I dont know if this has been answered but if I open a special equipment pack I got from a lockbox will that give me mkXII weapons that i then need to upgrade or give me straight up MkX III or Mk XIV (ingame des - open to gain a random level-appropriate weapon ?)
cheers guys
If memory serves me right the chance to drop Mk XII has been increased and there is a slight chance to get mk XIII. But it has been confirmed that the only way to get mk XIV is by upgrading.
I dont know if this has been answered but if I open a special equipment pack I got from a lockbox will that give me mkXII weapons that i then need to upgrade or give me straight up MkX III or Mk XIV (ingame des - open to gain a random level-appropriate weapon ?)
cheers guys
Lockbox weapons are given as level appropriate, and I'm on to you Ferengi. I know what you're thinking.
Ok so based on these numbers and I'm praying to god either you've got it completely wrong (Which from what I've seen you rarely are) or cryptic drops these numbers down drastically.
Well I did include a big list of caveats (the biggest of which are the guesses for how many times a rarity upgrade would fail) but I feel that this is a decent "ballpark" figure to start from.
And by comparison, it's a lot more "reasonable" just to upgrade my ship to XIV and skip the UR and Gold upgrades entirely. Less clicking too. "Only" 2,265 clicks.
4,203,714 TP
331 Superior Tech Upgrade kits 355,825 (or, 1,977 Zen if the exchange rate is 180) 4,965,000 EC 662 Rare R&D Components 331 Very Rare R&D Materials
This requires relatively few assumptions to be made because a Mark level increase has a fixed price with no chance to fail, and any crits are just gravy.
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
I dont know if this has been answered, but I noticed when I upgraded my Fleet Patrol Escort Refit, the Fixed Aft Turret gun becomes unusable and has to be replaced, also the Nadion Saturation Bomb Console becomes unusuable and both also are listed with the message (on a different ship) I end up losing the console when upgrading the ship.
Well I did include a big list of caveats (the biggest of which are the guesses for how many times a rarity upgrade would fail) but I feel that this is a decent "ballpark" figure to start from.
And by comparison, it's a lot more "reasonable" just to upgrade my ship to XIV and skip the UR and Gold upgrades entirely. Less clicking too. "Only" 2,265 clicks.
4,203,714 TP
331 Superior Tech Upgrade kits 355,825 (or, 1,977 Zen if the exchange rate is 180) 4,965,000 EC 662 Rare R&D Components 331 Very Rare R&D Materials
This requires relatively few assumptions to be made because a Mark level increase has a fixed price with no chance to fail, and any crits are just gravy.
Let's see, the dil part of it sucks. The EC is doable (heck selling VR and rare mats gets you there quick). It's getting the mats for crafting these that sucks. They need to guarantee a VR mat drop from the new Elite queues.
I dont know if this has been answered, but I noticed when I upgraded my Fleet Patrol Escort Refit, the Fixed Aft Turret gun becomes unusable and has to be replaced, also the Nadion Saturation Bomb Console becomes unusuable and both also are listed with the message (on a different ship) I end up losing the console when upgrading the ship.
Its called typical Cryptic programming..... Dum dee dum... just more wood for the fire.
Cryptic Studios is a leading developer of massively multiplayer online role playing games, with a reputation for delivering profitable, on-time and on-budget titles.
That is the very first sentence on the about page of Cryptic's website. I think it speaks for itself. Money comes above everything else and players be damned to never have a say, or even have fun. Resistance IS futile. So I digress
On another note, the mastery skill tree traits for our ships. Shouldn't the fleet versions or base 10 versions have enhanced base traits to that of the old 9 console versions? So my Fleet Gal X traits should be more potent than that of the standard gal x. At least that's my opinion. I mean, they are already half [REDACTED]ing the upgrades by giving Ex 9 9 console version and 10 console versions the same +1 console and traits. Aside for the +1 console and +10% stats, shouldnt there be a slightly bigger gap between fleet and non-fleet ships? Especially with the new traits.
Yeah... the clickiness of the newer systems is pretty godawful. That's why I no longer bother to self-select doffs, thanks to the UI... though the wait for the darn assignments and crafting projects to finish is why I'm still doffing less even though I've gotten over the fact that doffing is no longer fun. Meh.
