies, presiding over the game, but I sure as hell won't. All this system needs is a bit of minor tweaking and it will be fine. But knowing history, not even that is going to happen.
Is this the first game to ever get a level cap increase?
They could easily have said. Get new gear .
That is the typical standard. In Lotro you get new gear and even new "legendary weapon" every 5 levels from 50 to 100.
A dilithium cost <20k for what is essentially new gear for your new level is perfectly reasonable.
I am only worried about the EC cost. Say 5 million times 20 items on a ship - ouch. It depends which purple mats are needed etc..
Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Please tell me that fleet purchased and items obtainable only once are guaranteed to upgrade to legendary quality once they hit max level/points ?
the reason I ask this is because otherwise I can see people uselessly re-consuming fleet provisions just to get that full gold loadout .... which would suck to put it plainly and item's you can't get again to retry getting a legendary version would be just plain annoying.
would highly suggest just making it so you can just keep pumping points in / overlevel anything to eventually have it rank up in quality if that is the mechanic you must go for upgrade and quality wise
The interesting thing is that if those kinds of prices hold true on all space gear, and assuming 13-to-14 costs double that 12-to-13 does (that seems to be roughly the Cryptic standard), times ~23 components on a 5U ship (4 core systems, 8 weapons, 11 consoles), that could add up to something like 500k dil for a player who wants to 14-up every component they have? At current exchange rates thats approaching $25 per character, though I figure that'll adjust to about $30 per char as the dil-exchange rates move. Certainly adds up doesn't it?
Note: All back-of-a-napkin math of course.
Damn that's a good point.
24K dilithium per item, yeah that's pretty expensive in the short run.
My original understanding was that you pop an item into the upgrade system. pop in a kit. spend the dil, wait, and wham-o! You have an mk XIII equivalent in terms of quality. After doing this multiple times for multiple items multiplied by the number of characters, it starts to turn into a hell of a dilithium sink. But now that I realize its even MORE of a dil sink, I'm not even gonna bother. Its simply not worth it. Sure! I'd love to have Gold mk XIV gear to accompany my T5-U and T6 ships, but it was a ,excuse my french, ***** of a grind to get the mk XIIs in the first place. I would reconsider my opinion if the dilithium refining cap was increased and that it would be easier to obtain more dilithium, without grinding.
I understand fully.
I myself will be prioritizing things as it goes over time. For instance I'll be focusing on my weapons at first, then my shield. Since set bonuses are cross mark now, I won't be particularly crushed with that much.
It's taken me well over a year to get all fleet/MACO gear on my ship as it is, and I've been donating heavily to my fleet, so this is certainly a long term thing for me anyway.
They mentioned in the Tribble thread that...
... those would be excluded from the upgrade mechanic; they are also accumulating a list of bugged non-upgradable items at the moment, so if you have access check everything.
Thanks, that's good info.
"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"
I am so glad that I don't have to find space for new gear while keeping old gear for nostalgic reasons. Now i can take my old and current gear and just upgrade them. However, STO DEVs should consider new banks for tribbles, pets, and consumables, so I have space to buy new gear from the Consortium, Reputation system, etc. Yeah, I have a collection of tribbles, but since I'm running out of space I have to consider discarding them to make room for new stuff. Maybe starships can have a small bank? It will give us more reasons to visit the bridge.
So with this system adding random mods people are going to need to get the weapons they want by trail and error? This means the best weapons are going to be cheap ones so you can try as many times as possible...hence the expansive fleet weapons I paid for with time and money are now a load of garbage?!?!?
If this is true and both my ship and weapons that I have paid for are TRIBBLE I'm finding another game, I can't trust cryptic with my money.
24K dilithium per item, yeah that's pretty expensive in the short run.
On the upside they didn't add a fleet holding.
I understand fully.
I myself will be prioritizing things as it goes over time. For instance I'll be focusing on my weapons at first, then my shield. Since set bonuses are cross mark now, I won't be particularly crushed with that much.
It's taken me well over a year to get all fleet/MACO gear on my ship as it is, and I've been donating heavily to my fleet, so this is certainly a long term thing for me anyway.
Those are specifically excluded at this time. In a way this makes sense; looking at the difference between a Danube Runabouts hangar pet and a Yellowstone Runabouts, a simple Quality upgrade adds much more than a [Mod] when it comes to Hangar Pets, it's a full order of magnitude above its predecessors.
