Is there going to be anything remotely appealing about 9.5 or is this update just going to be the crafting revamp?
I appreciate you guys are working on the crafting system but to be honest, I'm not a big crafter. This system you are proposing (even in it's early stage) doesn't change that, in fact as it is on tribble, I'll avoid it like the plague.
Once again, anything else on target for 9.5 or should I just wait it out until E2?
In our three-part blog, System Designer Jeff AdjudicatorHawk Hamilton shares more information about the new schools captains can take part in with crafting update coming soon! Read more details about how the schools function in the latest entry of the Season 9 News Dev Blog series.
Didn't we already know everything in that? Bit of a pointless blog!
Not everyone follows the Tribble patch notes, or the dev tracker. Some people don't even follow these dev blogs, you'd be surprised at how little of the STO playerbase actually uses these forums.
I am wondering what this new system means for the alien artifacts and creating consoles from them?
They'll remain as-is in the Duty Officer system. It's a bit more arcane to make a console that way, but more fun for players who prefer the Duty Officer system over a Crafting system.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
They'll remain as-is in the Duty Officer system. It's a bit more arcane to make a console that way, but more fun for players who prefer the Duty Officer system over a Crafting system.
Empowering the Alien Device is going to have to change since the particle traces are going away ... after that I suppose it could remain the same. Slightly more random than the crafting system currently in testing, but not by much.
How's the feedback slog going, by the way? We're dying to hear from you over there.
And if the tech is in the works, then why won't they just postpone the release of S9,5 till it's all finished and ready?
Oh yeah, because they've got their arbitrary deadlines and tend to release unfinished content just to have something to market and monetize.
D'Angelo said a good while ago, think it was the Season 8.5 launch, that to do the crafting system properly would take a few seasons to fully get sorted out. That was back then so it is hardly a surprise that this is the case.
Ten soldiers wisely led will beat a hundred without a head. - Euripides
I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
Geko stated in the recent episode of Priority One that crafting specific items with modifiers will come in the future, just not with 9.5.
Not everyone follows the Tribble patch notes, or the dev tracker. Some people don't even follow these dev blogs, you'd be surprised at how little of the STO playerbase actually uses these forums.
Geko also stated:
- Secondary deflectors to all science ships
Tacofangs stated the addition of Club 47 sometime after Season 9. It's pretty clear, that that "sometime" is not Season 9.5. Maybe not even "Expansion 2".
Mr Stahl was notorious at promising all sorts of things, many of which never came to existence. Actions prove more to me than mere words. At this point, Geko, Taco and the rest of Cryptic could tell me, the "Sky is blue" and I'd still not believe it. The "new and improved" monetized crafting system, will see no usage from me. All my characters that I care about, are max level and decked out in Fleet gear. With the crafting system not being equal or greater to Fleet gear, there's simply no need for it in my situation. And the fact that they are purposely "nerfing" the only working system they have (Duty Officers), makes matter worse.
Add to that, the entire removal of the "Exploration Clusters", basically removes any semblance of calling this a Star Trek game. Wasn't Exploration one of it's primary draws, compared to the likes of oh I dunno, Star Wars etc?
Since we've not even seen what exactly the catalysts will do, How to obtain them or what boosts to chance they give yet
Can you all stop blowing the gamble chance horn at this early stage of release, Its as if some people revel in spreading negative misinformation for the sake of it
These are the Voyages on the STO forum, the final frontier. Our continuing mission: to explore Pretentious Posts, to seek out new Overreactions and Misinformation , to boldly experience Cynicism like no man has before.......
If this is *ANYTHING* Like the Neverwinter crafting "Professions" I'm all-in. THAT is a great crafting system. The old STO crafting system (all the way back to launch) just plain... well, sucks. The Neverwinter Professions system is awesome.
Based on this blog post it appears the be a similar system (albeit different names and description, but mechanically the same). This is awesome news.
In our three-part blog, System Designer Jeff AdjudicatorHawk Hamilton shares more information about the new schools captains can take part in with crafting update coming soon! Read more details about how the schools function in the latest entry of the Season 9 News Dev Blog series.
If this is *ANYTHING* Like the Neverwinter crafting "Professions" I'm all-in. THAT is a great crafting system. The old STO crafting system (all the way back to launch) just plain... well, sucks. The Neverwinter Professions system is awesome.
Based on this blog post it appears the be a similar system (albeit different names and description, but mechanically the same). This is awesome news.
It would feel identical to Neverwinter's system if Neverwinter's system charged you Astral Diamonds to craft something and if you wanted to create a green +6 weapon, you might get anything from a white +6 up to a purple +6.
Grind up the ability to have a "chance" for purple gear? Also this chance will cost Dilithium for each said gear. No thank you, I'll stick to rep gear that will "know" we get for our Dilithium.