Seriously, though, can we stop making everything so click-and-slider happy? Yes, that includes the gear Upgrade System.
On another note, the mastery skill tree traits for our ships. Shouldn't the fleet versions or base 10 versions have enhanced base traits to that of the old 9 console versions? So my Fleet Gal X traits should be more potent than that of the standard gal x. At least that's my opinion. I mean, they are already half [REDACTED]ing the upgrades by giving Ex 9 9 console version and 10 console versions the same +1 console and traits. Aside for the +1 console and +10% stats, shouldnt there be a slightly bigger gap between fleet and non-fleet ships? Especially with the new traits.
No, the Mastery passives are the same for all ships. The idea was to keep T5 "competitive" with T6, so all T5-U10, T5-U11, and T6-10 ships have the same Mastery passives based on ship-type (i.e. Carrier, Cruiser, Destroyer, Support Ship, etc.). One can assume that the eventual T6-11 ships will also have the same Mastery passives...
All that pertains to the Ship Upgrade System and the Mastery levels, though... they moved that down to the Redshirt section for some reason.
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.
Not sure if this has been picked up already and wasn't scrolling through 49 pages to check.
When trying to obtain beam weapon upgrade tokens "Improved Tech Upgrade - Beam Technology" I'm short on emitter modules so click on the details tab to bring up the list of requirements and then click on the emitter modules to craft the appropriate components to allow me to make the upgrade token. However instead of emitter modules it brings up "Component - Focusing Lens" instead so it appears that link is pointing at the wrong item. The "Basic Tech Upgrade - Beam Weapons" on the other hand say's it needs focusing lens and when you try to craft these actually brings up emitter arrays so it appears these two links are the wrong way around.
Haven't been able to check all other upgrades as my crafting level isn't high enough at the moment but did check improved upgrades on Engineering, Ground Weapons and Shields and they are ok.
Yeah... the clickiness of the newer systems is pretty godawful. That's why I no longer bother to self-select doffs, thanks to the UI... though the wait for the darn assignments and crafting projects to finish is why I'm still doffing less even though I've gotten over the fact that doffing is no longer fun. Meh.
Seriously, though, can we stop making everything so click-and-slider happy? Yes, that includes the gear Upgrade System.
No, the Mastery passives are the same for all ships. The idea was to keep T5 "competitive" with T6, so all T5-U10, T5-U11, and T6-10 ships have the same Mastery passives based on ship-type (i.e. Carrier, Cruiser, Destroyer, Support Ship, etc.). One can assume that the eventual T6-11 ships will also have the same Mastery passives...
All that pertains to the Ship Upgrade System and the Mastery levels, though... they moved that down to the Redshirt section for some reason.
Clicking and sliding is the least of all the issues here. Sure, its just as needless as the resource sink, but I can tolerate clicking and sliding. But I bet we wouldn't have to do that so much if they adhere to our requests.
Thanks for the thread link. Although you still didn't quite answer my question. Fleet is superior to non-fleet (lobi/lockbox/event ships excluded). Therefore, shouldn't the new passives be as well? As it stands, you can't be competitive with a 9 console ship, there's really no point in trying. That's why we get fleet ships. But I digress. If the ex-9 console gone 10 console ship gets plus 15% hull as a mastery passive, shouldn't fleet be plus 20%? T5-FU is not competitive with T6. Battle Cloak plus TR-116B torpedo plus a heavy plasma lance will beat my Fleet Gal X every time. Assuming, of course, its a PvP between us "veterans" if you will. So competitiveness with a T6 is out the window.
Also, are the ship mastery passive traits actually passive? Or do they have to be slotted?
Not sure if this has been picked up already and wasn't scrolling through 49 pages to check.
When trying to obtain beam weapon upgrade tokens "Improved Tech Upgrade - Beam Technology" I'm short on emitter modules so click on the details tab to bring up the list of requirements and then click on the emitter modules to craft the appropriate components to allow me to make the upgrade token. However instead of emitter modules it brings up "Component - Focusing Lens" instead so it appears that link is pointing at the wrong item. The "Basic Tech Upgrade - Beam Weapons" on the other hand say's it needs focusing lens and when you try to craft these actually brings up emitter arrays so it appears these two links are the wrong way around.
