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Upcoming Item Change for Season 10

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  • duncanidaho11duncanidaho11 Member Posts: 7,980 Arc User
    edited April 2015
    Question: are specific item turn ins also being adjusted to take dynamic items? Last I checked roxy over at DS9 doesn't accept dynamic STF equipment (only vanilla which has me now working on Holodeck towards a fresh KHG set to trigger all unlocks.)
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  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited April 2015
    Question: are specific item turn ins also being adjusted to take dynamic items? Last I checked roxy over at DS9 doesn't accept dynamic STF equipment (only vanilla which has me now working on Holodeck towards a fresh KHG set to trigger all unlocks.)

    Good question. I have quite a number of old fleet kits that I have yet to trade in. There's also the Ferengi who accepts old consoles and Andorian phasers.
    Waiting for a programmer ...
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  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    edited April 2015
    I havent had a chance to test this out...but are there new rules limiting how many mods are on lower-tier craftable items?
    T93uSC8.jpg
  • rekurzionrekurzion Member Posts: 697 Arc User
    edited April 2015
    phoenix841 wrote: »
    Thanks for the detailed explanation devs, I really appreciate it.

    For those asking about various attributes, here's a simple way I could imagine they are stored now (techie detail):

    struct Item
    {
    ItemType type; // eg: ground weapon, armor, shield, kit
    ItemClass subType; // eg: plasma vs tetryon weapon, shield type (covariant vs resilient), specific kit module
    int markLevel;
    int techPoints;
    int rarityPercent; // This might be calculated
    Flags itemMods; // could be bit flags, or higher level representation
    }


    Where ItemType probably contains detailed item type specific information, such as base weapon DPS, base shield capacity, etc..
    and ItemClass might contain a list of effects common to that item, such as +HP for medical tricorder kit.

    Of course I probably left out stuff, and I could be completely wrong, but that's where I'd start if I wanted a more dynamic system.

    Simply put: the new system, such as I outlined above, can store all the information currently needed for an item, and can be easily extended for more stuff.
    Want to add a new mod? Just add a new Flags entry, and wire it into the RNG if needed.

    TBH, I'm surprised this wasn't done from the beginning, as it seems to obvious now. However you live and learn.
    Data migration is always a pain, but I'm glad they have this new system.

    I did notice that icon change before, the MK numbers are a little more crisp in the dynamic version.

    EDIT: Does this mean the [Borg] weapons will eventually be fixed finally? I would love for them to get added to the Omega rep store. We have ship weapons for all the other reps.
    I would like to add to my very small complement of existing Borg weapons. :-)

    Yup, basic OOP design and polymorphism at its best. Although I would expect they are building classes over structures. I'm curious why this treatment isn't being giving to weapon design. I mean, if a weapon retained the same design through all of its mark level's that just seems to be the next logical step. If saving space, and being more efficient is the goal - why have multiple models of a single weapon simply because its mark changes? That would reduce the amount of server calls to check which model is being used, check the mark version, pull the right model if needed. That just seems excessive.
  • arrmateysarrmateys Member Posts: 466 Arc User
    edited April 2015
    i wonder what about some weapons that didn't get changed. is that by design, or a bug?

    for example, federation type 2 phaser doesn't want to change to the new format when it's at mark iv. the right click upgrade item option is there, but the item can't be put into the upgrade box to be converted over. for the record, mk vi works fine, so i'm guessing this was an overlook of some sort, maybe the team thought players aren't able to obtain it at that mark and didn't hook in mk iv and possibly ii?

    personal energy harness shield doesn't seem to be upgradeable at all regardless of marks. no right click menu. i had 2 or 3 of them, and none could be converted to the new format.

    another thing that doesn't want to convert is romulan disruptor wide beam pistol, in this case mk viii. no upgrade option.

    i'm guessing all kits and kit modules are waiting for the same kind of conversion in the future once kit upgrade school of some sort is added, since they apparently suffer from the same thing, with multiple rarities, marks, types, player careers and mods.
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  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    edited April 2015
    Can anyone that tested this system confirm that it is still possible to craft/upgrade MK II VR items? (items with 3 mods)
    T93uSC8.jpg
  • firebringeraxel1firebringeraxel1 Member Posts: 48 Arc User
    edited April 2015
    I cannot get on test but I have a curiosity about the Breen Polaron Compression Pistol from the Breen Bridge Officer. I know this item is among those unable to be upgraded currently but I'm worried that if it is updated its appearance will change to that of a standard Polaron Pistol. Is this the case or will it still be the wonderful beige with cryo-blue energy?
    qPgM6AP.png?1
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  • dave18193dave18193 Member Posts: 416 Arc User
    edited April 2015
    I really hope this is a precursor to a mod selection system for crafting and upgrades.

    Please please please.

    All together now folks. I enough of us ask theyre bound to say yes.
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  • highlandrisehighlandrise Member Posts: 354 Arc User
    edited April 2015
    dave18193 wrote: »
    I really hope this is a precursor to a mod selection system for crafting and upgrades.

    Please please please.

    All together now folks. I enough of us ask theyre bound to say yes.

    I Friggin Agree, ENOUGH with this Russian Roulette Crafting System, iam Tired of Wasting Resources and Time to get the Right Gear / Mods. Change the Gear so that they have "Mod Slots" Uncommon 1 Slot, Blue 2, Purple 3 and so on, than we have to Craft the Mods (CrtD, CrtH, ACC, and all the other avaible Mods), than Fusing the Mods that we want to add to the Gear into it with another Crafting Project, Mods should all have the Same Qulity no better or lower Mod Qulity, another Crafting Project should allow us to Remove the Mods from a Weapon again, BUT than maybe with a Change that the Mod Could be Destroyed while Removing it, or make it 100% Guarentee Loss of the Mod, iam fine with that too.

