Maybe I'm just blind or stupid, but I can't actually find a context option to salvage stuff. All I see is upgrade and re-engineer and discard, but no salvage.
EDIT: I went the easy route and bought a bunch of super cheap MK XII stuff on the exchange for about 10k credits a pop, salvaged all of it until I had enough to re-engineer all my weapons and went to town. Salvaging a large amount of items is a huge pain, because you have to right-click each and everyone of them, tick the little confirmation button and there doesn't seem to be a mass salvaging option.
The re-engineering feature, however, is pure genius. I've rerolled most of my stuff and tweaked it for lots and lots of extra crit damage. Getting the desired results didn't take long at all. It's entirely possible I just lucked out on the RNG, but the process was surprisingly quick, pain-free and affordable.
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Passion and Serenity are one.
I gain power by understanding both.
In the chaos of their battle, I bring order.
I am a shadow, darkness born from light.
The Force is united within me.
The dil cost is fine. I'm glad that wasn't changed too much from Tribble.
Salvage will prove to be interesting though, especially since it can't be bought or sold directly. It came as a bit of a shock at first, with people rummaging through inventories for things to scrap, but over time I think players will find unexpected sources - DOFFing comes to mind.
It would be good to expand salvaging to other items; I'm sure I'm not the only one with a set of lockbox weapons that would be worth more as junk. An added bonus would be if rarer items gave more salvage, but that's just an idle thought.
Being able to re-roll lobi items would be great too. I can see why fleet and reputation rewards should be restricted (you can pick some of your mods when you buy them), but it'd be nice to change the [Acc]x2 on my Ferengi missile launcher to something better.
Well I was looking forward to this be it turns out to be a waste of time for me. Went into my normal ship zero items I use can be Re-engineered. Looked at my next two ships and builds I play and the same thing zero items that can be Re-engineered. Lastly I looked at ground same problem.
It is a nice feature and I do like the idea of it. Its just with it not working on anything much I do not see myself using it.
If I knew the rules better, it might be useful. So I have one weapon I crafted (VR) it has CrtD, Dmg and snare on it. Which one do you think I want to get rid of? Yeah, snare, but apparently I can't do away with it. Why? Is it in a slot I can't change (3rd in this case) on VR items? I don't know.
Because it's a Craftable only trait, they can't be lost or gained by the system.
You better start with a weapon that has the [Pen] modifier.
A completely useless craftable trait which I should be able to dispose of. Like somebody on Reddit was asking why they couldn't ditch SHeal off of one weapon, and was told it was that weapons schtick and they can't get rid of it. Not a very good weapon if it's selling point is SHeal. Especially seeing as STO (and Star Trek in general) shields drop if the helmsman sneezes.
Shields down to 34% Captain! "Sorry, I was scratching my leg" "Ensign Kim, report to the brig for 5 months".
Salvage will prove to be interesting though, especially since it can't be bought or sold directly.
Weeeeell, maybe not the actual salvage, BUT - you can buy random crappy items off the exchange and salvage those. I went and bought a ton of random worthless MK XII items off the exchange for peanuts and each of them turned into 100-150 salvage. It's quite easy to obtain that way. Of course people may end up raising the prices for worthless white items when more folks start to realize you can just salvage any random old garbage you buy off the exchange.
Salvage will prove to be interesting though, especially since it can't be bought or sold directly.
Weeeeell, maybe not the actual salvage, BUT - you can buy random crappy items off the exchange and salvage those. I went and bought a ton of random worthless MK XII items off the exchange for peanuts and each of them turned into 100-150 salvage. It's quite easy to obtain that way. Of course people may end up raising the prices for worthless white items when more folks start to realize you can just salvage any random old garbage you buy off the exchange.
Already happening. I've seen mk ii VRs with rubbish mods creeping up slowly. Of course it'll drop again once everybody twigs, so it's a bubble situation. I'd say all the "bad" VR weapons will creep up anyway as you can just buy and change the mods anyway.
