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Tribble Maintenance and Release Notes - June 20, 2014

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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2014
    I apologize but we were unable to get the new build up on Tribble as we have come accross some unforeseen issues with the build.

    Did it involve releasing a horde of undead ninja monkeys with rotten banana peels upon the masses of complaining players? Cause...that wouldn't necessarily be an issue. ;)
  • kalanikalani Member Posts: 0 Arc User
    edited June 2014
    So is this one of STO's first actual gamebreaking bugs? Also, the build it has been reverted to, is that yesterdays one, or the one before that?

    Yesterday was the .9 that we just reverted back to.
    [SIGPIC][/SIGPIC]
  • generalmocogeneralmoco Member Posts: 1,634
    edited June 2014
    I apologize but we were unable to get the new build up on Tribble as we have come accross some unforeseen issues with the build.

    We will try and get this sorted out early next week but for now, we are going back to the build that was previously working ST.42.20140609a.9
    No worries, you guys did everything you could... :) thanxs.... yesterday's patch is stll alot to test either ways.. :D
  • sfc#5932 sfc Member Posts: 992 Bug Hunter
    edited June 2014
    I'm hopeful we don't lose progress...
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited June 2014
    icegavel wrote: »
    My question is, where are the rewards for people who, like me, already maxed the old crafting? They said they would be giving those people a leg-up, but I'm not seeing it.

    I think max crafting skill under the old system gave me 10 XP in each category under the new system. Yeah, it doesn't seem like much.

    Edit: Never mind. I mistook the XP granted by crafting the item for the amount of XP you already have.
    Waiting for a programmer ...
    qVpg1km.png
  • generalmocogeneralmoco Member Posts: 1,634
    edited June 2014
    PSST... a "Postponed" qoute in qoute message on the thread title would be great for anyone else who don't know about the revert back to .9 patch... :)
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited June 2014
    icegavel wrote: »
    Except fgor how long maxing should take, I agree here. It wouldn't even be that hard to add mod definition - put an option dropdown next to the success/crit bars. And while I also agree that quality shouldn't be as variable as it is, you're having DOffs do it, so what you could do would be like this:
    • Define what kind of item.
    • Define mods.
    • Select a "target quality" with chances based on the DOff, the Catalysts, and the target quality.
    • If the quality isn't what you want (something goes wrong and your DOff produces a lower-quality item like with DOff "Review Bridge Officer Applicant" assignments), introduce an Upgrading mechanic. That would also allow us to customize existing items, which would be nice.

    This system has the potential to be the best Crafting system I've ever seen. But it is flawed. Fix the flaws based on player feedback. It could be perfect. Make it so.

    The Picard Make It So ensures that it will happen. ;3

    If only. And of course my time frame assumes approximately a month to max investing about half an hour per day between crafting and gathering materials from queued events... so 15 hours of actual gathering and crafting total to max. I didn't actually mean taking a month of solid crafting, but rather was commenting on the methodology chosen. I think I'll actually miss the old system, which really just needed reduced dilithium costs and improved quality to allow it to compete with Rep and Fleet Stores.

    Speaking of which, I have a question for either a dev or someone with a Fleet on Tribble: does the part from the last notes stating that...
    Systems:
    • Pricing for items has been normalized.
      • This means that the disparity in value between weapons and non-weapon items has been removed.
        • Space weapons are now priced HIGHER.
        • Deflectors, shields, impulse engines, and warp cores are now priced LOWER.
        • Ground weapons are now priced HIGHER.
        • Ground armor is now priced LOWER.
        • Kit frames are now priced LOWER.
        • Ground items still have a lower value than space items.
    ...mean that the price for Rep and Fleet weapons is going up? That would result in an increased total cost, since there are a minimum of 6 weapons on a ship and only one each of Deflector, Engine, Core, and Shield... plus, folks change out payload far more often than the base systems in testing out different builds. I'm not sure normalized pricing is to the benefit of the player. :confused:

    Oh, and I'd happily do the following PvE queue if/when Q decides to celebrate Halloween:
    Did it involve releasing a horde of undead ninja monkeys with rotten banana peels upon the masses of complaining players? Cause...that wouldn't necessarily be an issue. ;)
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited June 2014
    After getting to play around with this a little bit...

    Well it certainly has a steep learning curve. Memory Alpha should come back as a pure training ground. My Tribble character has the full maxed out trace inventory of my main character, but I'm finding myself completely uncertain about trading in my trace collection because I don't know what the hell I'm doing. It feels....a little counter-intuitive.

