I thought it was just another swap Tokens for items
Crafting really needs to simply be adding a specific bonus to any item. With this crafting idea that is what you will get. Any item with any bonus!
What you should learn is how to apply to one type of system. Starting out as a fed you would improve Phasers and Photon Torps Mk II as is in game now. Additionally you would learn Phaser Pistol and devices. These would teach you what to apply to phasers to get a specific bonus.
Then as you advance you would be taught how to adjust an common item to a rare (blue) that are currently in the crafting system. You would need to either experiment to learn something new or find "recipies" to learn new methods of adjusting an item. Some recipies are common while others might be very rare themselves.
Ultimatly, if you wanted to make a phaser turret Mk VIII better it would be slightly different then creating a disruptor turret Mk VIII or even a phaser turret Mk VI. You would need to know what is used to make [Dmg] [Acc] [CrtH] [CrtD] what makes x2 or x3 and what combines the results. So for a phaser turret Mk VIII alone you would have a variety of "recipies" to learn all the different combinations. This spans from uncommon to very rare modifications.
Crafting idea fit into what we already have
1. Crafting exp (CXP) and a tab as par-diplomecy
2. Crafting lvl's were crafting and gathering items for crafting gets you exp in this tree,
3. Special crafting unlucks at diffrent lvl's, Like your capt skills at dif lvl you get to craft class special items
4. Keep the same crafting set up as it is now in MA but new special crafting items added in a special tab
5. when you reach max lvl in crafting you unluck Master crafter this is the ability to add the special perks to items you craft (Resists/dmg/Crit/etc), max is what ever the dev feels like making it
6. Name your special armour or weapion. The higher the crafting lvl you have (up to lvl 100) add's more resists etc
7. Quests that reward special crafting unlocks or perks
8.Crafting queue
9. Mobs drop crafting patterns (white/green/blue/purple patterns aswell. To use some patterns you need to be the right lvl or above)
10. Noone should be aboul to master crafting in a week
11. Strange items like "tounge of targ" should be needed to craft some items
It would be nice to say that "STO has the best crafting of any MMO out there"
That is all
Great ideas ..... Just asked about adding powers to your own common items but really like this idea and think it would be a great addition to the game!!!
Crafting definitely needs to be much, much harder and be a looooooong-term investment (like a year to master if you play 2-3/wk; not like making RA in a month). Give me a reason to want to come back that isn't just grinding emblems and merits. Let me make something unique: Resilient Shields {AP]x3.
There is another post that proposes a Research Skill Tree ... many thanks Darren_Kitlor.
I like the idea of being limited to what you can craft. No one person should be able to provide EVERYTHING available in the game. Limiting crafting will, I think, increase the value of any individual item. You could even craft items for direct trade: I can craft Disruptor Beam Array MK XII VR; you can craft Covarient Sields MK XII VR and we swap.
1) Schematics - Most of the MMOs (that have a crafting system) that I've played had two or three types of crafting "items"...trainer learned, vendor bought, and from world drops. I think that getting a rare or very rare schematic drop from a kill or mission reward would be great to see.
Beautiful idea. This would make it harder to be a crafter and add to the enjoyment of being the only or one-of-the-only to craft a given item. I don't think that these should be consumables; once you have made something you always know how to make it.
There also needs to be destructibility (is that a word?) ... crafting should fail. There should be a success/fail ratio. Each failure destroys one or multiple items; including a chance to loose the base item begin crafted. It should fail big (10/90) the first time you try to craft an item and as you do it more and more (1% each time) the odds of success increase (90/10), but are never perfect.
Crafting definitely needs to be much, much harder and be a looooooong-term investment (like a year to master if you play 2-3/wk; not like making RA in a month). Give me a reason to want to come back that isn't just grinding emblems and merits. Let me make something unique: Resilient Shields {AP]x3.
There is another post that proposes a Research Skill Tree ... many thanks Darren_Kitlor.
I like the idea of being limited to what you can craft. No one person should be able to provide EVERYTHING available in the game. Limiting crafting will, I think, increase the value of any individual item. You could even craft items for direct trade: I can craft Disruptor Beam Array MK XII VR; you can craft Covarient Sields MK XII VR and we swap.
1) Schematics - Most of the MMOs (that have a crafting system) that I've played had two or three types of crafting "items"...trainer learned, vendor bought, and from world drops. I think that getting a rare or very rare schematic drop from a kill or mission reward would be great to see.