Also, what will happen to the my characters that already have max crafting? I did the work, I paid for the resources and grinded for the materials. Will the new system reflect the work my characters did already? Also the gear crafted, I assume they will not be bound to the character just like the old system?
I am sorry if this question was asked already I skimmed over the post so far so I may have missed it. Question is what about us old heads that maxed out on the old system? Do we start the grid all over again?
All this complaining about the monetization of a system in a f2p game is pointless. They have to make money. Period. You may now bury that dead horse. If you don't like the system then don't use it, and move on.
And those who are complaining about the removal of the clusters, and exploration, the supposed "core" of Star Trek, exploration was removed from Star Trek long before STO. Did anyone even watch DS9?
All this complaining about the monetization of a system in a f2p game is pointless. They have to make money. Period. You may now bury that dead horse. If you don't like the system then don't use it, and move on.
And those who are complaining about the removal of the clusters, and exploration, the supposed "core" of Star Trek, exploration was removed from Star Trek long before STO. Did anyone even watch DS9?
Did anyone even watch VOY? Or ENT? Or the previous 2 shows, TOS and TNG?
All 4 of which involved a great deal of exploration. Not just the place-to-place exploration of new star systems, and new species. But the exploration of the human condition. Of what it means to be Human. Of wanting to be Human.
The removal of the Star Clusters (which is obvious, since it was "easy and free access to crafting materials", and you can't have that in a monetized system), is the removal of a large part of what has been at the core of Star Trek since it's inception in 1966. Hell, even DS9 had a large part of exploration, even if it didn't involve new star systems as frequently as the other shows.
All this complaining about the monetization of a system in a f2p game is pointless. They have to make money. Period. You may now bury that dead horse. If you don't like the system then don't use it, and move on.
And those who are complaining about the removal of the clusters, and exploration, the supposed "core" of Star Trek, exploration was removed from Star Trek long before STO. Did anyone even watch DS9?
I don't think most are debating the dilithium cost (there are a few) but rather the random chance of any quality gear AND the dilithium cost. The system should recognize that with dilithium cost, purple doff, and level appropriate school, etc that you should be nearly guaranteed a purple item maybe not the procs you want (procs are coming later) but at least the right quality.
I liked the clusters because it was something different from all the other grinds we do everyday not so much that they were great missions. These clusters were supposed to represent the fringes of unexplored space in the game and a place to explore even if it was somewhat repetitive at times. I think the bigger reason for them going away is anomaly farming which is why it has to go now before a replacement is ready. Why else would it be tied to the crafting update? They want players playing episodes and PvEs.
Gold Sub since March 2010
Lifetime Sub since June 2010
I could be completely off base here, but with the current system, can't one character craft something and trade/sell it to anyone else? The items aren't bound until equipped, aren't they?
Am I going to be able to have one alt be a crafter and just dump all the resources on them to craft things for everyone else? Or am I going to have to have all my alts become crafters if it turns out there is something useful that they could use somewhere down the line with this new system?
If one alt can be a crafter for everyone else, I might be good with that. If it's a case of if an alt wants something, level them up or go without, then I'll likely pass.
I've looked around to see but with all the doom and gloom it's tough. If this has already been answered I apologize, I probably skimmed right over that kind of detail with all the long DOOOOOM! posts on the subject.
Hello. My name is iamynaught and I am an altaholic.
I liked the clusters because it was something different from all the other grinds we do everyday not so much that they were great missions. These clusters were supposed to represent the fringes of unexplored space in the game and a place to explore even if it was somewhat repetitive at times. I think the bigger reason for them going away is anomaly farming which is why it has to go now before a replacement is ready. Why else would it be tied to the crafting update? They want players playing episodes and PvEs.
I consider clusters to be PvE. I only play them occasionally now, but it's nice once in a while. Good contrast to hack and slash all the time.
No information at all to those that currently have maxed out crafters both kdf and fed. I did that darn leveling progress when it first came out so I EXPECT that with the new sytem I get acknowledged for it...
I could be completely off base here, but with the current system, can't one character craft something and trade/sell it to anyone else? The items aren't bound until equipped, aren't they?
Am I going to be able to have one alt be a crafter and just dump all the resources on them to craft things for everyone else? Or am I going to have to have all my alts become crafters if it turns out there is something useful that they could use somewhere down the line with this new system?
If one alt can be a crafter for everyone else, I might be good with that. If it's a case of if an alt wants something, level them up or go without, then I'll likely pass.
I've looked around to see but with all the doom and gloom it's tough. If this has already been answered I apologize, I probably skimmed right over that kind of detail with all the long DOOOOOM! posts on the subject.
