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R&D System Material Cost Adjustments

gorngonzollagorngonzolla Member Posts: 172 Cryptic Developer
Hi all,

After careful analysis of our existing material costs on crafting components, we've decided to make some reductions in material input requirements. Some are relatively minor, where others are fairly significant. Here's what will be changed:

Reduced the uncommon material costs of uncommon components slightly.
  • -Uncommon components that previously required 5 uncommon materials now require 3.
  • -Uncommon components that previously required 8 uncommon materials now require 7.

Reduced the rare material costs of rare components moderately.
  • -Rare components that previously required 5 rare materials now require 3.
  • -Rare components that previously required 8 rare materials now require 5.

Reduced the very rare material costs of very rare components significantly. Dilithium costs have been left unchanged.
  • -Very rare components that previously required 5 rare materials now require 1.
  • -Very rare components that previously required 8 rare materials now require 2.

Our goal here is to make the input requirements for R&D recipes to more closely match the level of availability of the materials needed to make them. This resulted in a decrease in material cost for all uncommon, rare and very rare components. The hope is that this makes crafting higher Mk items easier and more palatable.

To give you an idea of how this would affect making a Mk XII Beam Array item in terms of materials used to make components:

BEFORE CHANGES
  • -20 Common Materials (4 components)
  • -13 Uncommon Materials (2 components)
  • -13 Rare Materials (2 components)
  • -13 Very Rare Materials (2 components)
  • -4500 Dilithium

AFTER CHANGES
  • -20 Common Materials (4 components)
  • -11 Uncommon Materials (2 components)
  • -8 Rare Materials (2 components)
  • -3 Very Rare Materials (2 components)
  • -4500 Dilithium

Here's how the material costs would look on a Superior Tech Upgrade Kit:

BEFORE CHANGES
  • -13 Rare Materials (2 components)
  • -1 Very Rare Material
  • -15,000 Energy Credits

AFTER CHANGES
  • -8 Rare Materials (2 components)
  • -1 Very Rare Material
  • -15,000 Energy Credits

As always we'll be listening to your feedback and hope you enjoy the changes listed above. You should be seeing this hit Holodeck in either the next patch or the one after.

Best Regards,

Phil "Gorngonzolla" Zeleski

Cryptic Studios

Lead Systems Designer
Post edited by gorngonzolla on
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Comments

  • sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    edited November 2014
    Ah very cool. This will reduce he strain on the rubidium. I appreciate this.
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  • shurato2099shurato2099 Member Posts: 588 Arc User
    edited November 2014
    Excellent! I look forward to this.

    Any chance of getting a better conversion table for our old particle traces?
  • xiaoping88xiaoping88 Member Posts: 1,493 Arc User
    edited November 2014
    Good change.
    And right on time... I just burnt most of my stuff. :rolleyes:
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  • illyrian2008illyrian2008 Member Posts: 271 Arc User
    edited November 2014
    xiaoping88 wrote: »
    Good change.
    And right on time... I just burnt most of my stuff. :rolleyes:

    Pure coincidence, by accident T6 fleet will be released when enough people buy T5 upgrades.
  • tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    edited November 2014
    Are we going to see anything related to the excessive dilithium cost on the upgrade system any time soon? This is good and I'm sure these changes will be welcome, but the real issue right now is the dilithium cost to the upgrades, so while this is a step in the right direction the real issue needs to be addressed.
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  • generator88generator88 Member Posts: 698 Arc User
    edited November 2014
    Welcome news indeed, thanks Gornapse! :)
    =================

    I'm sure your DPS is great, but as Kahless said, "a petaQ with high system mastery is still a petaQ." (Well, he should have said it...!)
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited November 2014
    Do they still make random mods? Then I still dont give a dayum about the item lotto
  • jon1764jon1764 Member Posts: 81 Arc User
    edited November 2014
    I think these kinds of threads should be stickied at the top of the forum with some kind of thread tag [Adjustment]. Too easy for them to get lost as time goes on
  • mhall85mhall85 Member Posts: 2,852 Arc User1
    edited November 2014
    Thanks for the update, and great changes.