We'll see what happens. Can the entry level garbage you can buy from vendors be trashed? Haven't tried it yet, too busy grinding omegas.
I went through my 8 toons last night and re-rolled almost every weapon (space and ground) that needed it or didnt meet my Mod preferences.
My thoughts:
1. Cost is fine. Both Dil and Salvage. It takes some but not an overly exorbitant amount.
2. There needs to be a "Salvage" button on the replicator that allows only Salvageable items to appear and allows mass Slavaging like the Recycle tab does.
3. Add Salvage as rewards to some Doff missions.
That's my list.
~Thanks
"Go play with your DPS in the corner, I don't care how big it is." ~ Me "There... are... four... lights!" ~Jean Luc Picard
The cost is too high for any new players, or really anyone who is working towards reputation unlocks or anything in a fleet. I'd say a price drop of about 37.5% is in order. Then you can bring it back to what it was on Tribble's release.
I still maintain that always rerolling into a different mod was not worth a 60% price increase. At most 30%, and that's only on weapons with the least amount of mods available, unlike, say, a shield array with 8 to choose from.
I like reengineering, but currently it -really- needs the ability to remod set pieces to a degree... due to the progression of the game, there is a strong onus to utillise set items thus the lack of reengineering for them weakens the systems charms and utilty
Considering some weapons have a 'missing' mod (as its hidden, it being the items unique ability), a simple way to stop dramatic change is to lock them as per crafted by making those 'uniques' a mod in itself (it would mean some backwork as a lot of old weapons have no 'visible' mods in the item title) - the [unique] mod simply a placeholder to lock the power/ability
Price wise its suprisingly fair to the pocket considering it can feasibly increase the damage potential dramatically (crtdx4 crtd/dmg Ganker spec cochrane shottie says hi and die) and once you get the fact that its cheaper to do each mod individually (unless the current mods are so bad its worth a swing to improve it before single modding), its fairly economical
I do appreciate you don't have to epic everything to use it but there does seem to be a few odd discrepancies where vr xiv gear can't be modded despite not being set/rep/fleet/crafted simply due to lack of visible mods
Since requires Dilithium and it's already needed in other parts of the game, just using it for the R&D mats and freeing inventory space but doubt I will be doing the slot machine -- I mean re-engineering for this. Dilithium and may still get the benefits that you didn't want on the item so no thanks.
yeah, honestly...this really should've had an EC cost attached to it - there's already plenty of effective dil sinks in the game, but still no EC sinks which are desperately needed
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Passion and Serenity are one.
I gain power by understanding both.
In the chaos of their battle, I bring order.
I am a shadow, darkness born from light.
The Force is united within me.
yeah, honestly...this really should've had an EC cost attached to it - there's already plenty of effective dil sinks in the game, but still no EC sinks which are desperately needed
re-engineering SHOULD have been the first
Guess they noticed fleets have stopped bothering with colony projects now, ours has. So they threw in another system instead. Definitely need to curb EC inflation though for sure. SWTOR has the exact same problem.
Working out really well for me so far. I still say that the dilithium cost is generous to say the least. I wouldn't be surprised if that gets bumped up to the levels that I recommended.
When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
Replicator, at least, needed to have a salvage button beside the one for selling stuff added before the system went live.
Having to rclick junk bit by bit is a huge faff making me think it was obviously never tested by the dev who made the system or indeed intern assigned to QA for that weeks half hour slot.
Dil amount didn't go up but that's really not the sink that's needed in the game. Although as mentioned above if its cheaper to roll stuff singly, a shady thing to have done.
Going to add this in.
Chance to roll the same mod shouldn't have been included. I had this happen a few times so am now done with the system other than salvaging junk for crafting mats.
Although as mentioned above its cheaper to roll stuff singly...