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.
Comments
Wait! So I will need to run my items through the upgrading system multiple times to actually upgrade them? I won't be able to just log in, buy a basic kit, plug in the item and kit, spend the dil, and wait for my mk XII UR upgrade?
Hmm I see. I think you might be right on the Spiral Wave that will be interesting to see.
I actually took it that ALL the gold quality gear would those specific mods. They are pretty broken. In a good way.
I ninja'd you. It was a mistake of wording that's all.
Like non-gold players (myself included). I have spent money in this game, just not on subscriptions. It would benefit everyone if everyone had access to tribble, or at least those who have spent money on or in the game.
That's right. This is the pic from the blog.
http://images-cdn.perfectworld.com/arc/de/69/de69c2d76555669e78b57e3ba132d4ec1410890811.gif
The purple bar at the bottom is research points, that represents the chance of increasing the quality on the item. Purple -> Gold.
Using that Very Rare Upgrade kit on the Breen Oscillating shield with no accelerator only gives a 15% increase on the path to MkXIII. That requires about 85,120 Tech Points.
The superior shield tech upgrade kit gives, 12,800 Tech points.
http://images-cdn.perfectworld.com/arc/a5/6a/a56acbfe28c41fb8c0e7432d4cc6f5531410890842.gif
You'd need to run it about seven times to get the MkXIII item total dilithium cost 12,500 or so dilithium at 1885 per project run.
For comparison an Elite Fleet shield is 13,000 dilithium.
By the pictures.
I don't like that. It would make sense that you would need tech points for mk XIV, moreover, Mk XIV gold quality items. But I shouldn't need to "upgrade" multiple times for NON mk XIV UR. In terms of upgrades, Mk XIII R, VR, and UR should be a one time deal. Mk XIV R,VR, and UR I could understand being a grind of sorts but considering mk XIII is NOT the highest, in essence, it should be a freebie.
Hehe, yeah, the Epic [Mod] looks to be pre-selected for everything, so for upgraded Very Rare baseline items there would only be a single random [Mod] from the Ultra Rare upgrade; we also don't know the magnitude of the bonuses provided by the Epic [Mods], which could be dual upgrades (an Epic weapon [Mod] applies a full [Acc] and [Dmg]) or a hybrid enhancement (an Epic weapon [Mod] applies a [Acc]x0.5 and [Dmg]x0.5)...
Is Tribble still restricted to Austin Powers villains? I could go test things there and stop bugging you all about providing actual details... if you allow Silver Members to do so. :P
Not the way I read it.
Each kit will give a certain amount of points, we dont know how many yet.
And each upgrade, from XII to XIII to XIV will require a certain amount of points.
Again we dont know how many.
Once we know the answers to those questions we'll be able to calculate the time needed, the materiale and the dilithium cost of a given upgrade.
So I wouldn't be able to upgrade even with the basic kit? That seems better than having to "upgrade" multiple times just for a mk XIII equivalent. But then, what would be the point in having basic kits at all?
In this way it is like the crafting system in miniature. The further along you are the greater the chance of upgrade.
You have the chance of upgrading to the next quality the first time you enter the system.
If I'm reading it correctly, the research points are separate to the point that your MkXII Ultra Rare could go Gold the first time you apply research points and still stay MkXII, to level to MkXIII when you have enough tech points.
But you're not upgrading from a MkXII Ultra Rare to a MkXIII Rare. You're going from MkXII Ultra Rare to MkXIII Ultra Rare. The mark and quality are separate upgrades.
Even after you get to MkXIV you can still upgrade it to a gold if you haven't made it already.
I disagree on your position on it being a freebie, but that's an honest difference of opinion.
Cryptic's philosophy for everything above level 50 seems to be steady progression. Your ship levels up, your character levels up in specializations, and now we learn that our weapons will also be leveling up.
MkXII is now the starting point, so MkXIII wouldn't be free.
I'm liking the questions you're asking.
I feel the pics in the blog are a good starting point of what they're looking at right now. Of course they can tweak them. But that shield upgrade was very rare top of the line. +12,800.
You would, it would just take longer.
The basic kits according to the blog are just fine for upgrading the low level items, like the Efficient Impulse engines that I think you get at MkIV. Low Level stuff you can level with the common kits, but for the big MkXII stuff, you'll need a higher quality kit.