    Now, if you guys could only fix advanced queues... I've ran Infected Space Advanced for the first time since DR... completed it only once out of four runs.

    This does not make me want to run ANY advanced queue, and these changes won't fix the long-term inflow problems of VR mats.
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  • robert359robert359 Member Posts: 355 Arc User
    edited November 2014
    Are we going to see anything related to the excessive dilithium cost on the upgrade system any time soon? This is good and I'm sure these changes will be welcome, but the real issue right now is the dilithium cost to the upgrades, so while this is a step in the right direction the real issue needs to be addressed.

    I would like to see a reduction in tech points needed to upgrade some stuff. This would save on mats and dial.
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  • throkithroki Member Posts: 36 Arc User
    edited November 2014
    Nice change. But it is still way too tedious to craft stuff, with having to create every. single. component. one by one before even beginning to craft the item.
  • graysockgraysock Member Posts: 172 Arc User
    edited November 2014
    robert359 wrote: »
    I would like to see a reduction in tech points needed to upgrade some stuff. This would save on mats and dial.

    yeah some of the rep gear has huge tech points requirements to upgrade.
  • lan451lan451 Member Posts: 3,386 Arc User
    edited November 2014
    Cool. Thanks for the heads up.
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited November 2014
    I hope we get more positive DR changes like this one.

    P.S. FIX THE GROUND WEAPON CRAFTING! THE MODS PROMISED MONTHS AGO ARE STILL NOT SHOWING UP.
  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    edited November 2014
    Very nice! :)

    It's funny, the Rares were starting to feel rarer than Very Rare mats since the guaranteed drops on Advanced.
  • tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    edited November 2014
    robert359 wrote: »
    I would like to see a reduction in tech points needed to upgrade some stuff. This would save on mats and dial.

    That works also, I don't really mind too much how they reduce it so long as they do.
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited November 2014
    All I can say it's I'm glad I cashed in on the scarcity of mats before this. Now prices will drop fast since the changes finally make sense (The rarer, the less required).
  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited November 2014
    I would like to point out that, while reducing the requirements is a good solid step in the right direction, we are still saddled with a reward system that gives almost no VR rewards, and the broken difficulty system and broken elite STFs and PvE queues. Even if you reduce it SLIGHTLY, we still are unable to get Argon gas (for example) in enough quantities to produce something that may have totally random and unusable mods associated with it. In short, we can spend 4500 dil and 10 million ECs for something that turns out to be recycle fodder.

    Until such time as MASSIVE changes are implemented, I think NO dilithium should be required, and VRs should be reduced even more.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited November 2014

    Here's how the material costs would look on a Superior Tech Upgrade Kit:

    BEFORE CHANGES
    • -13 Rare Materials (2 components)
    • -1 Very Rare Material
    • -25,000 Energy Credits

    AFTER CHANGES
    • -8 Rare Materials (2 components)
    • -1 Very Rare Material
    • -25,000 Energy Credits

    Is that a typo, or is the cost of superior upgrades going up from 15,000 EC to 25,000?
  • dalolorndalolorn Member Posts: 3,655 Arc User
    edited November 2014
    Ah very cool. This will reduce he strain on the rubidium. I appreciate this.

    Drat. There goes the easy money.

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  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    edited November 2014
    I would like to point out that, while reducing the requirements is a good solid step in the right direction, we are still saddled with a reward system that gives almost no VR rewards, and the broken difficulty system and broken elite STFs and PvE queues. Even if you reduce it SLIGHTLY, we still are unable to get Argon gas (for example) in enough quantities to produce something that may have totally random and unusable mods associated with it. In short, we can spend 4500 dil and 10 million ECs for something that turns out to be recycle fodder.

    Until such time as MASSIVE changes are implemented, I think NO dilithium should be required, and VRs should be reduced even more.

    Actually, don't pin this on Delta Rising entirely, getting Very Rare materials sucked in general before the expansion if you weren't playing Borg space content. At least post expansion we have a guaranteed Very Rare drop on Advanced and more missions to run for Argonite, Dentarium, Radiogenic Particles, and...Trellium-K (though who had problems getting those last two? heh).