    For those having issues with manually converting traces, which is a form of madness in my eyes but I kind of get it since unlike something like turning in commodities for Fleet Credits there's no uniform output but instead random "drops" for lack of a better phrase, the trick someone put me on to while buying torpedo launchers for Fleet projects work. Hold Ctrl while pressing buy and the it skips the confirmation prompt. I would strongly recommend cranking the size on the particle traces in the trace to component exchange screen as many of us short hand them based on their icon. I'm hoping that this is one of the changes that was supposed to be in today's build.

    Even then that's gonna take a while.

    I can't tell you how jarring and uncomfortable the new DOFF assignment window is in concise words. I get why the new interface works with the R&D missions, but why did you have to change the normal assignments? You mean to tell me the DOFF interface can only handle one arrangement? This version feels...cumbersome. It looks like you guys were attempting to address certain issues that people who have 200+ Doffs have trying to scroll through their whole list to find the best DOFF. It could just be how foreign it is going from the compact vertically oriented HUD that we've had for over two years to this horizontal version with seemingly less information per square inch so to speak, outside of R&D it's very spread out.

    I don't know how I feel about the separate R&D inventory next to the bank and assets. A request in that can you make it so that it loops back around? That way from inventory I can press the left arrow and go straight to assets instead of having to tab through R&D or widen my inventory window.

    And why is the Aegis set listed as being part of a six piece set?


    I agree with Bread and Circuses, there was no point or desire for normalizing the prices of the space equipment across the board, or if there is I don't see it at all.
    I apologize but we were unable to get the new build up on Tribble as we have come accross some unforeseen issues with the build.

    We will try and get this sorted out early next week but for now, we are going back to the build that was previously working ST.42.20140609a.9

    No worries. You guys get your rest and come back fully energized to jump back into this next week bright eyed and bushy tailed.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited June 2014
    Speaking of which, I have a question for either a dev or someone with a Fleet on Tribble: does the part from the last notes stating that...

    ...mean that the price for Rep and Fleet weapons is going up? That would result in an increased total cost, since there are a minimum of 6 weapons on a ship and only one each of Deflector, Engine, Core, and Shield... plus, folks change out payload far more often than the base systems in testing out different builds. I'm not sure normalized pricing is to the benefit of the player. :confused:

    No it means this: http://sto-forum.perfectworld.com/showthread.php?t=1148651

    The EC Value listed in the bottom right corner of an item's tooltip is being changed. This only affects how much EC you'll get if you discard or sell it to a vendor (or if you're buying white mk IX entry-level gear from a starbase shipyard) and has nothing to do with how much it costs to actually buy the item from the Reputation or Fleet store. (Although separately Hawk said there may be a bug with the dilithium pricing in the Rep/Fleet stores being too high right now that he was going to investigate.)

    Joined January 2009
    Finger wrote:
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  • artan42artan42 Member Posts: 10,450 Bug Hunter
    edited June 2014
    captaind3 wrote: »
    And why is the Aegis set listed as being part of a six piece set?

    Aegis Shield, Engine, Deflector, Secondary Deflector, Warp Core, Singularity Core.

    I hope anyway.
    22762792376_ac7c992b7c_o.png
    Norway and Yeager dammit... I still want my Typhoon and Jupiter though.
    JJ Trek The Kelvin Timeline is just Trek and it's fully canon... get over it. But I still prefer TAR.

    #TASforSTO


    '...I can tell you that we're not in the military and that we intend no harm to the whales.' Kirk: The Voyage Home
    'Starfleet is not a military organisation. Its purpose is exploration.' Picard: Peak Performance
    'This is clearly a military operation. Is that what we are now? Because I thought we were explorers!' Scotty: Into Darkness
    '...The Federation. Starfleet. We're not a military agency.' Scotty: Beyond
    'I'm not a soldier anymore. I'm an engineer.' Miles O'Brien: Empok Nor
    '...Starfleet could use you... It's a peacekeeping and humanitarian armada...' Admiral Pike: Star Trek

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  • toivatoiva Member Posts: 3,276 Arc User
    edited June 2014
    artan42 wrote: »
    Aegis Shield, Engine, Deflector, Secondary Deflector, Warp Core, Singularity Core.

    I hope anyway.

