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Official New Crafting System "Research and Development" Feedback Thread

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  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited June 2014
    It's interesting that the size of the weapons is tied to the FX firing.

    Did you guys plan on every officer being six and a half feet tall, which is where about they look normal sized? My character is 5'6", my MACO Battle Rifle is huge.
    miroexin wrote: »
    Yesterday I was really upset so I was not clear. Sorry.

    I know that we are getting a new uniform but I could not care less :)

    But I care about the new crafting system I want to craft.

    There are so many posts like:

    Oh I heard that someone posted that he was listening and that we will be able to make…

    I would love that Cryptic enables posting to players who logged on to Tribble in last 24h.
    It's alright, it's good that you're passionate about crafting, you bring expertise and experience. I tend to not post when upset, for that reason.
    sentinel64 wrote: »
    I took all the old crafting system Anomaly Traces and converted them on Tribble to see how much new Rare (blue) Material I received in the conversion (see attached matrix).

    Of course, the conversion did net a large quantity of common and uncommon material, but the rare material is essential for the mid to high level component and gear. The amount of rare material obtained from existing anomaly traces will determine how much a player will have to grind later in the new crafting progression.

    I had 427 anomaly traces and obtained 112 rare materials after conversion or 26% when comparing quantities based on only old rare types and new rare types (the uncommon and common types obtained are not considered for this experiment).

    https://www.flickr.com/photos/124844784@N05/14323351210/

    Addendum: I noticed that the anomalies identified as uncommon level for new material will always give a good quantity of uncommon (and only uncommon material); so why are trace conversions using this "random reward" system for the material given in return? Use a straightforward rare for rare even if it is a one for one and each type of trace matches with a type of new rare material... just don't rip us off on all the grinding we did for these traces and give us a fraction of the rare material that should be received in the conversion.
    That isn't logical, why would we at least get rare for rare, if this is supposed to be a one to one conversion. Anything less is a blatant rip off.
    I don't want to go too off topic in this thread, but the elite fleet phasers are absolutely gorgeous if you haven't seen them. The stun pistol is by-far the best weapon model in the game. The rifles are properly scaled and beautiful looking. There is currently no combination better than seeing a Starfleet officer wearing the Odyssey uniform and using one of these phasers in a ground mission. They're the 2410 phasers, in my eyes.

    (The KDF elite disruptor compression pistol was a massive disappointment by comparison -- I'd rather have one of the standard models.)

    Agreed. Does anyone know which phaser it is at the store that has that sawed off rifle look? It's like the second or third from the left when you're at the fleet vendor.

    The best looking Klingon weapon in the game is the Honor Guard Pulsewave with the Bat'Leth style bayonet. That looks excellent.
    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"
  • generalmocogeneralmoco Member Posts: 1,634
    edited June 2014
    Hey Jeff I can't seem to remove anomalies from a fleet bank on tribble to test the R&D system, every time I try to remove them from the Fleet Bank I get server not responding causing me to get disconnected...

    more info here: http://sto-forum.perfectworld.com/showthread.php?t=1153251
  • artyfrostartyfrost Member Posts: 0 Arc User
    edited June 2014
    Tested with the system a bit and have to say incredibly disappointed.

    1. As a previous crafter having attained max rank etc I find myself feeling a lil jipped that we don't automatically get the choice to assign bonus exp levels as a "thanks for using the old season, here's a head start for the new one "sort of scheme.

    2. Why was it necessary to rework every crafting material? Phasing out currency to make currency is kind of stupid. I do hope you will have some form of collection tab where you can just deposit all your R&D materials so it doesn't fill our banks again please. Also with conversion PLEASE PLEASE PLEASE make a convert all or 10/50/100/250 options because atm I have about 3k materials to convert.

    3. NO DILITHIUM COSTS! jeezus stop leeching the **** out of the little dilithium we already got, don't you guys realise with the excessive dill costs in rep system stores and projects etc. we are already stretched.

    4. Can we get a clearer technology tree/ or map. Showing what leads to what and what we can research to achieve what outcome.

    5. Queue system so we can assign multiple projects so we don't have to be online to keep assigning new projects.
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited June 2014
    artyfrost wrote: »

    4. Can we get a clearer technology tree/ or map. Showing what leads to what and what we can research to achieve what outcome.
    I hadn't even thought of that. That's brilliant a tech tree would definitely help, along with a tutorial.

    5. Queue system so we can assign multiple projects so we don't have to be online to keep assigning new projects.

    That makes a lot of sense, so we can continue to construct components up to the actual item.
    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"
  • sentinel64sentinel64 Member Posts: 901 Arc User
    edited June 2014
    The update fixed the AEGIS at tier 0 and placed it at tier 15. So all us veteran crafters that had to ability to make the AEGIS set will have to do the grind again or just say farewell to your money making item from crafting.

