I'm not happy with the upgrade prices either. The 300k DL I made from the MU even is completely gone on upgrading two weapons. Those weapons aren't even at Mk XIV yet and grinding STF's is out of the question with the low Dilithium rewards and ground versions being broken.
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Looking for a new fleet? Drop by the in-game chat channel, "tenforwardforum", and say hi to the members of A Fleet Called Ten Forward (Fed) and The Orion Pirates (KDF). If you already have a fleet you are happy with, please feel free to drop by our chat channel if you are looking for a friendly bunch of helpful people to socialize with.
Every time I see one of those "we-need-mk-XIV-gear-to-do-advance" I can't stop laughing. Not enough DPS? Then use tactics? You don't need mk XIV, all you need is to think and know how to play.
Last week I was leveling Eclipse, as I normally flight cannon escort, I didn't have any top gear for it so I euiped it with random gear from drop and reputation boxes which you get for starting exp project. Mostly green/blue mk XI/XII items, maybe two v.rare MK XII beams from rep. No Aux2Bat, no hard think build, almost pure randomness. And yet it could do 7-8k DPS in advance queues. So it's not missions difficulty fault, problem is in you, and players similar to you, who don't know how to play but yet they want play content which simply isn't for them.
I've been playing quite a long time and am fairly good. I know my mk12 fleet gear is up to the task of playing advance stf's.
I'f English were your primary language you might have noticed that my problem was with team's that are capable. But if responding to my post in such a condescending and nasty manner made you feel superior then it was worth it.
I'm not happy with the upgrade prices either. The 300k DL I made from the MU even is completely gone on upgrading two weapons. Those weapons aren't even at Mk XIV yet and grinding STF's is out of the question with the low Dilithium rewards and ground versions being broken.
Hey there if you can do upgrade for 250 I'm defiantly doing something wrong cause I can count and that's what it cost me.
LOL my in game handle is same as here if you got the time and patients would appreciate help with it.
I was including ground gear in that which might have skewed it and did upgrade ship set which I wont do in future but still dammmm that was pricey LOL
well don't I feel stupid quoted the wrong post LOL was supposed to be the one above that one sorry LOL
Every time I see one of those "we-need-mk-XIV-gear-to-do-advance" I can't stop laughing. Not enough DPS? Then use tactics? You don't need mk XIV, all you need is to think and know how to play.
Last week I was leveling Eclipse, as I normally flight cannon escort, I didn't have any top gear for it so I euiped it with random gear from drop and reputation boxes which you get for starting exp project. Mostly green/blue mk XI/XII items, maybe two v.rare MK XII beams from rep. No Aux2Bat, no hard think build, almost pure randomness. And yet it could do 7-8k DPS in advance queues. So it's not missions difficulty fault, problem is in you, and players similar to you, who don't know how to play but yet they want play content which simply isn't for them.
Been running them with mk xii gear on sub 60 toons lately in ISA doing well over the 10k dps benchmark, even in ships such as the scryer. I'm not trying to be a chesthumper....just trying to constructively say it is doable. Number one thing we've noticed in our fleet with those lagging behind is an issue with thier skill point allocation as well as potiential ship build issues. Not always about handing someone a build either...they have to understand conceptually why its is built the way it is before understanding how to use it.
Hey there if you can do upgrade for 250 I'm defiantly doing something wrong cause I can count and that's what it cost me.
LOL my in game handle is same as here if you got the time and patients would appreciate help with it.
I was including ground gear in that which might have skewed it and did upgrade ship set which I wont do in future but still dammmm that was pricey LOL
well don't I feel stupid quoted the wrong post LOL was supposed to be the one above that one sorry LOL
The cost of upgrades vary based on a lot of different things. Use Superior Tech as it costs you less DL but definitely will cost you more EC. If you can craft Superiors, then you're way ahead of me. When a weapon is Epic quality, it costs a lot more at the same mark to upgrade than it does something that is UR or even VR. Those numbers are just what I have spent so far and I still have a ways to go.
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Looking for a new fleet? Drop by the in-game chat channel, "tenforwardforum", and say hi to the members of A Fleet Called Ten Forward (Fed) and The Orion Pirates (KDF). If you already have a fleet you are happy with, please feel free to drop by our chat channel if you are looking for a friendly bunch of helpful people to socialize with.
I don't know if this has been asked or answered, but i can't find anything when i try searching for it, but how do you upgrade kits and modules? It never brings up an option for me to do it, and anytime i ask in game, it goes unanswered. What did i miss here?
I don't know if this has been asked or answered, but i can't find anything when i try searching for it, but how do you upgrade kits and modules? It never brings up an option for me to do it, and anytime i ask in game, it goes unanswered. What did i miss here?
