Wide Angle Quantum Torpedo Launcher (despite a dev specifically stating it can be)
Fed captain - Bio-Neural Warhead from lock box can't be upgraded
The Zero-Point Energy Conduit universal console has the word 'Universal' removed from it's name after opening the upgrade window for it. Like the Nukara rep console it too has its infinity symbol changed to Mk XII
Ground items found that can't be upgraded:
http://sto.gamepedia.com/Federation_Type_1_Phaser The wiki has always been wrong about this item. Replaying the episode at level 40 or higher does *not* get you a Mk XI version of it. This item has no mark and does NOT scale with player level. Its stats are exactly the same on a level 1 as they are on a level 50 character. I really would like to have an end game version of this.
The Zero-Point Energy Conduit universal console has the word 'Universal' removed from it's name after opening the upgrade window for it. Like the Nukara rep console it too has its infinity symbol changed to Mk XII, but now its name is 'Console - Zero-Point Energy Conduit Mk XII'
At the very least I was hoping to be able to upgrade the ToS ground weapons (Type 1, 2, and 3 Phasers) because my character is ToS themed.
Anomaly:
The Retrofit Phaser Banks (beam arrays) from replaying the episode 'Everything Old is New' are no longer separated between 'Fore' and 'Aft' and can be slotted in any ship weapon slot now. (Very grateful for this change and also for being able to finally upgrade them) The anomaly is that there are 2 copies of the rare Retrofit Phaser Banks in the episode replay rewards.
I have been having issues getting things to slot. When I right click on the deflector I have equipped (Borg Set Deflector) and hit "upgrade item", the upgrade window pops up but it won't show the delfector in the upgrade slot. Once I selected it from the drop down menu, it worked. I upgraded it, but rather than replace my old deflector it put a new one in my inventory and left the old one slotted in my ship.
*I posted variants of this post in the tribble release thread as well. Please excuse the redundancy...*
So, from what I can see, all legacy (preorder items) can't be upgradeable. I must ask: why? the Tr-116a and the Radiometric Converter, I understand, but the other items are pretty harmless. It would be a great reward for the people that have been here since beta to be able to do so.
Examples:
Chronodynamic Armor: Its a great armor locked at mk II. Do you think it would be OP if we paid for it to level to mk xii and above?
Automated Defense Turret: It is only slottable in a TAC slot, ffs. I think that alone kinda compensates for its utility.
Multi-spatial Personal Shield - Letting this level would not break gameplay by one iota.
[Console - Universal - Fluidic Phase Decoupler] has either not been made upgradeable or has not been made epic. It's still blue levelless.
Ditto for [Obelisk Subspace Rift Warp Core]
Ditto for [Bioneural Warhead], [Breen Transphasic Cluster Torpedo], and [Tractor Beam Mine Launcher]
The [Nanopulse Lirpa] and [Nanopulse Batleth] say they are upgradeable (they are levelless greens currently), but when the window pops up they stay levelless and the upgrade says they are upgradeable to the same thing (green levelless).
i rather like the system at the moment. yeah the dil cost is something i don't like but i can deal with it. the one thing i very much don't like is upgrading leveless item that are supposed to increase in power as my character levels up. that... ... that is a huge "no thank you" to the upgrade system for me at the moment.
I originally posted this in the Tribble patch thread, so I'll repost it here. Seems a number of people beat me to some of these, but I will post them all as confirmation:
Adaptive Transphasic Torpedo Mk XII [Dmg]x3 [Borg]
Borg Prosthetic - Medical Drone Mk X [DoT3]x2 (this item is lacking a Mark icon)
Borg Prosthetic - Medical Drone Mk XI [DoT3]x2
Borg Prosthetic - Medical Drone Mk XII [DoT3]x2 (I guess it affects all prosthetics)
Obelisk Subspace Rift War Core
Thoron Infused Polaron weapons (from the Delta Alliance reputation boxes; shouldn't it be "Thoron-infused"?)
Solanae Enforced Environmental Suit
Other items, though upgradeability is questionable
Kit frames and Kit modules; I assume this will be in a future crafting school. I also checked the old kits for good measure, and they also cannot be upgraded (you really need to get rid of that console on Ganalda )
Personal Shield Standard Issue
Disruptor Bolt Dual Pistol - Compression Bolt Standard Issue (item has a Mk II icon)
Disruptor Bolt Dual Pistol - Sweep Standard Issue (item has a Mk II icon)
Shuttle equipment (intended?)