Beautiful idea. This would make it harder to be a crafter and add to the enjoyment of being the only or one-of-the-only to craft a given item. I don't think that these should be consumables; once you have made something you always know how to make it.
There also needs to be destructability (is that a word?) ... crafting should fail. There should be a success/fail ratio. Each failure destroys one or multiple items; including a chance to loose the base item begin crafted. It should fail big (10/90) the first time you try to craft an item and as you do it more and more (1% each time) the odds of success increase (90/10), but are never perfect.
My .02
Time wise should be about the investment. If I play 8-10 hours everyday and it takes a year to master crafting then why would I try when I only get an hour or two a week?
Although I like the direction of the new crafting system I think we lost something without using a base item. STO is not a place imo for "crafting" new items as much as modifying to improve exsisting items and make them do what you need them to do.
Although I do think that some "crafted" items be added, afterall where would we be if we didn't create? But I can only recall a few episodes where anyone actually created something new. Mostly Wesly crafted while Giordi and Data modified.
I like the schematic as a means to modify an item and then applying certain data samples to get the desired effect on a base item seemed more to my comprehension as to what would be crafting in STO. I understand the base of 10 to flatline the crating process. I still think they should have gone with if you add 10 Data Sample X you get this effect if you use 5 data X and 5 Y you get a different effect.
I feel like the current crafting is cheating the system some how though like I don't even need to try and get gear in other ways cause I get great gear from crafting.
PvP, STFs and Exploration gear should still play a part in the game. It feels like it is easier to get the same gear through crafting.
Comments
I thought it was just another swap Tokens for items
Crafting really needs to simply be adding a specific bonus to any item. With this crafting idea that is what you will get. Any item with any bonus!
What you should learn is how to apply to one type of system. Starting out as a fed you would improve Phasers and Photon Torps Mk II as is in game now. Additionally you would learn Phaser Pistol and devices. These would teach you what to apply to phasers to get a specific bonus.
Then as you advance you would be taught how to adjust an common item to a rare (blue) that are currently in the crafting system. You would need to either experiment to learn something new or find "recipies" to learn new methods of adjusting an item. Some recipies are common while others might be very rare themselves.
Ultimatly, if you wanted to make a phaser turret Mk VIII better it would be slightly different then creating a disruptor turret Mk VIII or even a phaser turret Mk VI. You would need to know what is used to make [Dmg] [Acc] [CrtH] [CrtD] what makes x2 or x3 and what combines the results. So for a phaser turret Mk VIII alone you would have a variety of "recipies" to learn all the different combinations. This spans from uncommon to very rare modifications.
This is some good insight as well!
There is another post that proposes a Research Skill Tree ... many thanks Darren_Kitlor.
I like the idea of being limited to what you can craft. No one person should be able to provide EVERYTHING available in the game. Limiting crafting will, I think, increase the value of any individual item. You could even craft items for direct trade: I can craft Disruptor Beam Array MK XII VR; you can craft Covarient Sields MK XII VR and we swap.
Beautiful idea. This would make it harder to be a crafter and add to the enjoyment of being the only or one-of-the-only to craft a given item. I don't think that these should be consumables; once you have made something you always know how to make it.
There also needs to be destructibility (is that a word?) ... crafting should fail. There should be a success/fail ratio. Each failure destroys one or multiple items; including a chance to loose the base item begin crafted. It should fail big (10/90) the first time you try to craft an item and as you do it more and more (1% each time) the odds of success increase (90/10), but are never perfect.
My .02
Time wise should be about the investment. If I play 8-10 hours everyday and it takes a year to master crafting then why would I try when I only get an hour or two a week?
Although I like the direction of the new crafting system I think we lost something without using a base item. STO is not a place imo for "crafting" new items as much as modifying to improve exsisting items and make them do what you need them to do.
Although I do think that some "crafted" items be added, afterall where would we be if we didn't create? But I can only recall a few episodes where anyone actually created something new. Mostly Wesly crafted while Giordi and Data modified.
I like the schematic as a means to modify an item and then applying certain data samples to get the desired effect on a base item seemed more to my comprehension as to what would be crafting in STO. I understand the base of 10 to flatline the crating process. I still think they should have gone with if you add 10 Data Sample X you get this effect if you use 5 data X and 5 Y you get a different effect.
I feel like the current crafting is cheating the system some how though like I don't even need to try and get gear in other ways cause I get great gear from crafting.
PvP, STFs and Exploration gear should still play a part in the game. It feels like it is easier to get the same gear through crafting.
Thanks for your input