    The way this system looks and feels right now just makes me want to ignore crafting in this game. The low payoff in progression, heavy need for hard to obtain VR material for worthwhile gear, and the outrageous dil cost on the top-end stuff just says, "Grind forever or pay to play." The EP can say that the costs are lower with the new system, but I have some doubts about any intention to make a crafting system that can be done without any real cash input. Well, we'll have to wait and see what the final version looks like... it can't be worse than what's on Tribble.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2014
    Okay then, I wanted to do another conversion run with the updated conversion (100-slider) to take a look at what I was getting in exchange for my old samples/particles. Didn't pay close attention the first time I did it...

    Radiation Sample (T1 Energy)

    1159 Common converted to:

    Duranium - 570
    Hydrazine Gas - 622
    Magnesite - 524
    Trionium Gas - 602

    Mineral Sample (T1 Physical)

    647 Common converted to:

    Duranium - 282
    Hydrazine Gas - 322
    Magnesite - 334
    Trionium Gas - 356

    Alien Artifacts (T1 Technological)

    929 Common converted to:

    Duranium - 482
    Hydrazine Gas - 470
    Magnesite - 486
    Trionium Gas - 420

    Antimatter Sample (T2 Energy)

    1744 Common converted to:

    Duranium - 838
    Hydrazine Gas - 904
    Magnesite - 808
    Trionium Gas - 938

    Biological Sample (T2 Physical)

    1500 Common converted to:

    Duranium - 790
    Hydrazine Gas - 708
    Magnesite - 724
    Trionium Gas - 778

    Unknown Alloy (T2 Technological)

    1500 Common converted to:

    Duranium - 716
    Hydrazine Gas - 746
    Magnesite - 776
    Trionium Gas - 762

    Tetryon Particle (T3 Energy)

    1581 Common converted to:

    Duranium - 802
    Hydrazine Gas - 768
    Magnesite - 754
    Trionium Gas - 838

    Plasma Sample (T3 Physical)

    1451 Common converted to:

    Duranium - 744
    Hydrazine Gas - 654
    Magnesite - 754
    Trionium Gas - 750

    Encoded Data (T3 Technological)

    1522 Common converted to:

    Duranium - 780
    Hydrazine Gas - 762
    Magnesite - 754
    Trionium Gas - 748

    Methogenic Particle (T4 Energy)

    2073 Uncommon converted to:

    Hexaflourine Gas - 982
    Thoron Particle - 1032
    Tritanium - 1104
    Verteron Particle - 1028

    DNA Sequence (T4 Physical)

    1346 Uncommon converted to:

    Hexaflourine Gas - 684
    Thoron Particle - 682
    Tritanium - 716
    Verteron Particle - 610

    Genetic Sequencer (T4 Technological)

    1704 Uncommon converted to:

    Hexaflourine Gas - 884
    Thoron Particle - 890
    Tritanium - 836
    Verteron Particle - 798

    Tachyon Wave Signature (T5 Energy)

    1738 Uncommon converted to:

    Hexaflourine Gas - 904
    Thoron Particle - 900
    Tritanium - 846
    Verteron Particle - 826

    Exobiological Data (T5 Physical)

    1706 Uncommon converted to:

    Hexaflourine Gas - 882
    Thoron Particle - 828
    Tritanium - 820
    Verteron Particle - 882

    Photonic Technology (T5 Technological)

    1932 Uncommon converted to:

    Hexaflourine Gas - 958
    Thoron Particle - 1030
    Tritanium - 962
    Verteron Particle - 914

    Chronometric Wave Signature (T6 Energy)

    1403 Uncommon converted to:

    Hexaflourine Gas - 670
    Thoron Particle - 658
    Tritanium - 726
    Verteron Particle - 752

    Unidentified Substance (T6 Physical)

    1429 Uncommon converted to:

    Hexaflourine Gas - 752
    Thoron Particle - 706
    Tritanium - 652
    Verteron Particle - 748

    Technical Schematic (T6 Technological)

    1431 Uncommon converted to:

    Hexaflourine Gas - 732
    Thoron Particle - 658
    Tritanium - 696
    Verteron Particle - 776

    Antithoron Particle Trace

    146 Random converted to:

    Duranium - 44
    Hydrazine Gas - 48
    Magnesite - 64
    Trionium Gas - 32

    Hexaflourine Gas - 57
    Thoron Particle - 30
    Tritanium - 45
    Verteron Particle - 45

    Beta-Tachyon Particle - 5
    Rubidium - 9
    Tetrazine Gas - 12
    Z-Particle - 14