Shard Sword of Kahless [CrtH][CrtD][Dmg]x2 (this item is already Epic, but its Mark should be upgradeable. Also, should there be spacing between its mods?)
Console - Universal - Repair Platform
Gonna re-transfer my character since this is an older copy of my holodeck toon, I'll edit the post if I find any more items. EDIT: Done. Phew, long post for my first ^^;
Very happy to see that Split Beam Pistols, Repeater Pistols, Piercing Beam Rifles, Wide Beam Rifles, Long-Range Assault Miniguns and Charged Burst Assaults are upgradeable. Can you add those to the crafting system please?
I tried to upgrade a [Prototype Gravitic Impulse Engines Mk XI] from S'harien's Swords and it turned into a vanilla [Impulse Engines Mk XI]
1. Right click on a Prototype Gravitic Impulse Engine (acquired from S'harien's Swords mission)
2. Select "Upgrade Item"
Actual result:
The engine immediately turns into a standard Impulse Engine Mk XI (very rare) after selecting Upgrade Item. They player does not even need to attempt an upgrade.
Expected result:
The engine retains its proper name and stats.
- TR-116B Mk.XII [CrtH] [Dmg] [ShPen]x4. Initially displayed progress to Mk.XIII as -64,454/48,024, but >100%. Selected a blue Expert Universal Research Tech Upgrade out of curiosity and the game adjusted to -59,454/48,024 (makes sense) but still displayed progress to upgrade to Mk.XIII as >100% (?!). Applying the upgrade kit immediately downgraded the rifle to Mk.X but sorted out the wonky TP value.
Interesting.. I have a [TR-116B Rifle - Sniper Rifle Mk XII [CritD] [Dmg] [ShPen]x4] (CrtD mod to your CrtH mod) and when I upgraded it, it immediately dropped from Mk XII down to Mk XI on the first upgrade and then properly went up from there. It never hit Mk X.
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.
Has any one tried the Aux cannons from the Vesta. I have not seen a yes or no yet. Just curious.
Vest Aux Cannons - They are given the option to upgrade, but they are then listed as already being fully upgraded at Tier XII. So, no. You can not currently upgrade the Aux cannons.
Question for the devs:
Right now the Basic tech upgrades can be purchased from the ground vendor on ESD. Will this feature make it to holodeck? Or is that a Tribble-only thing?
Vest Aux Cannons - They are given the option to upgrade, but they are then listed as already being fully upgraded at Tier XII. So, no. You can not currently upgrade the Aux cannons.
Interesting. My fleet mate just upgraded his Aux Cannons to [Aux Phaser Dual Heavy Cannons Mk XIV [Acc]x2 [CritX] [Dmg]] without any problems.
Did you leave yours equipped on your ship or something?
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.
The Breen Polaron Compression Pistol - It is unbound, common and tradeable even though it comes with the Breen BoFF. I think it even has a nifty visualization (yellow/blue instead of purple pink) - there's no reason we should not be able to upgrade it. (You may just want to save yourself some time and look at ALL the special limited-time BoFFs (Nelin, the Reman, etc...) and their stock sidearms.
Romualn Wide Beam Pistol, Mk II - it's the Blue pistol that comes with your Embassy BoFFs. I think Wide beam pistols are useless, but the option should be there, nonetheless.
Hirogen Tetryon Blast Rifle - Same. Can't do jack.
PS -Devs, if you're on the fence about an item being upgradeable or not, I would suggest leaning towards yes more often than no for revenue's sake.
Please use this thread to post all feedback and bugs found in the new Upgrade System.
Upgrade System
The upgrade system allows you to upgrade your items on your ship and your crew.
Access the Upgrade System by choosing the option when right clicking on an item or, click the Upgrade button on the bottom left of the Inventory window.
This includes some items which cannot be upgraded, text, and icons.
Hate this new feature its terrible and will ruin this game=(
What made this game so much fun is the way it currently is to get gear.
Vendors donating to fleet to buy end game fleet items or spending marks for rep to unlock new tiers of end game items.
This new gear Upgrade feature discards all of those special things and is terrble and over priced.
It also is terrible to players that are non-crafters or players that don't like player ran Economys or atleast relying on crafters for end game items due to they them selfs hate to craft for end game items.