    M/AM warp cores and Singularity warp cores are never counted as two separate pieces. Either way you can't equip both.

    In this vein, the Dyson or Solanae set are both 4 part, despite having both a M/AM warp core and a Singularity core.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
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    Don't make ARC mandatory! Keep it optional only!
  • alexlancosalexlancos Member Posts: 42 Arc User
    edited June 2014
    Another thing is about input is that theres a very high need for Magnesite as input, i turned in roughly 2000 data samples and kept running out of it, this would greatly offset the demand for certain materials, plz reduce Magnesite input by 1 or change to something else for different schools. Even if u planned to change this the 3:2 ratio for input is bad, plz keep it 1:1 ratio for at least the basic components.
  • sci321sci321 Member Posts: 150 Arc User
    edited June 2014
    Since the new crafting system is now on Tribble, why not add an input box to the Drozana Station test console so we can at least quickly get what we need? Oh, and while you're at it, why not add the 8472 Counter-command rep input box that I've been pestering you about?
  • artan42artan42 Member Posts: 10,450 Bug Hunter
    edited June 2014
    toiva wrote: »
    M/AM warp cores and Singularity warp cores are never counted as two separate pieces. Either way you can't equip both.

    Yeah I forgot about that. Though it could be a description mistake.
    22762792376_ac7c992b7c_o.png
    Norway and Yeager dammit... I still want my Typhoon and Jupiter though.
    JJ Trek The Kelvin Timeline is just Trek and it's fully canon... get over it. But I still prefer TAR.

    #TASforSTO


    '...I can tell you that we're not in the military and that we intend no harm to the whales.' Kirk: The Voyage Home
    'Starfleet is not a military organisation. Its purpose is exploration.' Picard: Peak Performance
    'This is clearly a military operation. Is that what we are now? Because I thought we were explorers!' Scotty: Into Darkness
    '...The Federation. Starfleet. We're not a military agency.' Scotty: Beyond
    'I'm not a soldier anymore. I'm an engineer.' Miles O'Brien: Empok Nor
    '...Starfleet could use you... It's a peacekeeping and humanitarian armada...' Admiral Pike: Star Trek

    Get the Forums Enhancement Extension!
  • sharpie65sharpie65 Member Posts: 679 Arc User
    edited June 2014
    Does anybody have any idea as to what the Catalyst items/DOffs are?
    MXeSfqV.jpg
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited June 2014
    Nope, nothing yet.

    And the aegis is bugged. It just lists the six parts as shields, shields, deflector, deflector, engine, engine.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • tanagerstanagers Member Posts: 4 Arc User
    edited June 2014
    Been testing the new system. It's clear a lot of effort and thought went into it, and all the bashing is very unkind (not to mention unhelpful). So I just want to say I am very grateful that crafting is finally getting some attention and a much needed overhaul. The extra storage space is nice!

    That said, I have a couple comments:

    * Please bring back Memory Alpha! It's a nice bit of TOS canon. Even tho there won't be a need for crafting tables, a place for crafters to go to talk in zone while crafting with others who are crafting is nice. (I know it's painfully silent now most of the time, but that's mostly cuz so few craft.)

    * I know the doff UI is a work in progress - just wanted to comment that I don't see any way to display the entire roster while choosing doffs to assign. It just displays the top 3. This is probly fine most of the time, but for birds, monkeys, epohhs... I want to choose certain doffs at certain times in the pet's life cycle. Not always the best ones are needed. For example it's a bit of a waste to use a purple doff to hatch an egg, since there is no crit chance and 0 fail chance. And it's also wasteful to use purple doff on a pet that has already mutated. Also some missions I care more about the crit reward than others, and reserve my purples for those.

    *EDIT* Aha - found it! Nevermind!

    * Please... could we get something craftable that is not weapons or armor? I know most of the playerbase is into gearing up and shooting things, but there are a lot of other things that could be crafted that don't involve phaserfire. It would make me very happy :P

    * I don't suppose a crafting Tribble for a test weekend is in the works?
  • jengozjengoz Member Posts: 0 Arc User
    edited June 2014
    sharpie65 wrote: »
    Does anybody have any idea as to what the Catalyst items/DOffs are?

    if like CO, they are a Zen store item that will improve your crit chance.


    So to be good at crafting, it will take time to find mats then dil, and catalyst from the store.
    "Star Trek Online is powered by the most abundant resource in the galaxy . . . Gullibility"
  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited June 2014
    captaind3 wrote: »
    After getting to play around with this a little bit...