Kit upgrades haven't been implemented yet, probably because kits are a weird fickle beast that does not conform to the same rules as other gear.
One aspect that's weird is how SOME aspects of kits scale with rarity, but some scale with mk, and some scale with both. Example: the number of mod slots in a kit is determined entirely by mk. The number of stat bonuses is determined by rarity. But the strength of the stats is determined by both.
They'd have to write new code to handle this and probably will eventualy, but they haven't done it yet.
Kit upgrades haven't been implemented yet, probably because kits are a weird fickle beast that does not conform to the same rules as other gear.
One aspect that's weird is how SOME aspects of kits scale with rarity, but some scale with mk, and some scale with both. Example: the number of mod slots in a kit is determined entirely by mk. The number of stat bonuses is determined by rarity. But the strength of the stats is determined by both.
They'd have to write new code to handle this and probably will eventualy, but they haven't done it yet.
That's too bad, because I would love to get an extra power slot for my kits. I know that Ground Combat isn't something they work on often, but it really surprised me to find that there was no upgrades for powers, and that i couldn't find anything about why, so thank you for that.
Still though, I'm curious what they'll come up with.
Prices would be FAR more tollerable if we (Lifetime / Monthly) players could refine more than the trivial 8K dilithium per day. That said, I think all costs should be reduced as I already Have the gear, and I doubt (using a bit of Role Play) Star Fleet would charge an admiral for equipment upgrades to support the federation.
Prices would be FAR more tollerable if we (Lifetime / Monthly) players could refine more than the trivial 8K dilithium per day. That said, I think all costs should be reduced as I already Have the gear, and I doubt (using a bit of Role Play) Star Fleet would charge an admiral for equipment upgrades to support the federation.
Yeah, the refine limit is my biggest issue with most of the game 'mechanics' lately. Hell one of my characters has more than 300K dilithium ore just now and it keeps growing every day. That's even with the Vet reward additional 1K every 48 hours and the Fleet mine extra 500 a day. Yet I never actually seem to have any refined ore to use past about an hour into my play time because it's used up so damned fast on all the sinks. They keep increasing the amount we can get, but they've never addressed the fact that since the introduction of Dilithium and the 8K refine limit, there is now a TRIBBLE load more to spend it on and thus 8K a day is far too little.
I mean when you look at things like the Rep Space sets for instance, 32.5K a piece in the Undine set and with 4 pieces that's 130K Dilithium required. So 17 days (15 if you have access to the above mentioned 'bonuses') of refining ore just to get that one set. You can get the ore so much faster than that so you end up just logging in to refine dilithium and then there's nothing else you really need to do.
Join date is wrong, I've actually been around since STO Beta.
True alters don't have a "main". Account wide unlocks for all unique event rewards!!
This has become a major dil sink, with all the updates to the game and the increasing need for dil, I'm shocked that they haven't come to the realisation that if we can refine more dil then we will spend more of it and faster.
"A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects." — Lazarus Long --->Get the Forums Enhancement Extension!
Because they want you to buy dilithium, bought dilithium is refined already. The refining cap is there to prevent hoarding of "free" dilithium.
Pretty much this, micro-transactions are the name of the game here. Everything else is just fluff to say it's still free to do without spending a dime while hammering on your impulse buying desires to pay $$$ for dilithium. The idea is to get those people who have no self control to spend more then they want to for a game.
I think perhaps one of the reasons they haven't up'd the refining cap is due to those who have multiple characters. If someone has a few alts they keep just for Dil Dailies and DOffing, their refining cap really isn't just 8k, it's 8k for the main plus another 8k for each alt. With just 2 alts, that's actually 24k per day. All you need to do transfer the Dil to your main via the Dil Exchange and voila, 24k per day.
I know not everyone can afford the time required to maintain such a 'scheme' but perhaps enough can and are that it's somewhat undermining the purpose of the refinement cap and preventing them from extending the daily limit above 8k.
For clarity, I'm not saying there's anything inherently 'wrong' with doing this, just that it might be a reason why the cap is still firmly, 8k.
"Yo dawg, I've heard you like to grind, so we've put a grind in your grind so you can grind stuff while you grind stuff".
Oh ffs Cryptic... now even simple items are technically yet another leveling system? I've honestly lost count at this point... We have to level up our capitan, our T5U/T6 ships, the new specialization trees, our gear, numerous reputations, R&D system, Doff system, as well as the Fleet holdings... and I'm sure I've missed a few other things.
And of course most of these are either a dilithium-sink, or a time-sink (or both).