I feel the devs are taking this game in a direction of a common perfect world game they are all crafting relyient for end game items mixed with there ingame real money store.
I Hate crafting so much and this new feature is taking this game in a bad direction away from the features i love most about this game and the ways to earn end game items.
Also crafting should never be a most for end game or important items in star trek breaks star trek lore forus all being captians when have you ever sceen a captian spending the hole saying at a crafting table....They simple don't they order new items from there nation HQ or have there crew work on it using items they get from merchants or found or replicator.
Never the captian is spending all there time working to upgrade all there ships items to higher quality or crafting all there ship items?
I loved the fleet system and rep system it gave a sense of helping the fleet so we all can get rewarded for end game stuff.
Now they are forcing fleets memebers to use the exchange to buy items to upgrade there fleet items and rep items?
So unfair to force players to craft to get the best upgrade or upgrading items or allow them to profit highly on this new feature.
non-crafters will be spending so much dilithium and ec to get these items and optional Zen to get crafter packs for the acclerator items.
I hate every thing about this new feature.
I wish they just added a simple 100% instantly click upgrade system no timers just earn special marks use a special rep or fleet vendor take item use new currency and exchange them for higher tiers.
New system not only a rip off but now game breaker...im going to stop playing intel they remove or add a better more fair system.
Too much clicking. There is way too much clicking in this system. STO entirely ignores TRIBBLE's Law and good design principles of click minimization.
For example, in the upgrade window, the Tech Upgrade slot on the UI will only draw from one stack of upgrade items. If I have 500 [Basic Ground Gear Tech Upgrade] it will only draw from 1 of those 5 stacks when I hit the Apply Upgrade button. This means I have to "renew" the stack 5 times during the upgrade process.
Additionally, if I have to apply 70+ upgrade items to a single piece of gear before it's ready to actually upgrade, why do I have to click the Apply button for every. single. item. instead of having a slider that allows me to apply all of them at once? STO's UI is an exercise in frustration when it comes to doing anything in bulk.
I shouldn't be forced to use a keyboard macro for left clicking in order to prevent an RSI.
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.
Too much clicking. There is way too much clicking in this system. STO entirely ignores TRIBBLE's Law and good design principles of click minimization.
For example, in the upgrade window, the Tech Upgrade slot on the UI will only draw from one stack of upgrade items. If I have 500 [Basic Ground Gear Tech Upgrade] it will only draw from 1 of those 5 stacks when I hit the Apply Upgrade button. This means I have to "renew" the stack 5 times during the upgrade process.
Additionally, if I have to apply 70+ upgrade items to a single piece of gear before it's ready to actually upgrade, why do I have to click the Apply button for every. single. item. instead of having a slider that allows me to apply all of them at once? STO's UI is an exercise in frustration when it comes to doing anything in bulk.
Actually, if we were going by Fitts' Law, the UI would be designed around circles and arcs. But we use an LCARS-inspired UI.
I upgraded a TR-116b but it didn't get a singe boost to damage all the way to Mk XIV nor did it get a rarity upgrade. I also upgraded a transferred TR-116b not only did it not get a damage boost its Mk level dropped down to Mk X after the first upgrade!
Ok...I upgraded my leveless > Mk XII Chroniton dual Beam Bank to mk xiii. Stayed Blue. I then upgraded it to MK XIV, it turned purple but didnt gain any noticeable bonus - it may have well just stayed blue for all the work it was worth.
I feel that the current system costs too much in terms of both dilithium and resources in general. However, people have been wanting for a dilithium sink for a very long time. Therefore, I suggest that the costs in dilithium be decreased significantly, or atleast until we can ascertain that such elements who want the dilithium sink in place have been suppressed.
Question for the devs:
Right now the Basic tech upgrades can be purchased from the ground vendor on ESD. Will this feature make it to holodeck? Or is that a Tribble-only thing?
Interesting. My fleet mate just upgraded his Aux Cannons to [Aux Phaser Dual Heavy Cannons Mk XIV [Acc]x2 [CritX] [Dmg]] without any problems.
Did you leave yours equipped on your ship or something?
Yeah, I was going off the possible outcome. I know better now. Good to know that those can upgrade. I enjoy my maxed aux vesta.
Actually, if we were going by Fitts' Law, the UI would be designed around circles and arcs. But we use an LCARS-inspired UI.