    Well it certainly has a steep learning curve. Memory Alpha should come back as a pure training ground. My Tribble character has the full maxed out trace inventory of my main character, but I'm finding myself completely uncertain about trading in my trace collection because I don't know what the hell I'm doing. It feels....a little counter-intuitive.

    For those having issues with manually converting traces, which is a form of madness in my eyes but I kind of get it since unlike something like turning in commodities for Fleet Credits there's no uniform output but instead random "drops" for lack of a better phrase, the trick someone put me on to while buying torpedo launchers for Fleet projects work. Hold Ctrl while pressing buy and the it skips the confirmation prompt. I would strongly recommend cranking the size on the particle traces in the trace to component exchange screen as many of us short hand them based on their icon. I'm hoping that this is one of the changes that was supposed to be in today's build.

    Even then that's gonna take a while.

    I can't tell you how jarring and uncomfortable the new DOFF assignment window is in concise words. I get why the new interface works with the R&D missions, but why did you have to change the normal assignments? You mean to tell me the DOFF interface can only handle one arrangement? This version feels...cumbersome. It looks like you guys were attempting to address certain issues that people who have 200+ Doffs have trying to scroll through their whole list to find the best DOFF. It could just be how foreign it is going from the compact vertically oriented HUD that we've had for over two years to this horizontal version with seemingly less information per square inch so to speak, outside of R&D it's very spread out.

    I don't know how I feel about the separate R&D inventory next to the bank and assets. A request in that can you make it so that it loops back around? That way from inventory I can press the left arrow and go straight to assets instead of having to tab through R&D or widen my inventory window.

    And why is the Aegis set listed as being part of a six piece set?


    I agree with Bread and Circuses, there was no point or desire for normalizing the prices of the space equipment across the board, or if there is I don't see it at all.



    No worries. You guys get your rest and come back fully energized to jump back into this next week bright eyed and bushy tailed.

    My main has 400+ doffs, mostly purples with a couple unusual greens and the rest blue. I have no issue finding the doffs I need for the projects thanks to the filters on the current Doff UI.

    The new UI is at least capable of picking purples with crit chance traits, which is a step up from the live version but that is about the only thing I can find good about it. Its too large, takes up 1/3 the screen, has less information and has a HUGE amount of wasted space. It appears that they tried to force the doff UI to match the size of the crafting UI. The crafting UI looks like it was designed by someone who does mobile phone apps in their previous job and does not understand proper design for a computer interface. I'm sure it would look lovely on a tablet but its not something that belongs in a MMO.

    After some time to think about the new UI and crafting my response is:

    No.
  • sharpie65sharpie65 Member Posts: 679 Arc User
    edited June 2014
    tanagers wrote: »
    * Please bring back Memory Alpha! It's a nice bit of TOS canon. Even tho there won't be a need for crafting tables, a place for crafters to go to talk in zone while crafting with others who are crafting is nice. (I know it's painfully silent now most of the time, but that's mostly cuz so few craft.)

    I think the devs have taken MA down to give it a facelift and bring it in line with ESD (or whatever reason).
    tanagers wrote: »
    * Please... could we get something craftable that is not weapons or armor? I know most of the playerbase is into gearing up and shooting things, but there are a lot of other things that could be crafted that don't involve phaserfire. It would make me very happy :P

    +1 to this.
    MXeSfqV.jpg
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2014
    I'm wondering, since this will probably be a try again patch next week...did this patch actually introduce the VR mats and the Catalysts?
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited June 2014
    OK critical flaw in the DOFF system.

    I defies any common sense why you would do this. When you pull up the DOFF select screen for an assignment it doesn't display their traits. After years of displaying the traits I actually have to open a separate information window to see their traits. THIS IS TERRIBLE. Why in God's name would you add steps to the simple process of looking at information, it's stupid. Also the horizontal display when you're looking at the assignment list, if there is a large number of inputs, it will go out of its section of the window and you have to widen the window to see and there's no scroll option in the frame itself.