Why not just turn STO into a mobile game? There's more timers and paywalls than there is (re)playable content at this point.
so true how ever the minimum wage of free to play seems to be caped in such away that after afew hours you stop getting paid now the loot caps and dilithium caps are now nothing compaired to what stuff cost and remember ore is pointless you cant refine more just because you grinded more and fleet stores should have more space weapons with more mod options I don't care what just more ???2 ???2 weapon mod options to be fair to the crafting system that can have epic critd4 critx weapons on a chance basis
Heh... add on to this whole deal the MASSIVE reduction in EC value of gear, and they almost force you to either pay to play, or farm your life away. Neither of which I am particularly eager to do.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
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I've been playing quite a long time and am fairly good. I know my mk12 fleet gear is up to the task of playing advance stf's.
I'f English were your primary language you might have noticed that my problem was with team's that are capable. But if responding to my post in such a condescending and nasty manner made you feel superior then it was worth it.
{ I'm laughing at the superior intellect }
Hey there if you can do upgrade for 250 I'm defiantly doing something wrong cause I can count and that's what it cost me.
LOL my in game handle is same as here if you got the time and patients would appreciate help with it.
I was including ground gear in that which might have skewed it and did upgrade ship set which I wont do in future but still dammmm that was pricey LOL
well don't I feel stupid quoted the wrong post LOL was supposed to be the one above that one sorry LOL
Been running them with mk xii gear on sub 60 toons lately in ISA doing well over the 10k dps benchmark, even in ships such as the scryer. I'm not trying to be a chesthumper....just trying to constructively say it is doable. Number one thing we've noticed in our fleet with those lagging behind is an issue with thier skill point allocation as well as potiential ship build issues. Not always about handing someone a build either...they have to understand conceptually why its is built the way it is before understanding how to use it.
The cost of upgrades vary based on a lot of different things. Use Superior Tech as it costs you less DL but definitely will cost you more EC. If you can craft Superiors, then you're way ahead of me. When a weapon is Epic quality, it costs a lot more at the same mark to upgrade than it does something that is UR or even VR. Those numbers are just what I have spent so far and I still have a ways to go.
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One aspect that's weird is how SOME aspects of kits scale with rarity, but some scale with mk, and some scale with both. Example: the number of mod slots in a kit is determined entirely by mk. The number of stat bonuses is determined by rarity. But the strength of the stats is determined by both.
They'd have to write new code to handle this and probably will eventualy, but they haven't done it yet.
My character Tsin'xing
That's too bad, because I would love to get an extra power slot for my kits. I know that Ground Combat isn't something they work on often, but it really surprised me to find that there was no upgrades for powers, and that i couldn't find anything about why, so thank you for that.
Still though, I'm curious what they'll come up with.
Yeah, the refine limit is my biggest issue with most of the game 'mechanics' lately. Hell one of my characters has more than 300K dilithium ore just now and it keeps growing every day. That's even with the Vet reward additional 1K every 48 hours and the Fleet mine extra 500 a day. Yet I never actually seem to have any refined ore to use past about an hour into my play time because it's used up so damned fast on all the sinks. They keep increasing the amount we can get, but they've never addressed the fact that since the introduction of Dilithium and the 8K refine limit, there is now a TRIBBLE load more to spend it on and thus 8K a day is far too little.
I mean when you look at things like the Rep Space sets for instance, 32.5K a piece in the Undine set and with 4 pieces that's 130K Dilithium required. So 17 days (15 if you have access to the above mentioned 'bonuses') of refining ore just to get that one set. You can get the ore so much faster than that so you end up just logging in to refine dilithium and then there's nothing else you really need to do.
Everything is awesome! lol
Pretty much this, micro-transactions are the name of the game here. Everything else is just fluff to say it's still free to do without spending a dime while hammering on your impulse buying desires to pay $$$ for dilithium. The idea is to get those people who have no self control to spend more then they want to for a game.
I know not everyone can afford the time required to maintain such a 'scheme' but perhaps enough can and are that it's somewhat undermining the purpose of the refinement cap and preventing them from extending the daily limit above 8k.
For clarity, I'm not saying there's anything inherently 'wrong' with doing this, just that it might be a reason why the cap is still firmly, 8k.
so true how ever the minimum wage of free to play seems to be caped in such away that after afew hours you stop getting paid now the loot caps and dilithium caps are now nothing compaired to what stuff cost and remember ore is pointless you cant refine more just because you grinded more and fleet stores should have more space weapons with more mod options I don't care what just more ???2 ???2 weapon mod options to be fair to the crafting system that can have epic critd4 critx weapons on a chance basis