Haven't been able to check all other upgrades as my crafting level isn't high enough at the moment but did check improved upgrades on Engineering, Ground Weapons and Shields and they are ok.
Typical Cryptic programming. Unfortunately, that's your answer.
Another request, as multiple upgrade tokens are needed for each item can we please have a slider that allows multiple upgrade tokens to be queued similar to components rather than just having one going in each slot at any time.
From a quick glance it looks like we'll be needing hundreds of upgrade tokens just to get one toon and ship up to Mk14 level with all our existing equipment so it would make it less painful to be able to queue multiple projects.
Also please leave the R&D XP granted from these tokens as it is on tribble as its going to make the R&D grind take a reasonable amount of time if you're also using it to craft these upgrades rather than the many months its currently taking to get to level 15 if you log in each day.
Edited to add the following observations:
The following can't be upgraded at all Assimilated Mk12 Transwarp Engines (Borg Set) - an old Mk 11 set can, Omega Force Mk 12 Impulse engines (an old Mk 10 set again can). Proton Stablizer Console Mk 12.
Also the following levelless equipment doesn't appear to want to convert to Mk 12 and allow upgrade:
Crystal-Woven Environmental Suit set (EV Suit, Shield and Weapon) - This is the old pre-rep set that was gained by completing missions on Nukara rather than the set gained through the rep and could be traded in for 50 marks if desired (which you could only do once as well even if you had multiple copies).
Wide Angled Quantum Torpedo Launcher
Breen Transphasic Torpedo Launcher
Federation Combat Environmental Suit (Vet version from the ESD console - presumably applies to all the faction versions)
Obelisek Warp Core
Assimilated Console
Another request, as multiple upgrade tokens are needed for each item can we please have a slider that allows multiple upgrade tokens to be queued similar to components rather than just having one going in each slot at any time.
This would be far more functional and usable than the current system where you have to click for every single upgrade token. I'm reminded of how in the first Tribble build of the new S9.5 R&D system all of the old crafting data samples and particle traces had to be converted one at a time; the addition of sliders made that a far superior experience, even if it wasn't the best possible solution.
From a quick glance it looks like we'll be needing hundreds of upgrade tokens just to get one toon and ship up to Mk14 level with all our existing equipment so it would make it less painful to be able to queue multiple projects.
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
This would be far more functional and usable than the current system where you have to click for every single upgrade token. I'm reminded of how in the first Tribble build of the new S9.5 R&D system all of the old crafting data samples and particle traces had to be converted one at a time; the addition of sliders made that a far superior experience, even if it wasn't the best possible solution.
Hundreds, if not thousands.
Queuing multiple projects would be nice but I still rather have an overall price decrease in conjunction with the ability to upgrade a stack of items simultaneously. like my Accx2 dmgx2 fleet weapons.
I don't have problems with prices of upgrades but something must be done with all of these bound to character items. I will not upgrade any single item that's bound to char.
I don't have problems with prices of upgrades but something must be done with all of these bound to character items. I will not upgrade any single item that's bound to char.
Can you explain why something that was originally bound to character shouldn't be after its upgraded? If what you want comes to fruition, we will be looking at Mk XIV gold fleet gear on the exchange. Which is lost money for Cryptic/PWE, because then people wont need to upgrade. They would just buy the Mk XIV's outright. Not to say that's a bad idea but prices are the issue since we can't get Mk XIV gear outside of the upgrade system as it stands right now.
So, if you like the prices as is, more power to you. But it won't hurt you if they drop. So I'd say, on that note, passive acceptance.
Are upgraded gear to remain whatever they are in the first place? If you upgrade a bound weapon for example, it stays bound. If you upgrade a beam bank though that isn't bound, it still stays unbound, or at least that is my understanding of it. I could be wrong though.
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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.
we will be looking at Mk XIV gold fleet gear on the exchange. Which is lost money for Cryptic/PWE, because then people wont need to upgrade.
won't that happen either way if you craft a weapon or get a generic drop, then upgrade it to gold and sell? or does it get auto bound when you try to upgrade it?
Now clowns, that's another story. They scare the crap out of me.