Its just a shame half the lobi items are not worth upgrading. Items like the Tethered Quantum mines do half the damage of fleet mines.
My Fleet mines do 3561.4 per mine, per weapon activation 14,245.6
My Tethered Quantum 3358.9 per mine, per weapon activation 6,717.8 (Less damage per mine and half as many mines per activation, even with the extra hits from Tethered you end up doing around half the damage)
Why waste all the resources on upgrading the next to useless lobi weapons? A lot of the lobi items need a good balance pass to make them worthwhile to upgrade. Another one that is extremely poor is the Apex set cannons which lowers your DPS over basic cannons.
I don't like the dilithium costs... period. I am not about to spend the next 6 months grinding the frak out to get 2 million dilithium to have a chance to upgrade to Epic.
I don't get why there isn't just a 1 time upgrade from your current level to the next one period minus all the dilithium costs per click you currently do on Tribble.
1) Can we have the option to make multiple upgrade kits like we do with components?
2) where you have the upgrade window (where you add the tech kits and accelerators) it shows you the item that you have and the item what it will become. the future items shows the same stats as the old item. it makes it look like its not worth upgrading. either show the new stats or remove that tootip as it will confuse people.
3) I am not a fan of the high dilithium costs involved. i understand that this is new powerful gear and it wont be cheap but i think costs should come down, especially considering how expensive these items often were to get in the first place. i assume mak xiv purples will drop in game, so why would people spend so much if its all this expensive?
EDIT - Just found out that the higher upgrade packs offer more points and significantly reduce the prices involved, so im not as worried about the pricing now. seems far more in line with what i expected.
4) the one thing i have a real problem with is the time it takes to upgrade things. in the R&D system, i think its fine as you dont want people to burn through it, and you are making new items so the delay is acceptable and understandable. in this you are taking your old items and making them better. but once you upgrade you lose your item for hours on end. that will make people less inclined to keep playing that character until their item is ready. they may not have a suitable replacement or may not want to keep moving different equipment in and out.
the upgrade system already costs a lot to make new items. you dont need to add an extra layer of time and money on top of it. at least nothing more than say 15 minutes at the most.
the R&D system takes months and you can speed that up via millions of dilithium and im fin with that. in the upgrade people have to pay the millions whether they do it all in one day or over months. you dont need to charge more to speed it up.
i think we should be able to buy mk14 epic gear from fleet starbase after all what is point of them after this update u can make mk14 gear from base to cost 4xtimes more then current one in dill and fleet credits it is bad to force us to use crafting system to can get mk14 gear after all hard work for fleet bases upgrades ,reputation gear should also offer mk14 gear for 4xhigher price then atm what will be point of reputations after this?
new dill sink it create it is good we need one since rom update and aditional free char slot everyone got then i also dislike idea of z store upgrade stones this moves game to much in made in east games direction everyone hates refine system in them tied to cash shop
Are there any plans to update the UI to allow us to pick the mods we want at a dilithium cost rather than just random. If not this could become very expensive try to get the desired effect when it comes to fleet and rep items.
the upgrade system already costs a lot to make new items. you dont need to add an extra layer of time and money on top of it. at least nothing more than say 15 minutes at the most.
I hate to say it, but that sounds like many of my comments waaaay back when they were working on the Crafting revamp. Do you remember the 5 sec progress bar we used to have? Yeah, that was awesome...
:P
If prior experience is any indicator, the monetization mechanics and multiple-redundant time-gating being added will both be retained, though the individual costs might see some adjustment.
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 have two suggestions regarding the current Technology Point to Dilithium ratio.
Right now it's:
Basic: 2000 TP, 700 Dilithium; 2.8571428571428571428571428571429 TP per dil
Improved: 5000 TP, 950 Dilithium; 5.2631578947368421052631578947368 TP per dil
Superior: 12800 TP, 1075 Dilithium; 11.906976744186046511627906976744 TP per dil
I feel like these numbers are unnecessarily irrational (as in, an irrational number :P) I do not know the numbers for the Superior (Experimental) upgrade.
My first suggestion: Just make it more 'even'.