    Finally, changing out a Doff for an assignment for some reason greys out the start assignment button in both the Assignments and R&D.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited June 2014
    No it means this: http://sto-forum.perfectworld.com/showthread.php?t=1148651

    The EC Value listed in the bottom right corner of an item's tooltip is being changed. This only affects how much EC you'll get if you discard or sell it to a vendor (or if you're buying white mk IX entry-level gear from a starbase shipyard) and has nothing to do with how much it costs to actually buy the item from the Reputation or Fleet store. (Although separately Hawk said there may be a bug with the dilithium pricing in the Rep/Fleet stores being too high right now that he was going to investigate.)

    Well, at least they aren't intentionally monkeying with actual item costs... after all, there isn't an EC vendor in the game that gives anything other than low quality stuff. Still, based on your own test (and my looking over the normalized prices) it does look like a nerf to EC generation; the only prices that went up are the Space Weapons. Current Exchange rates are indeed symptomatic of too much EC generation relative to the EC sinks, but cutting the EC generation is the wrong way of balancing this. I say that because cutting supply at this point does nothing to the amount of EC's already floating around the economy, it just cuts the amount being added in at this point on.

    Funny part is, that Finish Now option that I have absolutely no intention of using (even if the timer itself exists as a huge disincentive to bother crafting in the first place) would have been a great place to add in an "optional" EC sink rather than an additional dilithium sink on top of spending dilithium on gamblecrafting. Considering the entire point of a F2P model is microtransactions, having such high dilithium costs on pure chance really damages the potential earnings the crafting revamp could have provided to the company. Of course, that's just my two cents, but with this build/structure I'm actually less happy with the new crafting system than the old one. "Less happy" does not adequately describe my opinion of the doffing UI changes...

    [EDIT] Never mind, apparently the dilithium costs for weapons are going to be changed as well, according to the Priority One Podcast... not so okay with the "normalization" now since it drives up the cost of adjusting payload. TRIBBLE. :(
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • happyhappyj0yj0yhappyhappyj0yj0y Member Posts: 699 Arc User
    edited June 2014
    artan42 wrote: »
    Aegis Shield, Engine, Deflector, Secondary Deflector, Warp Core, Singularity Core.

    I hope anyway.

    Kinda screws non-science vessels out of a set bonus...
  • onyxmonolithonyxmonolith Member Posts: 0 Arc User
    edited June 2014
    Double post
  • onyxmonolithonyxmonolith Member Posts: 0 Arc User
    edited June 2014
    tanagers wrote: »
    Been testing the new system. It's clear a lot of effort and thought went into it, and all the bashing is very unkind (not to mention unhelpful). So I just want to say I am very grateful that crafting is finally getting some attention and a much needed overhaul. The extra storage space is nice!

    That said, I have a couple comments:

    * Please bring back Memory Alpha! It's a nice bit of TOS canon. Even tho there won't be a need for crafting tables, a place for crafters to go to talk in zone while crafting with others who are crafting is nice. (I know it's painfully silent now most of the time, but that's mostly cuz so few craft.)

    * I know the doff UI is a work in progress - just wanted to comment that I don't see any way to display the entire roster while choosing doffs to assign. It just displays the top 3. This is probly fine most of the time, but for birds, monkeys, epohhs... I want to choose certain doffs at certain times in the pet's life cycle. Not always the best ones are needed. For example it's a bit of a waste to use a purple doff to hatch an egg, since there is no crit chance and 0 fail chance. And it's also wasteful to use purple doff on a pet that has already mutated. Also some missions I care more about the crit reward than others, and reserve my purples for those.

    *EDIT* Aha - found it! Nevermind!

    * Please... could we get something craftable that is not weapons or armor? I know most of the playerbase is into gearing up and shooting things, but there are a lot of other things that could be crafted that don't involve phaserfire. It would make me very happy :P

    * I don't suppose a crafting Tribble for a test weekend is in the works?

    Absolutely wrong. While something is on the test server is ABSOLUTELY the time that the criticism of it needs to be completely uncensored and delivered in absolutely no uncertain terms. If these developers did not hear how MUCH these changes are loathed during this period of time, when they drive game activity down, (which they will), they could just write them off as typical 'forum whining' or 'game players fear of change.' They need to understand that they are effectively ruining the one portion of their game that was designed well, while simultaneously putting a lot of work into a crafting system that will not be used because of randomization and cost, and trying to incentivize using that system not by bothering to make it desirable in any real way, but by RAISING THE PRICES of what we already have. These reactions need to be UNKIND, because, in a nutshell, they are being more than UNKIND to a player base that has been extremely tolerant of them over the last year.
  • phantomeightphantomeight Member Posts: 567 Bug Hunter
    edited June 2014
    Kinda screws non-science vessels out of a set bonus...