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
won't that happen either way if you craft a weapon or get a generic drop, then upgrade it to gold and sell? or does it get auto bound when you try to upgrade it?
Incorrect. Just tested. Took a white stun phaser all the way up to Epic and posted it on the Tribble exchange. Items that do not start bound become Account Bind on Equip, which can be sold as long as you don't equip them.
Incorrect. Just tested. Took a white stun phaser all the way up to Epic and posted it on the Tribble exchange. Items that do not start bound become Account Bind on Equip, which can be sold as long as you don't equip them.
Cool!!! That's how I was hoping it would work. Makes sense.
My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here Link: How to PM - Twitter @STOMod_Bluegeek
Incorrect. Just tested. Took a white stun phaser all the way up to Epic and posted it on the Tribble exchange. Items that do not start bound become Account Bind on Equip, which can be sold as long as you don't equip them.
Well that's good but it won't matter. I already spent a small fortune getting the stuff I already have. So my issues still stand. But it does provide an opportunity to make money. Assuming the upgrade price is right.
Well that's good but it won't matter. I already spent a small fortune getting the stuff I already have. So my issues still stand. But it does provide an opportunity to make money. Assuming the upgrade price is right.
Cheaper to take a low mark VR item up in rarity than a high one using dil. Since crafting mk II VR stuff is ridiculously easy and cheap, you could just craft it and upgrade it.
Cheaper to take a low mark VR item up in rarity than a high one using dil. Since crafting mk II VR stuff is ridiculously easy and cheap, you could just craft it and upgrade it.
No it's NOT cheaper. In the overall scheme of things. Like I said. I already spent a small fortune on my gear. I'm not gonna get rid of it just to craft a lower item and upgrade it. Plus, there is no Mk II Borg engines is there? That solution simply does not work. See, your solution works for just the player who just putt putts around in-game with no long term objective in-mind. Then, there are people like me who made an objective and reached it which cost countless hours of grinding to say the least. Not to mention all the marks, EC, Dilithium, yadda yadda yadda that went into it. And now your saying.... "well ditch the stuff you worked for because its cheaper to upgrade low grade items to top". That, literally, is throwing everything I've done out the window. Now how is upgrading from Mk II to mk XIV VR or UR cheaper? If mk XII to mk XIV is too expensive as it is, how does adding upgrading from Mk II to Mk XII make it cheaper? Does it have to do with the accumulated TP? I'd assume so, since you have more time to get TP when upgrading from a lower Mk. But, regardless, the new upgrade system is definitely more geared toward those who, like me, have the "good stuff" so-to-speak. But if what you are saying is true, that means new players have to spend a hell of a lot less getting Mk XIV gear than those who have already ground and paid for their current top end gear. That's just unfair.
No it's NOT cheaper. In the overall scheme of things. Like I said. I already spent a small fortune on my gear. I'm not gonna get rid of it just to craft a lower item and upgrade it. Plus, there is no Mk II Borg engines is there? That solution simply does not work. See, your solution works for just the player who just putt putts around in-game with no long term objective in-mind. Then, there are people like me who made an objective and reached it which cost countless hours of grinding to say the least. Not to mention all the marks, EC, Dilithium, yadda yadda yadda that went into it. And now your saying.... "well ditch the stuff you worked for because its cheaper to upgrade low grade items to top". That, literally, is throwing everything I've done out the window. Now how is upgrading from Mk II to mk XIV VR or UR cheaper? If mk XII to mk XIV is too expensive as it is, how does adding upgrading from Mk II to Mk XII make it cheaper? Does it have to do with the accumulated TP? I'd assume so, since you have more time to get TP when upgrading from a lower Mk. But, regardless, the new upgrade system is definitely more geared toward those who, like me, have the "good stuff" so-to-speak. But if what you are saying is true, that means new players have to spend a hell of a lot less getting Mk XIV gear than those who have already ground and paid for their Mk XII's. That's just unfair.
You do realize there is no substitute for some of the best gear in the game so upgrading from mk XII is the only option anyway.
So in general, most of us will have to grind the same way. Now if someone wants to use regular consoles and weapons and upgrade them up all the way, then they can too, and it's a good alternate option so as to not have to farm ridiculous amounts of dil.