Basic should give 2160 TP for 720 Dilithium, thus 3 TP per Dil
Improved should give 5556 TP for 926 Dilithium, thus 6 TP per Dil
Superior should give 12960 for 1080 Dilithium, thus 12 TP per Dil
My second suggestion, however, is a tad more radical. I feel like people will shun Basic upgrades when they see the ratios, therefore I suggest we keep the ratio the same, but make it a smaller amount of TP given. This will allow people to use Basics for a specific purpose: upgrading lower Mark items for a chance at getting good mods they want without spending so much Dilithium, then once when get the mods they want, they can 'stick with' that item and begin using the better upgrades to get their Marks up.
This would be good for making dropped lower-Mark loot more useful, especially for new players, to ease them into the upgrade system. Mk I items only need 66 TP to upgrade, I feel like the current system will be only be useful for endgame stuff. While that's certainly where the bulk of crafting will happen, it would be a shame to neglect early-game equipment, now that they can be upgraded to end-game Mark levels.
So this is what I suggest... though of course my first suggestion is more likely.
Common-quality Starter upgrade that gives 360 TP for 120 Dilithium, thus 3 TP per Dil.
Common-quality Basic upgrade that gives 720 TP for 240 Dilithium, thus 3 TP per Dil.
Improved upgrade that gives 2880 TP for 480 Dilithium, thus 6 TP per Dil.
Refined upgrade will give 4320 TP for 720 Dilithium, thus 6 TP per Dil.
Adept upgrade that gives 8640 TP for 960 Dilithium, thus 9 TP per Dil.
Advanced upgrade will give 12960 TP for 1440 Dilithium, thus 9 TP per Dil.
Elite upgrade will give 11520 for 960 Dilithium, thus 12 TP per Dil.
Experimental upgrade will give 17280 for 1440 Dilithium, thus 12 TP per Dil.
The common ones can be bought from a vendor or crafted. The Starter one can cost 1 of one component, Basic can cost one of the other component. They can be crafted without any crafting experience.
360 TP is enough to upgrade a Mk I item to Mk III, or a Mk III to Mk IV, for example, with a small amount of spillover.
720 TP is enough to upgrade a Mk I item to Mk IV, or a Mk IV item to Mk V.
The uncommon ones and up need to be crafted, and would require level 5 crafting in that school. The first would cost one of each common component, the second would cost 1 common and one uncommon component.
2880 TP is enough to upgrade a Mk VI to a Mk VII.
4320 TP is almost enough to upgrade a Mk VII to a Mk VIII (unless my numbers are off?)
The rare ones would require level 10 crafting in that school. Again, the first would cost one of each uncommon component, the second would cost one uncommon and one rare component.
8640 TP gets a Mk VIII closer to Mk IX; 12960 gets a Mk IX closer to Mk X.
The very rare ones would require level 15 crafting in that school. The costs would be the same as it is in the game now: the first would cost one of each rare component and one very rare component, the second would the same but with the two salvaged technology items, however we get them. The Elite one gives less TP than the Advanced one (mirroring Fleet items), but it's a better ratio so definitely justified. And of course the Experimental one gives plenty (again not knowing what they give now.)
What do you guys think? I may have went overboard on this idea ^^;
Can we get any word on items like the Nausicaan Tregolar sword or the romulan Hyper plasma torpedo launcher?
Also....the dilithium prices and the crafting prices for the 15 level upgrades are a bit too steep.
Could we adjust them a little bit for a less expensive system?
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
Comments
[Console - Science - Emitter Array Mk XI]
[Plasma-Disruptor Hybrid Dual Heavy Cannons Mk XI]
[Plasma-Disruptor Hybrid Beam Array Mk X]
[Tractor Beam Mine Launcher]
[Polarized Dual Tetryon Beam Bank Mk XI]
[Console - Engineering - Neutronium Alloy Mk XI]
[Dominion Polaron Dual Cannon Mk XI]
[Breen Transphasic Cluster Torpedo]
[Dominion Polaron Beam Array Mk XI]
[Synchronic Proton Distortion Prototype Assault Rifle]
[CRM 200]
[Paratrinic Shield Array Mk X!]
[Reman Prototype Covariant Shield Array Mk X]
[Nanopulse Edge Bat'leth [Pur]]
They say can be upgraded, but when put in the upgrade window it warns they are fully upgraded.
[Crystal-Woven Environmental Suit]
[Crystalline Personal Shield Matrix]
[Compressed Cryo Launcher]
That's the old levels with you Tholian set, no upgrade option for them.
http://sto.gamepedia.com/Adaptive_Transphasic_Torpedo (first time playthrough of the episode 'Fluid Dynamics')
http://sto.gamepedia.com/Omega_Adapted_Borg_Technology_Set#Assimilated_Module (from Omega reputation) I suspect it's because it has no mark or infinity symbol.