    Post the patch that gave guaranteed VRs, it's actually been the Rares that are the issue, I'm glad it's being addressed.
  • assimilatedmageassimilatedmage Member Posts: 0 Arc User
    edited November 2014
    lucho80 wrote: »
    All I can say it's I'm glad I cashed in on the scarcity of mats before this. Now prices will drop fast since the changes finally make sense (The rarer, the less required).

    I wish I had been dumping Rubidium as I acquired it... I feel sick all of a sudden looking at my inventory with ~1800 in it, knowing what's about to happen to the price.
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited November 2014
    This should help ease the strain on some of these materials. :)
    25,000 Energy Credits

    Is that a typo, or is the cost of superior upgrades going up from 15,000 EC to 25,000?

    I hope that's a typo.

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  • khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited November 2014
    Glad to see you're reducing some of the input requirements. That'll help when I start crafting, haven't bothered yet as I've just been running the 20 hour projects which should see me hit tier 15 (where I plan to start crafting) in about 6 months time...

    Now if you could reduce some of the input requirements for upgrading, that'd be great. We're not all made of money. :P
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  • rodentmasterrodentmaster Member Posts: 1 Arc User
    edited November 2014
    Actually, don't pin this on Delta Rising entirely,

    It belongs entirely on DR's shoulders. It doesn't matter if you get ONE guaranteed VR mat for an elite when 1) you can't finish elite, 2) it takes 10 VR mats for something that may end up being totally useless to you, and 3) you couldn't even run Elites if you wanted (missing elite queues??) because you can't upgrade your gear to GET to elite levels because... guess what?

    The only way to compete in elite is to have upgraded gear, and the only way to upgrade gear is to play elites, but you can't play elites because you don't have upgraded gear. See how that cyclical logic is a spiral down the drain? There's no way to sustain that model.
  • smeeinn1tsmeeinn1t Member Posts: 618 Arc User
    edited November 2014
    OMFG positive news! Seriously thanks for this it's a good step. You see we don't want the Earth, just a little nibble at the carrot now and then, much better than the stick.
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  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    edited November 2014
    It belongs entirely on DR's shoulders. It doesn't matter if you get ONE guaranteed VR mat for an elite when 1) you can't finish elite, 2) it takes 10 VR mats for something that may end up being totally useless to you, and 3) you couldn't even run Elites if you wanted (missing elite queues??) because you can't upgrade your gear to GET to elite levels because... guess what?

    The only way to compete in elite is to have upgraded gear, and the only way to upgrade gear is to play elites, but you can't play elites because you don't have upgraded gear. See how that cyclical logic is a spiral down the drain? There's no way to sustain that model.

    Advanced. There are guaranteed Very Rare drops on Advanced now. It wasn't the case at launch, but it's been that way for a few weeks now.

    Contrast with me running Viscous Cycle Elite every day for two weeks without getting a bottle of Argonite Gas...I lie, someone gave me one of theirs out of pity.
  • ralphgraphiteralphgraphite Member Posts: 628 Arc User
    edited November 2014
    Thanks for the update! I look forward to seeing it live, as it will move my crafting alt from "crafting when I can scrounge up materials from R&D Assistance boxes" to actual crafting again.

    I don't run advanced queues on anybody but my main, and since DR, far, far, FAARRR less. This reduction in inputs will let me gear up myself, as well as others that play with me, and that's a good, good thing! :D
  • erei1erei1 Member Posts: 4,081 Arc User
    edited November 2014
    Awesome, it's definitely a step in the good direction. Now, please adjust the dil cost across the board for upgrading.
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  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    edited November 2014
    erei1 wrote: »
    Awesome, it's definitely a step in the good direction. Now, please adjust the dil cost across the board for upgrading.

    It could use some looking at. The cost of some things is very reasonable, but reputation gear gets a bit outrageous (especially considering, since crafting, the more generic stuff is making a comeback). Normal consoles taken to Ultra Rare could really use mods to make them a viable alternative to fleet ones, too.
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