It just simply will not be good enough and you sidestepped my point. New players will be able to get Mk XIV gear easier and cheaper than the veterans and/or long time players who have put money and countless hours into this game. That is, undeniably, unfair.
At this point, veterans and long time players should get at least some slack. I don't mind grinding like 2-5k dil here and there but that's pretty much my max at this point. I want to play the game and have fun, not log in for the sole purpose of grinding and farming just so I can get to exactly where I already am right now.
Your suggestion is an alternative, but not an amicable one. At least for the people this upgrade system is geared towards.
It just simply will not be good enough and you sidestepped my point. New players will be able to get Mk XIV gear easier and cheaper than the veterans and/or long time players who have put money and countless hours into this game. That is, undeniably, unfair.
Where do you get that idea from?
Nobody currently has Mk XIV gear. We're all starting out on the same somewhat (un)even playing field. We can all craft it and upgrade it or buy it and upgrade it. I'm sure the new missions will have at least a few drops of gear that won't have to be upgraded unless you're set on having all Epic rarity gear. If you already have Mk XII VR, you're closer to Mk XIV Epic than someone who doesn't. And I'm confident a few enterprising souls will sell you Mk XIV off the Exchange for a few hundred thousand EP.
How do new players get an advantage? I don't understand that logic at all.
My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here Link: How to PM - Twitter @STOMod_Bluegeek
Nobody currently has Mk XIV gear. We're all starting out on the same somewhat (un)even playing field. We can all craft it and upgrade it or buy it and upgrade it. I'm sure the new missions will have at least a few drops of gear that won't have to be upgraded unless you're set on having all Epic rarity gear. If you already have Mk XII VR, you're closer to Mk XIV Epic than someone who doesn't. And I'm confident a few enterprising souls will sell you Mk XIV off the Exchange for a few hundred thousand EP.
How do new players get an advantage? I don't understand that logic at all.
Simple. upgrading from a low mk (like mk II) to mk XIV (not epic) is cheaper than upgrading from mk XII to mk XIV (not gold) airgo. New players can keep their low gear and upgrade as they level up which will cost less. Therefore, they are spending/grinding less than we have. There are no Mk XIV drops. That is confirmed. And I agree, "If you already have Mk XII VR, you're closer to Mk XIV Epic than someone who doesn't.", but due to the above stated fact, that is not the case. Which is where my problem is. Follow my logic now? Also, I didn't say it was an advantage, just that it was undeniably unfair.
Simple. upgrading from a low mk (like mk II) to mk XIV (not epic) is cheaper than upgrading from mk XII to mk XIV (not gold) airgo. New players can keep their low gear and upgrade as they level up which will cost less. Therefore, they are spending/grinding less than we have. There are no Mk XIV drops. That is confirmed. And I agree, "If you already have Mk XII VR, you're closer to Mk XIV Epic than someone who doesn't.", but due to the above stated fact, that is not the case. Which is where my problem is. Follow my logic now? Also, I didn't say it was an advantage, just that it was undeniably unfair.
Stop.
First - have you actually seen the system on Tribble? Have you tried it? I have, and it seems, from the things that you are saying, that you have not, because you don't seem to understand how it works, what the goals of it are, and why it works the way it does. If you can't access Tribble, I understand the desire to "have your voice heard", but honestly if you haven't actually used the system, your feedback ultimately boils down to "I heard it was really expensive, and I don't want to pay that". That's fine, as far as it goes, but you keep reacting to specific details without, I think, really understanding how the system works, which is probably not a good idea.
For example:
You are completely misunderstanding what was being said/suggested here. It's not cheaper to upgrade a Mk II weapon to Mk XIV than it is to go from Mk XII to Mk XIV. Not only would that not make any sense, but it's literally impossible if you've actually used the system, because you have to increase the Mk level of the item one at a time. Thus, to go from Mk II to Mk XIV, you, by definition, have to ALSO go from Mk XII to Mk XIV, with all the attendant costs.