    The Random Mod NONSENSE is Esspecially ANNOYING with Lockbox Weapon / Gear, since those are Basically Limited, esspecially if the Lockbox is Discontinued its hard to get them, therefore Having to Waste those Gear again and again Just to get the Mods that we want is FRUSTRATING and Expensive too, This Type of Crafting System (the one that i Suggest - Slots for Gear) is around with other Games for DECADES! So How Comes that we still have this Random Nonsense??? HELL Even Final Fantasy VII allready had a Slot System for the Weapons where you Could add "Materia" into the Weapon and Remove it again in an eyeblink, and that Game came out in 1997!!!!!!!

    If i Buy Specific Ships from Races like Elachi, Vaadwaur, Xindi, Voth and so on, i also would like to Use the Weapons that that Races uses on their Ships, BUT i dont want to use TRIBBLE Mods and i also dont want to Waste Hundreds of Millions of Energy Credits! :mad::mad::mad:
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited April 2015
    Last guy that posted helps nothing related to this thread. Anyway, the Exchange is a mess after the item update because no one bothered to fix the Exchange to deal with the item changes.
  • highlandrisehighlandrise Member Posts: 354 Arc User
    edited April 2015
    lucho80 wrote: »
    Last guy that posted helps nothing related to this thread. Anyway, the Exchange is a mess after the item update because no one bothered to fix the Exchange to deal with the item changes.

    The "Last Guy" in other Words me, Answered to the Guy before him, since i Agree with his Statement, so Mind your own Busines right?:)
  • mikiiymikiiy Member Posts: 216 Arc User
    edited April 2015
    This item change caused gigantic issues with items stored in fleetbanks:

    http://imgur.com/GN6Zh0z

    I have multiple tabs in a bunch of fleets full with items that are all black and cant be moved or removed.
  • sennahcheribsennahcherib Member Posts: 2,823 Arc User
    edited April 2015
    if the changes are not finished, could you please remove or change the MK IX model of the plasma pusewave and sniper rifle; this model is really crappy (sorry but this is true); the model under MK IX is better, it's a shorten version. thx

    you have done a very good job on the good old weapons (disruptor, phaser, plasma), the low levels models are really cool, but at level MK IX, the models are replaced, by less appealing models; for example the disruptor weapons with horns
  • dave18193dave18193 Member Posts: 416 Arc User
    edited April 2015
    lucho80 wrote: »
    Last guy that posted helps nothing related to this thread. Anyway, the Exchange is a mess after the item update because no one bothered to fix the Exchange to deal with the item changes.

    With respect, he was answering my post. And in regards to my post, it was relevant to the topic at hand since one of the key reasons we;ve been given for no mod selection had to do with the old coding system iirc.

    Given that cryptic have poured money and man hours into this new code system, Im sure theyd like to know that at least some of us would still be very interested in a mod selection section on gear.

    If cryptic dont want to know feedback related to items then fair enough, they can simply skip over it. But if they do then it is very relevant and helpful because they could use it to monetize on their new investment.

    A mod selection system would be awesome.
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  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    Im not sure why this system was rolled out when there are still a BUNCH of items that aren't upgradeable, but it has been simply swept under the rug it would seem.
    T93uSC8.jpg
  • bignutterbignutter Member Posts: 125 Arc User
    Im not sure why this system was rolled out when there are still a BUNCH of items that aren't upgradeable, but it has been simply swept under the rug it would seem.
    Some Items are "levelless" and intended not to upgrade. Examples of this are: Consumable items & Devices, such as Hypos, Batteries & Nimbus Pirates, and selected Ship consoles, such as Plasmonic Leech, "Transformation" Consoles and Federation Cloaking Device.

    In many of those items, the effects are usually "tied" to your Characters/Ships stat at the time, or the effects in question don't change with level.

    It's recommended that you take out the item of your ship/character/bank and then upgrade it from your inventory. You do need upgrade tokens for it to work. If I remember correctly, some items may have the wrong "label" on the requirements.

    Personally I'd note down which items you can't get in to the upgrade UI, then post that list in the topic that seems most approiate.
  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    edited July 2015
    Thanks for the big explanation!

    And cheers to being past the big block of work on that one. Here's to hoping it transitions smoothly.

    But please do re-add some end game phasers without the holographic extras. Would make some of us very happy! Maybe as mission rewards like the tos era weapons?
    Post edited by gavinruneblade on
  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    bignutter wrote: »
    Im not sure why this system was rolled out when there are still a BUNCH of items that aren't upgradeable, but it has been simply swept under the rug it would seem.
    Some Items are "levelless" and intended not to upgrade. Examples of this are: Consumable items & Devices, such as Hypos, Batteries & Nimbus Pirates, and selected Ship consoles, such as Plasmonic Leech, "Transformation" Consoles and Federation Cloaking Device.

    In many of those items, the effects are usually "tied" to your Characters/Ships stat at the time, or the effects in question don't change with level.

    It's recommended that you take out the item of your ship/character/bank and then upgrade it from your inventory. You do need upgrade tokens for it to work. If I remember correctly, some items may have the wrong "label" on the requirements.

    Personally I'd note down which items you can't get in to the upgrade UI, then post that list in the topic that seems most approiate.


    You're new here, huh?

    I'm VERY much educated and versed i nthe methodologies and ways to upgrade item and as to what is and what isn't inherently upgradeable. What my concerns are is simply that some items that should be ostensibly upgradable, or that a dev stated they needed to make an upgrade path by hand, haven't been done.
    T93uSC8.jpg
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