Wide Angle Quantum Torpedo Launcher (despite a dev specifically stating it can be)
Fed captain - Bio-Neural Warhead from lock box can't be upgraded
The Zero-Point Energy Conduit universal console has the word 'Universal' removed from it's name after opening the upgrade window for it. Like the Nukara rep console it too has its infinity symbol changed to Mk XII
Ground items found that can't be upgraded:
http://sto.gamepedia.com/Federation_Type_1_Phaser The wiki has always been wrong about this item. Replaying the episode at level 40 or higher does *not* get you a Mk XI version of it. This item has no mark and does NOT scale with player level. Its stats are exactly the same on a level 1 as they are on a level 50 character. I really would like to have an end game version of this.
http://sto.gamepedia.com/Federation_Type_2_Phaser From episode replay. At level 40 or higher when replaying the episode you can get a blue Mk XI version of it.
http://sto.gamepedia.com/Federation_Type_3_Phaser_Rifle Same situation as the Type 2 phaser.
Bajoran Phaser Pistol and Bajoran Phaser Rifle from the c-store DS9 bundle pack can't be upgraded.
http://sto.gamepedia.com/Synchronic_Proton_Distortion_Prototype_Rifle Can't be upgraded. This item scales with player level. I could have sworn it use to have an infinity symbol on the item icon to reflect this but it doesn't have the symbol anymore.
Ground Kits and Kit Modules can't be upgraded.
Bug found:
The Zero-Point Energy Conduit universal console has the word 'Universal' removed from it's name after opening the upgrade window for it. Like the Nukara rep console it too has its infinity symbol changed to Mk XII, but now its name is 'Console - Zero-Point Energy Conduit Mk XII'
At the very least I was hoping to be able to upgrade the ToS ground weapons (Type 1, 2, and 3 Phasers) because my character is ToS themed.
Anomaly:
The Retrofit Phaser Banks (beam arrays) from replaying the episode 'Everything Old is New' are no longer separated between 'Fore' and 'Aft' and can be slotted in any ship weapon slot now. (Very grateful for this change and also for being able to finally upgrade them) The anomaly is that there are 2 copies of the rare Retrofit Phaser Banks in the episode replay rewards.
Screenshot of the two deflectors.
So, from what I can see, all legacy (preorder items) can't be upgradeable. I must ask: why? the Tr-116a and the Radiometric Converter, I understand, but the other items are pretty harmless. It would be a great reward for the people that have been here since beta to be able to do so.
Examples:
Chronodynamic Armor: Its a great armor locked at mk II. Do you think it would be OP if we paid for it to level to mk xii and above?
Automated Defense Turret: It is only slottable in a TAC slot, ffs. I think that alone kinda compensates for its utility.
Multi-spatial Personal Shield - Letting this level would not break gameplay by one iota.
Neodymium Deflector Array - same as above.
I was told to list this in the tribble forums.
Ditto for [Obelisk Subspace Rift Warp Core]
Ditto for [Bioneural Warhead], [Breen Transphasic Cluster Torpedo], and [Tractor Beam Mine Launcher]
The [Nanopulse Lirpa] and [Nanopulse Batleth] say they are upgradeable (they are levelless greens currently), but when the window pops up they stay levelless and the upgrade says they are upgradeable to the same thing (green levelless).
1. Right click on a Prototype Gravitic Impulse Engine (acquired from S'harien's Swords mission)
2. Select "Upgrade Item"
Actual result:
The engine immediately turns into a standard Impulse Engine Mk XI (very rare) after selecting Upgrade Item. They player does not even need to attempt an upgrade.
Expected result:
The engine retains its proper name and stats.
Interesting.. I have a [TR-116B Rifle - Sniper Rifle Mk XII [CritD] [Dmg] [ShPen]x4] (CrtD mod to your CrtH mod) and when I upgraded it, it immediately dropped from Mk XII down to Mk XI on the first upgrade and then properly went up from there. It never hit Mk X.
Joined January 2009
Vest Aux Cannons - They are given the option to upgrade, but they are then listed as already being fully upgraded at Tier XII. So, no. You can not currently upgrade the Aux cannons.