What was being suggested, then, was not a way to get Mk XIV gear cheaper, but rather a way to get Epic rarity gear cheaper, because the upgrades for low mark items are much cheaper, and each one gives you a chance to get the rarity upgrade. Once you get the rarity to Epic, you can level it to Mk XIV knowing that each time you fill the TP bar, you are certain to get the Mk upgrade, so it's a way to potentially control costs for epic rarity gear. It would still me more expensive in terms of Mk upgrades, however.
The long and short of it is, right now this system has some really interesting hooks for people who think about how to best use the system, such as opening up the possibility that people who are just starting crafting might still find a market for the lucky very rare quality (but low mark) gear they craft, by selling it on the exchange to someone who is looking for something with the "right" mods to upgrade to epic.
Comments
If memory serves me right the chance to drop Mk XII has been increased and there is a slight chance to get mk XIII. But it has been confirmed that the only way to get mk XIV is by upgrading.
Lockbox weapons are given as level appropriate, and I'm on to you Ferengi. I know what you're thinking.
Well I did include a big list of caveats (the biggest of which are the guesses for how many times a rarity upgrade would fail) but I feel that this is a decent "ballpark" figure to start from.
And by comparison, it's a lot more "reasonable" just to upgrade my ship to XIV and skip the UR and Gold upgrades entirely. Less clicking too. "Only" 2,265 clicks.
4,203,714 TP
331 Superior Tech Upgrade kits
355,825 (or, 1,977 Zen if the exchange rate is 180)
4,965,000 EC
662 Rare R&D Components
331 Very Rare R&D Materials
This requires relatively few assumptions to be made because a Mark level increase has a fixed price with no chance to fail, and any crits are just gravy.
Joined January 2009
Let's see, the dil part of it sucks. The EC is doable (heck selling VR and rare mats gets you there quick). It's getting the mats for crafting these that sucks. They need to guarantee a VR mat drop from the new Elite queues.
Its called typical Cryptic programming..... Dum dee dum... just more wood for the fire.
On another note, the mastery skill tree traits for our ships. Shouldn't the fleet versions or base 10 versions have enhanced base traits to that of the old 9 console versions? So my Fleet Gal X traits should be more potent than that of the standard gal x. At least that's my opinion. I mean, they are already half [REDACTED]ing the upgrades by giving Ex 9 9 console version and 10 console versions the same +1 console and traits. Aside for the +1 console and +10% stats, shouldnt there be a slightly bigger gap between fleet and non-fleet ships? Especially with the new traits.
Yeah... the clickiness of the newer systems is pretty godawful. That's why I no longer bother to self-select doffs, thanks to the UI... though the wait for the darn assignments and crafting projects to finish is why I'm still doffing less even though I've gotten over the fact that doffing is no longer fun. Meh.
Seriously, though, can we stop making everything so click-and-slider happy? Yes, that includes the gear Upgrade System.
No, the Mastery passives are the same for all ships. The idea was to keep T5 "competitive" with T6, so all T5-U10, T5-U11, and T6-10 ships have the same Mastery passives based on ship-type (i.e. Carrier, Cruiser, Destroyer, Support Ship, etc.). One can assume that the eventual T6-11 ships will also have the same Mastery passives...
All that pertains to the Ship Upgrade System and the Mastery levels, though... they moved that down to the Redshirt section for some reason.
When trying to obtain beam weapon upgrade tokens "Improved Tech Upgrade - Beam Technology" I'm short on emitter modules so click on the details tab to bring up the list of requirements and then click on the emitter modules to craft the appropriate components to allow me to make the upgrade token. However instead of emitter modules it brings up "Component - Focusing Lens" instead so it appears that link is pointing at the wrong item. The "Basic Tech Upgrade - Beam Weapons" on the other hand say's it needs focusing lens and when you try to craft these actually brings up emitter arrays so it appears these two links are the wrong way around.
Haven't been able to check all other upgrades as my crafting level isn't high enough at the moment but did check improved upgrades on Engineering, Ground Weapons and Shields and they are ok.
Clicking and sliding is the least of all the issues here. Sure, its just as needless as the resource sink, but I can tolerate clicking and sliding. But I bet we wouldn't have to do that so much if they adhere to our requests.