    Anyon Particle Trace

    169 Random converted to:

    Duranium - 44
    Hydrazine Gas - 40
    Magnesite - 16
    Trionium Gas - 16

    Hexaflourine Gas - 75
    Thoron Particle - 69
    Tritanium - 93
    Verteron Particle - 48

    Beta-Tachyon Particle - 16
    Rubidium - 11
    Tetrazine Gas - 11
    Z-Particle - 7

    Beta-Tachyon Particle Trace

    147 Random converted to:

    Duranium - 44
    Hydrazine Gas - 44
    Magnesite - 40
    Trionium Gas - 16

    Hexaflourine Gas - 60
    Thoron Particle - 57
    Tritanium - 54
    Verteron Particle - 66

    Beta-Tachyon Particle - 8
    Rubidium - 7
    Tetrazine Gas - 9
    Z-Particle - 8

    Chronometric Particle Trace

    169 Random converted to:

    Duranium - 52
    Hydrazine Gas - 40
    Magnesite - 56
    Trionium Gas - 20

    Hexaflourine Gas - 84
    Thoron Particle - 66
    Tritanium - 63
    Verteron Particle - 48

    Beta-Tachyon Particle - 12
    Rubidium - 10
    Tetrazine Gas - 10
    Z-Particle - 8

    Dekyon Particle Trace

    189 Random converted to:

    Duranium - 40
    Hydrazine Gas - 44
    Magnesite - 52
    Trionium Gas - 32

    Hexaflourine Gas - 75
    Thoron Particle - 39
    Tritanium - 93
    Verteron Particle - 51

    Beta-Tachyon Particle - 15
    Rubidium - 21
    Tetrazine Gas - 15
    Z-Particle - 10

    Duderon Particle Trace

    164 Random converted to:

    Duranium - 52
    Hydrazine Gas - 56
    Magnesite - 68
    Trionium Gas - 36

    Hexaflourine Gas - 69
    Thoron Particle - 54
    Tritanium - 57
    Verteron Particle - 57

    Beta-Tachyon Particle - 11
    Rubidium - 6
    Tetrazine Gas - 7
    Z-Particle - 8

    Methogenic Particle Trace

    188 Random converted to:

    Duranium - 24
    Hydrazine Gas - 48
    Magnesite - 52
    Trionium Gas - 28

    Hexaflourine Gas - 81
    Thoron Particle - 45
    Tritanium - 99
    Verteron Particle - 51

    Beta-Tachyon Particle - 11
    Rubidium - 19
    Tetrazine Gas - 18
    Z-Particle - 10

    Metreon Particle Trace

    162 Random converted to:

    Duranium - 40
    Hydrazine Gas - 56
    Magnesite - 36
    Trionium Gas - 44

    Hexaflourine Gas - 60
    Thoron Particle - 57
    Tritanium - 39
    Verteron Particle - 54

    Beta-Tachyon Particle - 13
    Rubidium - 11
    Tetrazine Gas - 11
    Z-Particle - 13

    Trianium Particle Trace

    158 Random converted to:

    Duranium - 56
    Hydrazine Gas - 48
    Magnesite - 40
    Trionium Gas - 40

    Hexaflourine Gas - 51
    Thoron Particle - 60
    Tritanium - 60
    Verteron Particle - 51

    Beta-Tachyon Particle - 10
    Rubidium - 8
    Tetrazine Gas - 9
    Z-Particle - 11

    Vertion Particle Trace

    171 Random converted to:

    Duranium - 52
    Hydrazine Gas - 56
    Magnesite - 24
    Trionium Gas - 16

    Hexaflourine Gas - 81
    Thoron Particle - 72
    Tritanium - 78
    Verteron Particle - 54

    Beta-Tachyon Particle - 11
    Rubidium - 9
    Tetrazine Gas - 10
    Z-Particle - 9

    - - - - - - - - - - - - - - -
    TLDR Can Start Here
    - - - - - - - - - - - - - - -


    So we had a total of 12033 Common old mats that converted to...

    Duranium - 6004
    Hydrazine Gas - 5956
    Magnesite - 5914
    Trionium Gas - 6192

    ...for a total of 24066 Common new mats.

    And we had a total of 14762 Uncommon old mats that converted to...

    Hexaflourine Gas - 7458
    Thoron Particle - 7384
    Tritanium - 7358
    Verteron Particle - 7334

    ...for a total of 29534 Uncommon new mats.

    - - - - - - - - - - - - - - -

    Then there were the Particle Traces...meh.

    Where we had 1663 Random converted to...