I'm wondering how you two came to this conclusion since the dilithium cost goes down with each mod rolled simultaneously while salvage cost stays the same.
When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
Executive Summary: A nice idea on the level of theory, but so poorly implemented that I cannot see it being of much use, if any.
In more detail, my objections are two-
1) It's just another RNG lottery
This just allows us to spend dil to roll the dice again. I loathe, detest, despise, absolutely hate at the basic conceptual level the fact that Crafting is at the mercy of the RNG. This does nothing to remediate that basic flaw in STO Crafting.
2) Not applicable to the right stuff
The things I would want to re-engineer are not available for RE. The things that are available, are almost entirely things upon which I would never dream of squandering my dil.
Although as mentioned above its cheaper to roll stuff singly...
I'm wondering how you two came to this conclusion since the dilithium cost goes down with each mod rolled simultaneously while salvage cost stays the same.
Simply put:
Roll 2 mods, you need to roll until you get both correct
Roll one at a time, you only have to roll until each is correct
As I said, if you initially want more than one mod chanced, its optimal to try all the mods due to chance of getting one mod correct - but after that, it better to do it singly
Roll 2 mods, you need to roll until you get both correct
Why? Sometimes you get both correct and your'e done. Sometimes you get none and keep rolling both. Sometimes you just get one correct. Then focus on the second and lock the one that landed correctly. You don't need to keep rolling both until both until both land correctly while ignoring instances when just one lands correctly.
Roll one at a time, you only have to roll until each is correct
As I said, if you initially want more than one mod chanced, its optimal to try all the mods due to chance of getting one mod correct - but after that, it better to do it singly
Let's say you have 4 mods you want changed. Roll all 4 at the same time, If you land one or two, lock them then roll the other two or three. As you land your desired mods, lock them until you're done.
When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
Comments
EDIT: I went the easy route and bought a bunch of super cheap MK XII stuff on the exchange for about 10k credits a pop, salvaged all of it until I had enough to re-engineer all my weapons and went to town. Salvaging a large amount of items is a huge pain, because you have to right-click each and everyone of them, tick the little confirmation button and there doesn't seem to be a mass salvaging option.
The re-engineering feature, however, is pure genius. I've rerolled most of my stuff and tweaked it for lots and lots of extra crit damage. Getting the desired results didn't take long at all. It's entirely possible I just lucked out on the RNG, but the process was surprisingly quick, pain-free and affordable.
Is it that hard to just use salvage instead of adding to the million other things that already use dilithium?
like...maybe this weekend, for example?
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Salvage will prove to be interesting though, especially since it can't be bought or sold directly. It came as a bit of a shock at first, with people rummaging through inventories for things to scrap, but over time I think players will find unexpected sources - DOFFing comes to mind.
It would be good to expand salvaging to other items; I'm sure I'm not the only one with a set of lockbox weapons that would be worth more as junk. An added bonus would be if rarer items gave more salvage, but that's just an idle thought.
Being able to re-roll lobi items would be great too. I can see why fleet and reputation rewards should be restricted (you can pick some of your mods when you buy them), but it'd be nice to change the [Acc]x2 on my Ferengi missile launcher to something better.
It is a nice feature and I do like the idea of it. Its just with it not working on anything much I do not see myself using it.
You better start with a weapon that has the [Pen] modifier.
A completely useless craftable trait which I should be able to dispose of. Like somebody on Reddit was asking why they couldn't ditch SHeal off of one weapon, and was told it was that weapons schtick and they can't get rid of it. Not a very good weapon if it's selling point is SHeal. Especially seeing as STO (and Star Trek in general) shields drop if the helmsman sneezes.
Shields down to 34% Captain! "Sorry, I was scratching my leg" "Ensign Kim, report to the brig for 5 months".
Weeeeell, maybe not the actual salvage, BUT - you can buy random crappy items off the exchange and salvage those. I went and bought a ton of random worthless MK XII items off the exchange for peanuts and each of them turned into 100-150 salvage. It's quite easy to obtain that way. Of course people may end up raising the prices for worthless white items when more folks start to realize you can just salvage any random old garbage you buy off the exchange.