Thanks for the thread link. Although you still didn't quite answer my question. Fleet is superior to non-fleet (lobi/lockbox/event ships excluded). Therefore, shouldn't the new passives be as well? As it stands, you can't be competitive with a 9 console ship, there's really no point in trying. That's why we get fleet ships. But I digress. If the ex-9 console gone 10 console ship gets plus 15% hull as a mastery passive, shouldn't fleet be plus 20%? T5-FU is not competitive with T6. Battle Cloak plus TR-116B torpedo plus a heavy plasma lance will beat my Fleet Gal X every time. Assuming, of course, its a PvP between us "veterans" if you will. So competitiveness with a T6 is out the window.
Also, are the ship mastery passive traits actually passive? Or do they have to be slotted?
Typical Cryptic programming. Unfortunately, that's your answer.
From a quick glance it looks like we'll be needing hundreds of upgrade tokens just to get one toon and ship up to Mk14 level with all our existing equipment so it would make it less painful to be able to queue multiple projects.
Also please leave the R&D XP granted from these tokens as it is on tribble as its going to make the R&D grind take a reasonable amount of time if you're also using it to craft these upgrades rather than the many months its currently taking to get to level 15 if you log in each day.
Edited to add the following observations:
The following can't be upgraded at all Assimilated Mk12 Transwarp Engines (Borg Set) - an old Mk 11 set can, Omega Force Mk 12 Impulse engines (an old Mk 10 set again can). Proton Stablizer Console Mk 12.
Also the following levelless equipment doesn't appear to want to convert to Mk 12 and allow upgrade:
Crystal-Woven Environmental Suit set (EV Suit, Shield and Weapon) - This is the old pre-rep set that was gained by completing missions on Nukara rather than the set gained through the rep and could be traded in for 50 marks if desired (which you could only do once as well even if you had multiple copies).
Wide Angled Quantum Torpedo Launcher
Breen Transphasic Torpedo Launcher
Federation Combat Environmental Suit (Vet version from the ESD console - presumably applies to all the faction versions)
Obelisek Warp Core
Assimilated Console
Yeah that's been reported.
This would be far more functional and usable than the current system where you have to click for every single upgrade token. I'm reminded of how in the first Tribble build of the new S9.5 R&D system all of the old crafting data samples and particle traces had to be converted one at a time; the addition of sliders made that a far superior experience, even if it wasn't the best possible solution.
Hundreds, if not thousands.
Joined January 2009
Queuing multiple projects would be nice but I still rather have an overall price decrease in conjunction with the ability to upgrade a stack of items simultaneously. like my Accx2 dmgx2 fleet weapons.
Can you explain why something that was originally bound to character shouldn't be after its upgraded? If what you want comes to fruition, we will be looking at Mk XIV gold fleet gear on the exchange. Which is lost money for Cryptic/PWE, because then people wont need to upgrade. They would just buy the Mk XIV's outright. Not to say that's a bad idea but prices are the issue since we can't get Mk XIV gear outside of the upgrade system as it stands right now.
So, if you like the prices as is, more power to you. But it won't hurt you if they drop. So I'd say, on that note, passive acceptance.
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We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
Far as I know it auto-binds.
Incorrect. Just tested. Took a white stun phaser all the way up to Epic and posted it on the Tribble exchange. Items that do not start bound become Account Bind on Equip, which can be sold as long as you don't equip them.
Cool!!!
Link: How to PM - Twitter @STOMod_Bluegeek
Well that's good but it won't matter. I already spent a small fortune getting the stuff I already have. So my issues still stand. But it does provide an opportunity to make money. Assuming the upgrade price is right.
Cheaper to take a low mark VR item up in rarity than a high one using dil. Since crafting mk II VR stuff is ridiculously easy and cheap, you could just craft it and upgrade it.