The efficiency issue you guys were talking about earlier was correct. You get a bigger boost from using the higher rarity kits, so you run the project fewer times spending less dilithium overall.
From what the devs have said thus far the retrofit phasers from the ship and the Devidian missions should be able to go to MkXII when you hit level 50 and then be leveled as a normal item would. But they haven't given a full list of exclusions either.
The interesting thing is that if those kinds of prices hold true on all space gear, and assuming 13-to-14 costs double that 12-to-13 does (that seems to be roughly the Cryptic standard), times ~23 components on a 5U ship (4 core systems, 8 weapons, 11 consoles), that could add up to something like 500k dil for a player who wants to 14-up every component they have? At current exchange rates thats approaching $25 per character, though I figure that'll adjust to about $30 per char as the dil-exchange rates move. Certainly adds up doesn't it?
Note: All back-of-a-napkin math of course.
My original understanding was that you pop an item into the upgrade system. pop in a kit. spend the dil, wait, and wham-o! You have an mk XIII equivalent in terms of quality. After doing this multiple times for multiple items multiplied by the number of characters, it starts to turn into a hell of a dilithium sink. But now that I realize its even MORE of a dil sink, I'm not even gonna bother. Its simply not worth it. Sure! I'd love to have Gold mk XIV gear to accompany my T5-U and T6 ships, but it was a ,excuse my french, ***** of a grind to get the mk XIIs in the first place. I would reconsider my opinion if the dilithium refining cap was increased and that it would be easier to obtain more dilithium, without grinding.
They've also already mentioned the dilithium cost on Tribble's feedback, so maybe we'll see an adjustment. Here, more that even the Crafting items, the cost here needs to be approachable. Then again, the Tribble cost may be a placeholder while they iron out other aspects of the system... and decide just how much they want to charge and can get away with charging. :P
This is very unfriendly to your customers, this is downright criminal.
The weapons i just spent time and currency acquiring will now be upgraded with more time and currency, and on top of that all my lovely matching mods may get screwed up by a random mod being placed on my weapons.
All sorts of NO! needs to be said on this one.
Joined - 9/2011
"You Best Make Peace With Your Dear & Fluffy Lord" - Malcolm Reynolds
So how do I get gold quality hangar pets?
Amen! "But... but... thats what all MMOs do. You should just get used to it" Ummm no. You may get used to being told BOHICA by the company, or companies, presiding over the game, but I sure as hell won't. All this system needs is a bit of minor tweaking and it will be fine. But knowing history, not even that is going to happen.
They could easily have said. Get new gear .
That is the typical standard. In Lotro you get new gear and even new "legendary weapon" every 5 levels from 50 to 100.
A dilithium cost <20k for what is essentially new gear for your new level is perfectly reasonable.
I am only worried about the EC cost. Say 5 million times 20 items on a ship - ouch. It depends which purple mats are needed etc..
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
the reason I ask this is because otherwise I can see people uselessly re-consuming fleet provisions just to get that full gold loadout .... which would suck to put it plainly and item's you can't get again to retry getting a legendary version would be just plain annoying.
would highly suggest just making it so you can just keep pumping points in / overlevel anything to eventually have it rank up in quality if that is the mechanic you must go for upgrade and quality wise
Damn that's a good point.
24K dilithium per item, yeah that's pretty expensive in the short run.
On the upside they didn't add a fleet holding.
I understand fully.
I myself will be prioritizing things as it goes over time. For instance I'll be focusing on my weapons at first, then my shield. Since set bonuses are cross mark now, I won't be particularly crushed with that much.
It's taken me well over a year to get all fleet/MACO gear on my ship as it is, and I've been donating heavily to my fleet, so this is certainly a long term thing for me anyway.
Hopefully the tweaks will shave that price down.
Thanks, that's good info.
If this is true and both my ship and weapons that I have paid for are TRIBBLE I'm finding another game, I can't trust cryptic with my money.
ah good was hoping that was the case had me a bit worried
I guess we can only hope
Those are specifically excluded at this time. In a way this makes sense; looking at the difference between a Danube Runabouts hangar pet and a Yellowstone Runabouts, a simple Quality upgrade adds much more than a [Mod] when it comes to Hangar Pets, it's a full order of magnitude above its predecessors.
3 days of grinding for less than an hour doing the KASE+ISE+CSE+CEE is not that expensive.