Far as I know the items are tradeable , and you could easily have a Crafting toon if you wanted
HOWEVER there is some talk about modifying your existing gear further down the line, this might be a problem as upgrading a bound item is probably going to require hefty crafting skill
(I'm fairly sure crafted Items are tradable at least, if anyone knows for sure that this is incorrect, correct me and i'll remove the offending misinformation)
These are the Voyages on the STO forum, the final frontier. Our continuing mission: to explore Pretentious Posts, to seek out new Overreactions and Misinformation , to boldly experience Cynicism like no man has before.......
Far as I know the items are tradeable , and you could easily have a Crafting toon if you wanted
HOWEVER there is some talk about modifying your existing gear further down the line, this might be a problem as upgrading a bound item is probably going to require hefty crafting skill
(I'm fairly sure crafted Items are tradable at least, if anyone knows for sure that this is incorrect, correct me and i'll remove the offending misinformation)
Items are still Bound on Equip, so they're still tradable.
From what I've seen so far, it looks like it will be yet another grind to get to the highest levels of crafting for each category, just for the CHANCE to get a very rare Mk XII item, with random modifiers that could turn out to be nothing more than vendor trash.
If you're going to allow us to make Very Rare Mk XII items, then you should allow us to pick which modifiers we want too, as long as we get the the highest crafting level, of course. Otherwise, I'd be better off taking my chances with random loot and reputation rewards.
A revamp to crafting means that you have to make it unique, and worthwhile to those of us who already have some of the most powerful ships. New item modifiers (like Arc increases or anti-Borg damage), new appearances for crafted items, maybe even uniforms that can only be obtained through tracking down rare components. I've heard recently that there are new sets of MACO/Omega/HG armor (with new appearances for the tailor) that will only be available through crafting. GREAT! Now expand on that, more exclusive stuff! I want this to be worth our time.
I will wait to see it live and get a full look at it. Then see how it has potential and can benefit me. Since I don't play many hours per week. I have to really look at it, to see if I want to waste time and resources to use it. Specially with it requiring Dil as well. Since I rarely hit the Dil cap on my characters. This is will really have to be looked over before I commit to it.
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
I could be completely off base here, but with the current system, can't one character craft something and trade/sell it to anyone else? The items aren't bound until equipped, aren't they?
Yes, all crafted gear is tradeable.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
I have a feeling the exploration clusters are being removed because they are one of the easiest ways to grab a large amount of samples etc, and we can't have that with a new grind around the corner.
That's really not why. I've seen this conspiratorial thought creep up in just about every post on materials. They're removed because they drastically lower the quality of the game for new players who encounter them without knowing "Oh, those missions are 'special'" - and because they drastically increase the game's install size for new players, which prevents hundreds of players each month from even trying out the game in the first place.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Comments
I appreciate you guys are working on the crafting system but to be honest, I'm not a big crafter. This system you are proposing (even in it's early stage) doesn't change that, in fact as it is on tribble, I'll avoid it like the plague.
Once again, anything else on target for 9.5 or should I just wait it out until E2?
Link to the blog.
~LaughingTrendy
Not everyone follows the Tribble patch notes, or the dev tracker. Some people don't even follow these dev blogs, you'd be surprised at how little of the STO playerbase actually uses these forums.
Seriously, though. I like what I'm hearing so far in regards to crafting.
They'll remain as-is in the Duty Officer system. It's a bit more arcane to make a console that way, but more fun for players who prefer the Duty Officer system over a Crafting system.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Empowering the Alien Device is going to have to change since the particle traces are going away ... after that I suppose it could remain the same. Slightly more random than the crafting system currently in testing, but not by much.
How's the feedback slog going, by the way? We're dying to hear from you over there.
D'Angelo said a good while ago, think it was the Season 8.5 launch, that to do the crafting system properly would take a few seasons to fully get sorted out. That was back then so it is hardly a surprise that this is the case.
Geko also stated:
- Secondary deflectors to all science ships
Tacofangs stated the addition of Club 47 sometime after Season 9. It's pretty clear, that that "sometime" is not Season 9.5. Maybe not even "Expansion 2".
Mr Stahl was notorious at promising all sorts of things, many of which never came to existence. Actions prove more to me than mere words. At this point, Geko, Taco and the rest of Cryptic could tell me, the "Sky is blue" and I'd still not believe it. The "new and improved" monetized crafting system, will see no usage from me. All my characters that I care about, are max level and decked out in Fleet gear. With the crafting system not being equal or greater to Fleet gear, there's simply no need for it in my situation. And the fact that they are purposely "nerfing" the only working system they have (Duty Officers), makes matter worse.
