this is actually great news-one of the best enhancements so far besides r&d system imho, do you mind implement some system like, discard old ships for salvage,r&d materials and dil?
For those that had any notion that Pet Tabs was the most clamored for change, now you see what was really the most asked for change. How could you possibly think otherwise?
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Good morning folks! I have a few quick responses to share, to some of the questions asked here and elsewhere. Hopefully this sheds more light on this exciting new system.
1) Salvaging items also provides a small amount of crafting materials, in addition to the new Salvage numeric. The amount and type are determined by what it would take to craft the associated item. This automated system is also why only loot drops may currently be salvaged. We're investigating what it might take to allow additional items to be salvaged, and would like to expand this functionality in the future.
2) Though the pictures in the blog don't show it explicitly, you can choose which mods to re-roll from within the interface. When you first plop an item in there, all mods are locked. Then you unlock the ones you wish to randomize.
3) All costs are seen as placeholder at the moment, and quite likely to shift. But we believe we're in the right ballpark.
4) As stated in the blog, I want to reiterate that we're actively working on allowing more items to work with the Re-Engineering system. We know that this functionality has been asked for by players specifically in regards to high-end gear such as Reputation Sets and Featured Episode Sets, and we want to be able to deliver on that. Consider this initial release as just the first steps of that journey.
This system will be appearing very soon on Tribble. We'd love to get as many eyes and hands on it as possible, both to give feedback on general functionality like UI flow, prices, and feel, as well as "brute force" item database testing. Keep an eye out on the Tribble subforums for the patch that puts this system into your hands!
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
I remember when the devs said we had too many currencies. People are already skipping over item pick ups because it interrupts their dps. We don't need more reason or inconvenience holding new players back from playing the game or getting rewarded. Please just remove salvage and replace it with cheap crafting materials. This system should have been a part of revamped crafting from the start but now we're being asked to gamble, AGAIN.
I remember when the devs said we had too many currencies. People are already skipping over item pick ups because it interrupts their dps. We don't need more reason or inconvenience holding new players back from playing the game or getting rewarded. Please just remove salvage and replace it with cheap crafting materials. This system should have been a part of revamped crafting from the start but now we're being asked to gamble, AGAIN.
The vast majority don't care about their upper dps. EC from item drops in very much needed over a few DPS. And what exactly is holding new players back!? This game has a great learning curve and introduces new players to more advanced mechanics and systems as they level, not all at once!
I love the Re-Engineering system already. It's a great system.
"You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
I remember when the devs said we had too many currencies. People are already skipping over item pick ups because it interrupts their dps. We don't need more reason or inconvenience holding new players back from playing the game or getting rewarded. Please just remove salvage and replace it with cheap crafting materials. This system should have been a part of revamped crafting from the start but now we're being asked to gamble, AGAIN.
I agree. Adding yet another currency, even if it is being called something else, really seems strange at this point. And by the looks of it, it's still a gamble that we'll get the mods we want.
Locking in mods we already have on the item, great. Playing Russian Roulette on the hope of getting a good mod instead of simply picking the mod we want, even if it would cost a bit more, I think I'll pass. At least for now.
It does sound like the system isn't locked in just yet so things can change, hopefully for the better.
Hello. My name is iamynaught and I am an altaholic.
This is what crafting should have had at the start. Salvage = disenchanting, bold move there.
I'm glad we can change things, but not happy that the evil of RNG continues to spread like a plague.
RNGesus does NOT love me.
Freaking mod slot machines? ...sigh...
Glad our engineering skills are so OP that we can make something w/o knowing what the freaking end product is!
The cost of this gambling better not be too high. I'll get enraged if I reroll 10x and the same ACC pops up 10x.
I better get to the Exchange before all the crappy modded good weapons are bought up...
Introducing even more RNG to upgrading items was never really asked for, and was always the crappiest part of crafting items to begin with. At 1000 dil for one mod change, just picking one and being done with it would be far, far more desirable.
I remember when the devs said we had too many currencies. People are already skipping over item pick ups because it interrupts their dps. We don't need more reason or inconvenience holding new players back from playing the game or getting rewarded. Please just remove salvage and replace it with cheap crafting materials. This system should have been a part of revamped crafting from the start but now we're being asked to gamble, AGAIN.
actually gambling is against cryptic rules other wise they would have placed poker in game as we asked for years
In terms of cost, our aim was to make this method comparable, or slightly more efficient, than the old "Craft Mk2 and upgrade" method.
So you gave me exactly what I didn't want: a chance to roll for a random modifier in exchange for dilithium. Unless we can choose exactly the mods we want for a reasonable price, I think I'll skip this too — the same way I skipped the upgrade system. No, I don't consider the old "Craft Mk2 and upgrade" method to be reasonable or cost-effective.