    Perhaps the set bonus that comes with that piece is science ship specific? That would make sense no?
    join Date: Sep 2009 - I want my changeling lava lamp!
  • cryhavok101cryhavok101 Member Posts: 27 Arc User
    edited June 2014
    Things I like:
    1-Having all damage types available is excellent.
    2-Being able to craft anywhere you are at rather than having to travel someplace to craft is very nice.
    3-Having crafting mats stored somewhere other than normal inventory space is great.

    Things I don't like:
    1-This crafting is not as simple, straight forward, and easy as the previous system.
    2-The interface to trade old crafting materials for new ones only allows you to trade a single old one at a time. This would literally take many hours to convert their old materials into new ones. This is very frustrating.
    3-Only being able to create random modifiers on weapons makes this rather undesirable.
    4-Having the quality of the weapon decided randomly makes this system even more undesirable.

    Suggestions for the things I don't like:
    2-Allow mass quantities of old materials to be traded.
    3&4-Let us pick modifiers and quality.

    Suggestions in general:
    -Add melee weapons (sword, batleth, lirpa,... maybe even energy whip) to the ground weapons that can be crafted.
    -Put the items (like beam arrays) at the top of the list rather than the components (like targeting interface). This is to make it easier to check which components are needed to craft a specific item.
    -Add in consumable items like grenades, combat pets, etc.
    -Add in cosmetic items for both ground and space.
    -add in 2 R&D only hangers, different for each faction, one fighter, one frigate (with the frigate being only equipable on ships with two hangar bays and dreadnaughts).
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited June 2014
    Things I like:
    1-Having all damage types available is excellent.
    2-Being able to craft anywhere you are at rather than having to travel someplace to craft is very nice.
    3-Having crafting mats stored somewhere other than normal inventory space is great.

    Things I don't like:
    1-This crafting is not as simple, straight forward, and easy as the previous system.
    2-The interface to trade old crafting materials for new ones only allows you to trade a single old one at a time. This would literally take many hours to convert their old materials into new ones. This is very frustrating.
    3-Only being able to create random modifiers on weapons makes this rather undesirable.
    4-Having the quality of the weapon decided randomly makes this system even more undesirable.

    Suggestions for the things I don't like:
    2-Allow mass quantities of old materials to be traded.
    3&4-Let us pick modifiers and quality.

    Suggestions in general:
    -Add melee weapons (sword, batleth, lirpa,... maybe even energy whip) to the ground weapons that can be crafted.
    -Put the items (like beam arrays) at the top of the list rather than the components (like targeting interface). This is to make it easier to check which components are needed to craft a specific item.
    -Add in consumable items like grenades, combat pets, etc.
    -Add in cosmetic items for both ground and space.

    Complexity isn't a bad thing if it allows you to control the outcomes.

    They said that the higher the level the more there's certainty for blue and purple outcomes, but frankly we just haven't had the opportunity to test that. Having maximum skill in crafting should grant a general absolute certainty of outcome. This isn't the powered alien artifact assignment where you're TRIBBLE around with alien technology and have only half a clue what you're doing and no idea whether it's going to blow up. You are constructing known technology. Every engineer in Starfleet should be able to competently assemble a phaser array if he has all the components. Trip Tucker installed Phase Cannons on short notice with no Starbase. TONY STARK BUILT THIS IN A CAVE! WITH A BOX OF SCRAPS! Not actually knowing what the outcome is going to be when you're building it makes no sense. They're building a part that they went to Starfleet Academy to learn how to build, then they should have certainty. I can't see any Starfleet officer, self respecting Klingon engineer, or hard scrabble Romulan soldier building something and not being certain of the quality. It just seems weird.

    -add in 2 R&D only hangers, different for each faction, one fighter, one frigate (with the frigate being only equipable on ships with two hangar bays and dreadnaughts).

    A Galaxy is not big enough to carry a Miranda class.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
  • happyhappyj0yj0yhappyhappyj0yj0y Member Posts: 699 Arc User
    edited June 2014
    Perhaps the set bonus that comes with that piece is science ship specific? That would make sense no?

    Not really, because that's still an extra bonus other ships don't get along side the bonus of the Secondary Deflector which should be a significant enough bonus on its own. So either the extra bonus is unbalanced, or the Secondary Deflector needs to be buffed.
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