Add to that, the entire removal of the "Exploration Clusters", basically removes any semblance of calling this a Star Trek game. Wasn't Exploration one of it's primary draws, compared to the likes of oh I dunno, Star Wars etc?
Can you all stop blowing the gamble chance horn at this early stage of release, Its as if some people revel in spreading negative misinformation for the sake of it
Based on this blog post it appears the be a similar system (albeit different names and description, but mechanically the same). This is awesome news.
It would feel identical to Neverwinter's system if Neverwinter's system charged you Astral Diamonds to craft something and if you wanted to create a green +6 weapon, you might get anything from a white +6 up to a purple +6.
Thx for reading.
Also, what will happen to the my characters that already have max crafting? I did the work, I paid for the resources and grinded for the materials. Will the new system reflect the work my characters did already? Also the gear crafted, I assume they will not be bound to the character just like the old system?
I personly like this new system.
And those who are complaining about the removal of the clusters, and exploration, the supposed "core" of Star Trek, exploration was removed from Star Trek long before STO. Did anyone even watch DS9?
Centurion maximus92
12th Legion, Romulan Republic
12th Fleet
=\/= ================================ =\/=
Did anyone even watch VOY? Or ENT? Or the previous 2 shows, TOS and TNG?
All 4 of which involved a great deal of exploration. Not just the place-to-place exploration of new star systems, and new species. But the exploration of the human condition. Of what it means to be Human. Of wanting to be Human.
The removal of the Star Clusters (which is obvious, since it was "easy and free access to crafting materials", and you can't have that in a monetized system), is the removal of a large part of what has been at the core of Star Trek since it's inception in 1966. Hell, even DS9 had a large part of exploration, even if it didn't involve new star systems as frequently as the other shows.
I don't think most are debating the dilithium cost (there are a few) but rather the random chance of any quality gear AND the dilithium cost. The system should recognize that with dilithium cost, purple doff, and level appropriate school, etc that you should be nearly guaranteed a purple item maybe not the procs you want (procs are coming later) but at least the right quality.
I liked the clusters because it was something different from all the other grinds we do everyday not so much that they were great missions. These clusters were supposed to represent the fringes of unexplored space in the game and a place to explore even if it was somewhat repetitive at times. I think the bigger reason for them going away is anomaly farming which is why it has to go now before a replacement is ready. Why else would it be tied to the crafting update? They want players playing episodes and PvEs.
Lifetime Sub since June 2010
I could be completely off base here, but with the current system, can't one character craft something and trade/sell it to anyone else? The items aren't bound until equipped, aren't they?
Am I going to be able to have one alt be a crafter and just dump all the resources on them to craft things for everyone else? Or am I going to have to have all my alts become crafters if it turns out there is something useful that they could use somewhere down the line with this new system?
If one alt can be a crafter for everyone else, I might be good with that. If it's a case of if an alt wants something, level them up or go without, then I'll likely pass.
I've looked around to see but with all the doom and gloom it's tough. If this has already been answered I apologize, I probably skimmed right over that kind of detail with all the long DOOOOOM! posts on the subject.
Losing faith in humanity, one person at a time.
I consider clusters to be PvE. I only play them occasionally now, but it's nice once in a while. Good contrast to hack and slash all the time.
Far as I know the items are tradeable , and you could easily have a Crafting toon if you wanted
HOWEVER there is some talk about modifying your existing gear further down the line, this might be a problem as upgrading a bound item is probably going to require hefty crafting skill
(I'm fairly sure crafted Items are tradable at least, if anyone knows for sure that this is incorrect, correct me and i'll remove the offending misinformation)
Items are still Bound on Equip, so they're still tradable.
If you're going to allow us to make Very Rare Mk XII items, then you should allow us to pick which modifiers we want too, as long as we get the the highest crafting level, of course. Otherwise, I'd be better off taking my chances with random loot and reputation rewards.
A revamp to crafting means that you have to make it unique, and worthwhile to those of us who already have some of the most powerful ships. New item modifiers (like Arc increases or anti-Borg damage), new appearances for crafted items, maybe even uniforms that can only be obtained through tracking down rare components. I've heard recently that there are new sets of MACO/Omega/HG armor (with new appearances for the tailor) that will only be available through crafting. GREAT! Now expand on that, more exclusive stuff! I want this to be worth our time.
USS Casinghead NCC 92047 launched 2350
Fleet Admiral Stowe - Dominion War Vet.
Yes, all crafted gear is tradeable.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
That's really not why. I've seen this conspiratorial thought creep up in just about every post on materials. They're removed because they drastically lower the quality of the game for new players who encounter them without knowing "Oh, those missions are 'special'" - and because they drastically increase the game's install size for new players, which prevents hundreds of players each month from even trying out the game in the first place.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton