The random nature of the crafting system was already causing loads of complaints since day 1 on tribble and nothing has been changed since that. The devs seem to be really fond of RNGs considering the mods added from upgrading are random as well, so i don't think we'll see ana changes on that matter.
The random nature of the crafting system was already causing loads of complaints since day 1 on tribble and nothing has been changed since that. The devs seem to be really fond of RNGs considering the mods added from upgrading are random as well, so i don't think we'll see ana changes on that matter.
Honestly, I can accept RNG in things like lockboxes. But for crafting?! It's bad enough that crafting is already as costly as it is. People who pay, either for rep gear, or crafted items (same difference, IMHO) should just be getting the item they ordered. But that's just me.
Honestly, I can accept RNG in things like lockboxes. But for crafting?! It's bad enough that crafting is already as costly as it is. People who pay, either for rep gear, or crafted items (same difference, IMHO) should just be getting the item they ordered. But that's just me.
With rep gear you are getting the itmes you ordered. All rep/fleet stores and gear projects allow you to check their stats before you purchase them. You may not like the mods they have (damn you, DMGx2 on fleet weapons) but at least you know it before you spend your cash on it. So, there is no RNG on those.
With rep gear you are getting the itmes you ordered. All rep/fleet stores and gear projects allow you to check their stats before you purchase them. You may not like the mods they have (damn you, DMGx2 on fleet weapons) but at least you know it before you spend your cash on it. So, there is no RNG on those.
^^ My point exactly! :P There's no RNG in the rep system. Crafting, where you also use materials/Dilithium, should be like that.
I can see no problem, in general, with RNG in crafting. I am used to it from crafting in some other games. I went through a ton of cloth to get my mage, lock and priest all set up in blue crafted gear, same with leather and scales to do the same for my hunter and rogue, and gems to get the jewelry wanted. Just as examples.
However the difference in those other games, cafted items can be destroyed to provide materials for other crafting areas. I think that is a problem here. We can't destroy those items we don't want to get back some of the crafting items. If this was possible I think more people would be accepting of it. If the item uses componants that actually have a dil cost, then these should be what you can get back. On stuff that doesn't then the items and amount would be random but based on what was used to make it.
There are a few exceptions(there are a few mods almost no one uses), but as a general rule if you get a mod you don't want on a piece of non-bound gear you can just sell it on exchange.
Without the random factor, the crafting system would be just a time-gated store with a complicated currency. No thanks. The randomness keeps the system interesting and encourages people to use it instead of just grabbing what they want and forgetting about it.
If you don't like what you've crafted, sell them and buy what you want. And don't get too worried about the price differences, they'll even out over time as the supply stabilizes. New items always start out ridiculously overpriced.
Recycling items for components sounds like a good idea, though. Put some of the vendor trash from missions to better use than the SFA bartender.
There is absolutely no logical reason for there to be any randomness in crafting other than whether or not you actually make the item. I can think of no MMO I've played where I was not able to craft EXACTLY what I was trying to make. There was no "chance" involved in the finished product. Cryptic should have listened to the numerous posts made over the last couple of years from veteran crafters. The system would have turned out much better than it is now. I would rather be able to craft a common item, upgrade it to a higher mark and then craft the mods I want (with limitations in place as to not make it OP'D) and add them to the item. This is what should have been done in my opinion.
This is a big issue with crafting. I finally got my engineer up to lvl 15 in engineering and my scientist up to lvl 15 on science so was able to craft my first of the two types of new console.
Using the best catalysts I was able to get a UR version of both BUT that was not the problem, it was the mods that the consoles came with were things that I didn't want.
Now I can understand the random mods on weapons. You can still use the weapons, they are still DHCs, they still do AP damage, but even though some mods are more desirable (like acc or critd) the others don't chance the basic underlying nature of the weapon.
But with the consoles this isn't the case.
The Eng console has 3 parts to it:
1) Conductive Accelerator proc (not always on, max half the time)
2) +Turn rate (always on)
3) Random modifier (always on)
Sci console is similarly set up with a different proc for 1) and +part gen for 2) but random 3).
This means that over 40% of what the console actually does (number 3) is totally random. It totally alters whether the item you make is worthwhile for you (or indeed anyone) or not.
Given that these consoles cost a HUGE amount of resources to make (in the region of 8-10m EC worth of materials for an Engineering one, TWICE as much for a science one, plus nearly two full days of dil refining) this totally random chance is just not acceptable. If I wanted to gamble with my money/resources I will open lockboxes... but I don't want to do this with crafting.
You just need to look at the exchange to see how stupid this system is. UR Conductive RCS [Stealth] are trading at 4m (significantly lower than input costs) whereas a [ResAll] (albeit mk13) is 200m. A [Sen] Exciter trades at 8.8m whereas a [PrtG] version at Mk13 is 190m. Playing with this system is like pi**ing your resources away.
I have created two consoles, got TRIBBLE results and won't be crafting again. This makes me NOT want to play your game.
In the same way that the random chance of rep gear was removed (with proto tech being replaced with the reputation projects) I ask the designers of the crafting system to revisit this aspect and allow us to choose our mods for non weapon craftables.
until its fixed i recommend crafting at low level and upgrading, especially consoles, more chances for cheaper!, i have a similar thread called "random crafting is horribly inefficient" it deals with same issues but primarily focuses on weapons
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It makes me feel like Im in a weird Ferengi-Pakled-Nightmare.
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I like Random Number God, myself.
Honestly, I can accept RNG in things like lockboxes. But for crafting?! It's bad enough that crafting is already as costly as it is. People who pay, either for rep gear, or crafted items (same difference, IMHO) should just be getting the item they ordered. But that's just me.
With rep gear you are getting the itmes you ordered. All rep/fleet stores and gear projects allow you to check their stats before you purchase them. You may not like the mods they have (damn you, DMGx2 on fleet weapons) but at least you know it before you spend your cash on it. So, there is no RNG on those.
^^ My point exactly! :P There's no RNG in the rep system. Crafting, where you also use materials/Dilithium, should be like that.
However the difference in those other games, cafted items can be destroyed to provide materials for other crafting areas. I think that is a problem here. We can't destroy those items we don't want to get back some of the crafting items. If this was possible I think more people would be accepting of it. If the item uses componants that actually have a dil cost, then these should be what you can get back. On stuff that doesn't then the items and amount would be random but based on what was used to make it.
My character Tsin'xing
If you don't like what you've crafted, sell them and buy what you want. And don't get too worried about the price differences, they'll even out over time as the supply stabilizes. New items always start out ridiculously overpriced.
Recycling items for components sounds like a good idea, though. Put some of the vendor trash from missions to better use than the SFA bartender.
until its fixed i recommend crafting at low level and upgrading, especially consoles, more chances for cheaper!, i have a similar thread called "random crafting is horribly inefficient" it deals with same issues but primarily focuses on weapons