Already happening. I've seen mk ii VRs with rubbish mods creeping up slowly. Of course it'll drop again once everybody twigs, so it's a bubble situation. I'd say all the "bad" VR weapons will creep up anyway as you can just buy and change the mods anyway.
We'll see what happens. Can the entry level garbage you can buy from vendors be trashed? Haven't tried it yet, too busy grinding omegas.
My thoughts:
1. Cost is fine. Both Dil and Salvage. It takes some but not an overly exorbitant amount.
2. There needs to be a "Salvage" button on the replicator that allows only Salvageable items to appear and allows mass Slavaging like the Recycle tab does.
3. Add Salvage as rewards to some Doff missions.
That's my list.
~Thanks
"There... are... four... lights!" ~Jean Luc Picard
I still maintain that always rerolling into a different mod was not worth a 60% price increase. At most 30%, and that's only on weapons with the least amount of mods available, unlike, say, a shield array with 8 to choose from.
Considering some weapons have a 'missing' mod (as its hidden, it being the items unique ability), a simple way to stop dramatic change is to lock them as per crafted by making those 'uniques' a mod in itself (it would mean some backwork as a lot of old weapons have no 'visible' mods in the item title) - the [unique] mod simply a placeholder to lock the power/ability
Price wise its suprisingly fair to the pocket considering it can feasibly increase the damage potential dramatically (crtdx4 crtd/dmg Ganker spec cochrane shottie says hi and die) and once you get the fact that its cheaper to do each mod individually (unless the current mods are so bad its worth a swing to improve it before single modding), its fairly economical
I do appreciate you don't have to epic everything to use it but there does seem to be a few odd discrepancies where vr xiv gear can't be modded despite not being set/rep/fleet/crafted simply due to lack of visible mods
Get the Forums Enhancement Extension!
re-engineering SHOULD have been the first
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Guess they noticed fleets have stopped bothering with colony projects now, ours has. So they threw in another system instead. Definitely need to curb EC inflation though for sure. SWTOR has the exact same problem.
Having to rclick junk bit by bit is a huge faff making me think it was obviously never tested by the dev who made the system or indeed intern assigned to QA for that weeks half hour slot.
Dil amount didn't go up but that's really not the sink that's needed in the game. Although as mentioned above if its cheaper to roll stuff singly, a shady thing to have done.
Going to add this in.
Chance to roll the same mod shouldn't have been included. I had this happen a few times so am now done with the system other than salvaging junk for crafting mats.
I'm wondering how you two came to this conclusion since the dilithium cost goes down with each mod rolled simultaneously while salvage cost stays the same.
In more detail, my objections are two-
1) It's just another RNG lottery
This just allows us to spend dil to roll the dice again. I loathe, detest, despise, absolutely hate at the basic conceptual level the fact that Crafting is at the mercy of the RNG. This does nothing to remediate that basic flaw in STO Crafting.
2) Not applicable to the right stuff
The things I would want to re-engineer are not available for RE. The things that are available, are almost entirely things upon which I would never dream of squandering my dil.
^^ Quoted For Truth
Simply put:
Roll 2 mods, you need to roll until you get both correct
Roll one at a time, you only have to roll until each is correct
As I said, if you initially want more than one mod chanced, its optimal to try all the mods due to chance of getting one mod correct - but after that, it better to do it singly
Get the Forums Enhancement Extension!
Let's say you have 4 mods you want changed. Roll all 4 at the same time, If you land one or two, lock them then roll the other two or three. As you land your desired mods, lock them until you're done.
you can salvage crafted. anyone know if the salvage currency is transferrable?
Nope, because it's not an inventory item. It just appears on the Assets tab of your inventory, waaaay down at the bottom below Latinum