Right now the Basic tech upgrades can be purchased from the ground vendor on ESD. Will this feature make it to holodeck? Or is that a Tribble-only thing?
Interesting. My fleet mate just upgraded his Aux Cannons to [Aux Phaser Dual Heavy Cannons Mk XIV [Acc]x2 [CritX] [Dmg]] without any problems.
Did you leave yours equipped on your ship or something?
Joined January 2009
The Breen Polaron Compression Pistol - It is unbound, common and tradeable even though it comes with the Breen BoFF. I think it even has a nifty visualization (yellow/blue instead of purple pink) - there's no reason we should not be able to upgrade it. (You may just want to save yourself some time and look at ALL the special limited-time BoFFs (Nelin, the Reman, etc...) and their stock sidearms.
Romualn Wide Beam Pistol, Mk II - it's the Blue pistol that comes with your Embassy BoFFs. I think Wide beam pistols are useless, but the option should be there, nonetheless.
Hirogen Tetryon Blast Rifle - Same. Can't do jack.
PS -Devs, if you're on the fence about an item being upgradeable or not, I would suggest leaning towards yes more often than no for revenue's sake.
Hate this new feature its terrible and will ruin this game=(
What made this game so much fun is the way it currently is to get gear.
Vendors donating to fleet to buy end game fleet items or spending marks for rep to unlock new tiers of end game items.
This new gear Upgrade feature discards all of those special things and is terrble and over priced.
It also is terrible to players that are non-crafters or players that don't like player ran Economys or atleast relying on crafters for end game items due to they them selfs hate to craft for end game items.
I feel the devs are taking this game in a direction of a common perfect world game they are all crafting relyient for end game items mixed with there ingame real money store.
I Hate crafting so much and this new feature is taking this game in a bad direction away from the features i love most about this game and the ways to earn end game items.
Also crafting should never be a most for end game or important items in star trek breaks star trek lore forus all being captians when have you ever sceen a captian spending the hole saying at a crafting table....They simple don't they order new items from there nation HQ or have there crew work on it using items they get from merchants or found or replicator.
Never the captian is spending all there time working to upgrade all there ships items to higher quality or crafting all there ship items?
I loved the fleet system and rep system it gave a sense of helping the fleet so we all can get rewarded for end game stuff.
Now they are forcing fleets memebers to use the exchange to buy items to upgrade there fleet items and rep items?
So unfair to force players to craft to get the best upgrade or upgrading items or allow them to profit highly on this new feature.
non-crafters will be spending so much dilithium and ec to get these items and optional Zen to get crafter packs for the acclerator items.
I hate every thing about this new feature.
I wish they just added a simple 100% instantly click upgrade system no timers just earn special marks use a special rep or fleet vendor take item use new currency and exchange them for higher tiers.
New system not only a rip off but now game breaker...im going to stop playing intel they remove or add a better more fair system.
For example, in the upgrade window, the Tech Upgrade slot on the UI will only draw from one stack of upgrade items. If I have 500 [Basic Ground Gear Tech Upgrade] it will only draw from 1 of those 5 stacks when I hit the Apply Upgrade button. This means I have to "renew" the stack 5 times during the upgrade process.
Additionally, if I have to apply 70+ upgrade items to a single piece of gear before it's ready to actually upgrade, why do I have to click the Apply button for every. single. item. instead of having a slider that allows me to apply all of them at once? STO's UI is an exercise in frustration when it comes to doing anything in bulk.
I shouldn't be forced to use a keyboard macro for left clicking in order to prevent an RSI.
Joined January 2009
Actually, if we were going by Fitts' Law, the UI would be designed around circles and arcs. But we use an LCARS-inspired UI.
http://www.arcgames.com/en/games/star-trek-online/news/detail/10052253
Why are you not rejoicing?
Yeah, I was going off the possible outcome. I know better now. Good to know that those can upgrade. I enjoy my maxed aux vesta.
My Fleet mines do 3561.4 per mine, per weapon activation 14,245.6
My Tethered Quantum 3358.9 per mine, per weapon activation 6,717.8 (Less damage per mine and half as many mines per activation, even with the extra hits from Tethered you end up doing around half the damage)
Why waste all the resources on upgrading the next to useless lobi weapons? A lot of the lobi items need a good balance pass to make them worthwhile to upgrade. Another one that is extremely poor is the Apex set cannons which lowers your DPS over basic cannons.