EDIT: Deleted my previous question. For some reason, the video in the blog post didn't play for me; it must be one of my browser settings. I had to dig through the source to find the video. Here it is for other people who might be having the same issue:
I remember when the devs said we had too many currencies. People are already skipping over item pick ups because it interrupts their dps. We don't need more reason or inconvenience holding new players back from playing the game or getting rewarded. Please just remove salvage and replace it with cheap crafting materials. This system should have been a part of revamped crafting from the start but now we're being asked to gamble, AGAIN.
actually gambling is against cryptic rules other wise they would have placed poker in game as we asked for years
Explain Lootboxes... I mean lockboxes and dabo by this logic please
I saw..Rep Items were included..We talking the Rep stor Items or say the Advanced Thoron Beam from the Delta Rep or the Experimental Romulan Plasma Beam Array?
Good morning folks! I have a few quick responses to share, to some of the questions asked here and elsewhere. Hopefully this sheds more light on this exciting new system.
1) Salvaging items also provides a small amount of crafting materials, in addition to the new Salvage numeric. The amount and type are determined by what it would take to craft the associated item. This automated system is also why only loot drops may currently be salvaged. We're investigating what it might take to allow additional items to be salvaged, and would like to expand this functionality in the future.
2) Though the pictures in the blog don't show it explicitly, you can choose which mods to re-roll from within the interface. When you first plop an item in there, all mods are locked. Then you unlock the ones you wish to randomize.
3) All costs are seen as placeholder at the moment, and quite likely to shift. But we believe we're in the right ballpark.
4) As stated in the blog, I want to reiterate that we're actively working on allowing more items to work with the Re-Engineering system. We know that this functionality has been asked for by players specifically in regards to high-end gear such as Reputation Sets and Featured Episode Sets, and we want to be able to deliver on that. Consider this initial release as just the first steps of that journey.
This system will be appearing very soon on Tribble. We'd love to get as many eyes and hands on it as possible, both to give feedback on general functionality like UI flow, prices, and feel, as well as "brute force" item database testing. Keep an eye out on the Tribble subforums for the patch that puts this system into your hands!
This is going to be a two edged sword that will hurt the developers as much as the playerbase from the looks of it.
it also looks like a text form of a casino slots machine, but for modifications on an item. i wonder how many times the slots machine will have to be played to get the exact mods and how much the costs will come up to?
i'd rather have a drop down list of exactly what you want in each modification and pay one fixed cost to save on the RNG mechanic which is all too common these days as a form of entertainment, otherwise it could work very nicely on the game.
T6 Miranda Hero Ship FTW. Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
this is actually great news-one of the best enhancements so far besides r&d system imho, do you mind implement some system like, discard old ships for salvage,r&d materials and dil?
This will likely never be a thing, considering that with C-store ships, you can dismiss and reclaim them as many times as you want, potentially making this a farming method.
For those that had any notion that Pet Tabs was the most clamored for change, now you see what was really the most asked for change. How could you possibly think otherwise?
I bet now that this is coming out, Pet tabs are next
I remember when the devs said we had too many currencies. People are already skipping over item pick ups because it interrupts their dps. We don't need more reason or inconvenience holding new players back from playing the game or getting rewarded. Please just remove salvage and replace it with cheap crafting materials. This system should have been a part of revamped crafting from the start but now we're being asked to gamble, AGAIN.
Of course they want to make it a gamble. They don't want it to be easy for you to pick exactly the mods you will get.
No one asked for this, no one wants this. Please reconsider.
It's not ideal since we can't specifically choose the mods we want but at least with this, items with a good base can be reworked into what they want instead of potentially becoming vendor trash as it is right now. It just might get expensive doing it though.
Good morning folks! I have a few quick responses to share, to some of the questions asked here and elsewhere. Hopefully this sheds more light on this exciting new system.
1) Salvaging items also provides a small amount of crafting materials, in addition to the new Salvage numeric. The amount and type are determined by what it would take to craft the associated item. This automated system is also why only loot drops may currently be salvaged. We're investigating what it might take to allow additional items to be salvaged, and would like to expand this functionality in the future.
2) Though the pictures in the blog don't show it explicitly, you can choose which mods to re-roll from within the interface. When you first plop an item in there, all mods are locked. Then you unlock the ones you wish to randomize.
3) All costs are seen as placeholder at the moment, and quite likely to shift. But we believe we're in the right ballpark.
4) As stated in the blog, I want to reiterate that we're actively working on allowing more items to work with the Re-Engineering system. We know that this functionality has been asked for by players specifically in regards to high-end gear such as Reputation Sets and Featured Episode Sets, and we want to be able to deliver on that. Consider this initial release as just the first steps of that journey.
This system will be appearing very soon on Tribble. We'd love to get as many eyes and hands on it as possible, both to give feedback on general functionality like UI flow, prices, and feel, as well as "brute force" item database testing. Keep an eye out on the Tribble subforums for the patch that puts this system into your hands!
Will we be able to exchange current materials in for the salvage?
Only asking, as I don't craft in games with random outcomes, and have full inventories of materials on most of my characters!
This is great! It comes with ten million dilithium
And 100 million of what I assume to be salvage.
Or did I misinterpret something here
It actually doesn't come with that. That's just how much was on hand when they made the graphic. They won't just hand people dilithium for free. You have to be insane to think otherwise!