No it's NOT cheaper. In the overall scheme of things. Like I said. I already spent a small fortune on my gear. I'm not gonna get rid of it just to craft a lower item and upgrade it. Plus, there is no Mk II Borg engines is there? That solution simply does not work. See, your solution works for just the player who just putt putts around in-game with no long term objective in-mind. Then, there are people like me who made an objective and reached it which cost countless hours of grinding to say the least. Not to mention all the marks, EC, Dilithium, yadda yadda yadda that went into it. And now your saying.... "well ditch the stuff you worked for because its cheaper to upgrade low grade items to top". That, literally, is throwing everything I've done out the window. Now how is upgrading from Mk II to mk XIV VR or UR cheaper? If mk XII to mk XIV is too expensive as it is, how does adding upgrading from Mk II to Mk XII make it cheaper? Does it have to do with the accumulated TP? I'd assume so, since you have more time to get TP when upgrading from a lower Mk. But, regardless, the new upgrade system is definitely more geared toward those who, like me, have the "good stuff" so-to-speak. But if what you are saying is true, that means new players have to spend a hell of a lot less getting Mk XIV gear than those who have already ground and paid for their current top end gear. That's just unfair.
You do realize there is no substitute for some of the best gear in the game so upgrading from mk XII is the only option anyway.
Examples:
Fleet consoles
R&D level 15+ gear
Reputation gear
So in general, most of us will have to grind the same way. Now if someone wants to use regular consoles and weapons and upgrade them up all the way, then they can too, and it's a good alternate option so as to not have to farm ridiculous amounts of dil.
At this point, veterans and long time players should get at least some slack. I don't mind grinding like 2-5k dil here and there but that's pretty much my max at this point. I want to play the game and have fun, not log in for the sole purpose of grinding and farming just so I can get to exactly where I already am right now.
Your suggestion is an alternative, but not an amicable one. At least for the people this upgrade system is geared towards.
Where do you get that idea from?
Nobody currently has Mk XIV gear. We're all starting out on the same somewhat (un)even playing field. We can all craft it and upgrade it or buy it and upgrade it. I'm sure the new missions will have at least a few drops of gear that won't have to be upgraded unless you're set on having all Epic rarity gear. If you already have Mk XII VR, you're closer to Mk XIV Epic than someone who doesn't. And I'm confident a few enterprising souls will sell you Mk XIV off the Exchange for a few hundred thousand EP.
How do new players get an advantage? I don't understand that logic at all.
Link: How to PM - Twitter @STOMod_Bluegeek
Simple. upgrading from a low mk (like mk II) to mk XIV (not epic) is cheaper than upgrading from mk XII to mk XIV (not gold) airgo. New players can keep their low gear and upgrade as they level up which will cost less. Therefore, they are spending/grinding less than we have. There are no Mk XIV drops. That is confirmed. And I agree, "If you already have Mk XII VR, you're closer to Mk XIV Epic than someone who doesn't.", but due to the above stated fact, that is not the case. Which is where my problem is. Follow my logic now? Also, I didn't say it was an advantage, just that it was undeniably unfair.
Stop.
First - have you actually seen the system on Tribble? Have you tried it? I have, and it seems, from the things that you are saying, that you have not, because you don't seem to understand how it works, what the goals of it are, and why it works the way it does. If you can't access Tribble, I understand the desire to "have your voice heard", but honestly if you haven't actually used the system, your feedback ultimately boils down to "I heard it was really expensive, and I don't want to pay that". That's fine, as far as it goes, but you keep reacting to specific details without, I think, really understanding how the system works, which is probably not a good idea.
For example:
You are completely misunderstanding what was being said/suggested here. It's not cheaper to upgrade a Mk II weapon to Mk XIV than it is to go from Mk XII to Mk XIV. Not only would that not make any sense, but it's literally impossible if you've actually used the system, because you have to increase the Mk level of the item one at a time. Thus, to go from Mk II to Mk XIV, you, by definition, have to ALSO go from Mk XII to Mk XIV, with all the attendant costs.
What was being suggested, then, was not a way to get Mk XIV gear cheaper, but rather a way to get Epic rarity gear cheaper, because the upgrades for low mark items are much cheaper, and each one gives you a chance to get the rarity upgrade. Once you get the rarity to Epic, you can level it to Mk XIV knowing that each time you fill the TP bar, you are certain to get the Mk upgrade, so it's a way to potentially control costs for epic rarity gear. It would still me more expensive in terms of Mk upgrades, however.
The long and short of it is, right now this system has some really interesting hooks for people who think about how to best use the system, such as opening up the possibility that people who are just starting crafting might still find a market for the lucky very rare quality (but low mark) gear they craft, by selling it on the exchange to someone who is looking for something with the "right" mods to upgrade to epic.