I don't get why there isn't just a 1 time upgrade from your current level to the next one period minus all the dilithium costs per click you currently do on Tribble.
2) where you have the upgrade window (where you add the tech kits and accelerators) it shows you the item that you have and the item what it will become. the future items shows the same stats as the old item. it makes it look like its not worth upgrading. either show the new stats or remove that tootip as it will confuse people.
3) I am not a fan of the high dilithium costs involved. i understand that this is new powerful gear and it wont be cheap but i think costs should come down, especially considering how expensive these items often were to get in the first place. i assume mak xiv purples will drop in game, so why would people spend so much if its all this expensive?
EDIT - Just found out that the higher upgrade packs offer more points and significantly reduce the prices involved, so im not as worried about the pricing now. seems far more in line with what i expected.
4) the one thing i have a real problem with is the time it takes to upgrade things. in the R&D system, i think its fine as you dont want people to burn through it, and you are making new items so the delay is acceptable and understandable. in this you are taking your old items and making them better. but once you upgrade you lose your item for hours on end. that will make people less inclined to keep playing that character until their item is ready. they may not have a suitable replacement or may not want to keep moving different equipment in and out.
the upgrade system already costs a lot to make new items. you dont need to add an extra layer of time and money on top of it. at least nothing more than say 15 minutes at the most.
the R&D system takes months and you can speed that up via millions of dilithium and im fin with that. in the upgrade people have to pay the millions whether they do it all in one day or over months. you dont need to charge more to speed it up.
new dill sink it create it is good we need one since rom update and aditional free char slot everyone got then i also dislike idea of z store upgrade stones this moves game to much in made in east games direction everyone hates refine system in them tied to cash shop
:P
If prior experience is any indicator, the monetization mechanics and multiple-redundant time-gating being added will both be retained, though the individual costs might see some adjustment.
Right now it's:
I feel like these numbers are unnecessarily irrational (as in, an irrational number :P) I do not know the numbers for the Superior (Experimental) upgrade.
My first suggestion: Just make it more 'even'.
My second suggestion, however, is a tad more radical. I feel like people will shun Basic upgrades when they see the ratios, therefore I suggest we keep the ratio the same, but make it a smaller amount of TP given. This will allow people to use Basics for a specific purpose: upgrading lower Mark items for a chance at getting good mods they want without spending so much Dilithium, then once when get the mods they want, they can 'stick with' that item and begin using the better upgrades to get their Marks up.
This would be good for making dropped lower-Mark loot more useful, especially for new players, to ease them into the upgrade system. Mk I items only need 66 TP to upgrade, I feel like the current system will be only be useful for endgame stuff. While that's certainly where the bulk of crafting will happen, it would be a shame to neglect early-game equipment, now that they can be upgraded to end-game Mark levels.
So this is what I suggest... though of course my first suggestion is more likely.
The common ones can be bought from a vendor or crafted. The Starter one can cost 1 of one component, Basic can cost one of the other component. They can be crafted without any crafting experience.
360 TP is enough to upgrade a Mk I item to Mk III, or a Mk III to Mk IV, for example, with a small amount of spillover.
720 TP is enough to upgrade a Mk I item to Mk IV, or a Mk IV item to Mk V.
The uncommon ones and up need to be crafted, and would require level 5 crafting in that school. The first would cost one of each common component, the second would cost 1 common and one uncommon component.
2880 TP is enough to upgrade a Mk VI to a Mk VII.
4320 TP is almost enough to upgrade a Mk VII to a Mk VIII (unless my numbers are off?)
The rare ones would require level 10 crafting in that school. Again, the first would cost one of each uncommon component, the second would cost one uncommon and one rare component.
8640 TP gets a Mk VIII closer to Mk IX; 12960 gets a Mk IX closer to Mk X.
The very rare ones would require level 15 crafting in that school. The costs would be the same as it is in the game now: the first would cost one of each rare component and one very rare component, the second would the same but with the two salvaged technology items, however we get them. The Elite one gives less TP than the Advanced one (mirroring Fleet items), but it's a better ratio so definitely justified. And of course the Experimental one gives plenty (again not knowing what they give now.)
What do you guys think? I may have went overboard on this idea ^^;
Also....the dilithium prices and the crafting prices for the 15 level upgrades are a bit too steep.
Could we adjust them a little bit for a less expensive system?