I hope I'm incorrect, but this potentially looks like just more of the same random/gamble to eat up resources once again without the desired result but with a slightly different window dressing. The marketing for it, Cryptic, will say it is here to help players get the mods they want. If that was the case the whole crafting system should had been introduced with this component. I'm hopeful that Cryptic is actually trying a method to make it easier & more fun for players, but just because borticuscryptic says so doesn't make it true it makes it hype.
He already said it was done this way (rng) in part for financial reasons.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Comments
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
1) Salvaging items also provides a small amount of crafting materials, in addition to the new Salvage numeric. The amount and type are determined by what it would take to craft the associated item. This automated system is also why only loot drops may currently be salvaged. We're investigating what it might take to allow additional items to be salvaged, and would like to expand this functionality in the future.
2) Though the pictures in the blog don't show it explicitly, you can choose which mods to re-roll from within the interface. When you first plop an item in there, all mods are locked. Then you unlock the ones you wish to randomize.
3) All costs are seen as placeholder at the moment, and quite likely to shift. But we believe we're in the right ballpark.
4) As stated in the blog, I want to reiterate that we're actively working on allowing more items to work with the Re-Engineering system. We know that this functionality has been asked for by players specifically in regards to high-end gear such as Reputation Sets and Featured Episode Sets, and we want to be able to deliver on that. Consider this initial release as just the first steps of that journey.
This system will be appearing very soon on Tribble. We'd love to get as many eyes and hands on it as possible, both to give feedback on general functionality like UI flow, prices, and feel, as well as "brute force" item database testing. Keep an eye out on the Tribble subforums for the patch that puts this system into your hands!
Cryptic - Lead Systems Designer
"Play smart!"
https://youtube.com/channel/UCJZ5FBJ9bFaZ6yAFiNpZiRQ/featured?view_as=subscriber
Twitter:
https://twitter.com/CaptainCidStorm
The vast majority don't care about their upper dps. EC from item drops in very much needed over a few DPS. And what exactly is holding new players back!? This game has a great learning curve and introduces new players to more advanced mechanics and systems as they level, not all at once!
I love the Re-Engineering system already. It's a great system.
I agree. Adding yet another currency, even if it is being called something else, really seems strange at this point. And by the looks of it, it's still a gamble that we'll get the mods we want.
Locking in mods we already have on the item, great. Playing Russian Roulette on the hope of getting a good mod instead of simply picking the mod we want, even if it would cost a bit more, I think I'll pass. At least for now.
It does sound like the system isn't locked in just yet so things can change, hopefully for the better.
Losing faith in humanity, one person at a time.
I'm glad we can change things, but not happy that the evil of RNG continues to spread like a plague.
RNGesus does NOT love me.
Freaking mod slot machines? ...sigh...
Glad our engineering skills are so OP that we can make something w/o knowing what the freaking end product is!
The cost of this gambling better not be too high. I'll get enraged if I reroll 10x and the same ACC pops up 10x.
I better get to the Exchange before all the crappy modded good weapons are bought up...
Cryptic - Lead Systems Designer
"Play smart!"
So you gave me exactly what I didn't want: a chance to roll for a random modifier in exchange for dilithium. Unless we can choose exactly the mods we want for a reasonable price, I think I'll skip this too — the same way I skipped the upgrade system. No, I don't consider the old "Craft Mk2 and upgrade" method to be reasonable or cost-effective.
EDIT: Deleted my previous question. For some reason, the video in the blog post didn't play for me; it must be one of my browser settings. I had to dig through the source to find the video. Here it is for other people who might be having the same issue:
https://i.giphy.com/media/3ohc16ecbLFBmyAWBy/giphy-hd.mp4
Borticus, the cost of the system will be lower if the item is in low level?, for example MkII vs MkXII?
Explain Lootboxes... I mean lockboxes and dabo by this logic please
Rouge Sto Wiki Editor.
Several years and players have been lost because of that.
This is going to be a two edged sword that will hurt the developers as much as the playerbase from the looks of it.
it also looks like a text form of a casino slots machine, but for modifications on an item. i wonder how many times the slots machine will have to be played to get the exact mods and how much the costs will come up to?
i'd rather have a drop down list of exactly what you want in each modification and pay one fixed cost to save on the RNG mechanic which is all too common these days as a form of entertainment, otherwise it could work very nicely on the game.
Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
This will likely never be a thing, considering that with C-store ships, you can dismiss and reclaim them as many times as you want, potentially making this a farming method.
I bet now that this is coming out, Pet tabs are next
Of course they want to make it a gamble. They don't want it to be easy for you to pick exactly the mods you will get.
And 100 million of what I assume to be salvage.
Or did I misinterpret something here
It's not ideal since we can't specifically choose the mods we want but at least with this, items with a good base can be reworked into what they want instead of potentially becoming vendor trash as it is right now. It just might get expensive doing it though.
Now, once again onto my reply for the umpteenth time..
Will we be able to exchange current materials in for the salvage?
Only asking, as I don't craft in games with random outcomes, and have full inventories of materials on most of my characters!
It actually doesn't come with that. That's just how much was on hand when they made the graphic. They won't just hand people dilithium for free. You have to be insane to think otherwise!
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'