    Duranium - 448
    Hydrazine Gas - 480
    Magnesite - 448
    Trionium Gas - 280

    Hexaflourine Gas - 693
    Thoron Particle - 549
    Tritanium - 681
    Verteron Particle - 525

    Beta-Tachyon Particle - 112
    Rubidium - 111
    Tetrazine Gas - 112
    Z-Particle - 98

    ...for a total of:

    Common - 1656
    Uncommon - 2448
    Rare - 433
    Total - 4537

    36.5% Common, 54% Uncommon, 9.5% Rare

    - - - - - - - - - -
    Quickie TLDR
    - - - - - - - - - -


    12033 T1-T3 Samples, 14762 T4-T6 Samples, and 1663 Particles became...

    Common - 25722
    Uncommon - 31982
    Rare - 433
  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited June 2014
    Okay then, I wanted to do another conversion run with the updated conversion (100-slider) to take a look at what I was getting in exchange for my old samples/particles. Didn't pay close attention the first time I did it...

    Alright the fact that the particle traces are converting to Common and Uncommon materials in the new system is very disconcerting. Rare for rare. Please re-adjust the tables. This completely renders any previous time and effort we have put into the game a lot less worthy. We have already had this happen to us with Marks...etc... Cryptic please learn from your past mistakes and do not repeat them. It is bad enough you added the Fleet project which awards people half of the fleet credits for the same amount of marks. I will say that the downfall of many MMOs is inconsistency in the rules. Be consistent.
  • jagdhippiesjagdhippies Member Posts: 676 Arc User
    edited June 2014
    Alright the fact that the particle traces are converting to Common and Uncommon materials in the new system is very disconcerting. Rare for rare. Please re-adjust the tables. This completely renders any previous time and effort we have put into the game a lot less worthy. We have already had this happen to us with Marks...etc... Cryptic please learn from your past mistakes and do not repeat them. It is bad enough you added the Fleet project which awards people half of the fleet credits for the same amount of marks. I will say that the downfall of many MMOs is inconsistency in the rules. Be consistent.

    I second this
    My carrier is more powerful than your gal-dread
  • generalmocogeneralmoco Member Posts: 1,634
    edited June 2014
    anyone happen to know how to get catalysts???
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited June 2014
    You know, I'm curious. Why TR-116B?

    I say make it like TR-124? Or something other than TR-116.
  • kagasenseikagasensei Member Posts: 526 Arc User
    edited June 2014
    [*]Research and Development:
    • School Specialist Duty Officers are now available through various means in-game.
      • These officers are required in order to craft some of the highest-skill items in each R&D School.
    • These officers have been added to all C-Store Duty Officer Cadre Packs.
      • Also applies to existing ones already purchased.
      • They can also be obtained rarely as a reward for running the "Request R&D Assistance" Duty Officer Assignment, newly available at your Academy or Starbase Recruiter.
        • This assignment rewards Materials and Components in addition to a small chance at School Specialists and Catalysts.

    So here we have a nice bottleneck. In order to make any end-game gear you need "Specialist" DOffs. OK. But... "various means of obtaining" right now seems to mean nothing but
    • Lock-box-like mass-opening of C-Store-DOff-Packs (until you have the one of the school you need, just 1 out of 7) OR
    • running who knows how many R&D assistance assignments until you get the specialist you require (could take months?), OR
    • buyng it for astronomic amounts of ECs on the exchange. Good job Cryptic :(


    Will there be any way of controlling WHICH specialist (which school) we might get from the assistance assignment??? What's the CD on the assignment? What kinda drop chance for any given specialist are we talking about?

    This sounds a lot like a (not really) hidden "Buy DOff packs!" order if you want to craft hi-end items within your life-time. :(

    My suggestion:
    Make specialist DOffs of each quality and school available in the fleet starbases for dilithium/fleet credits and/or give us a better way of controlling which school a specialist is of that drops from the R&D assistance assignment.
  • sophus84atsophus84at Member Posts: 404 Arc User
    edited June 2014
    okay, i loved to craft in other games, i did some in STO to get money and when having too much samples and still was at max level within half a day.. but atleast i KNEW what i was crafting. i cliked and the item i wanted came out...


    now .. i have to agree is a frakking slot machine..
    why is it called crafting if the chance to get the item you want is bound to have the amount of dill and the rights doffs..... thats not crafting. cryptic you again missed the whole point. and again its all to get new players.

    also why isnt the research skill from now not converted? why is it harder now t get the right stuff for crafting than it was befrore with the samples.. (which you claimed made it harder becasue too many)... no it was easier. a lot easier before..

    why cant you take a look at other games and the crafting there.. NOOO you have to make your own thing again. (which in all honesty never really works out.. get implemented and stays in beta after wards..... eg. loadouts- still not working)

    stop trying to re-invent the wheel, specially when you try putting that re-invented wheel on a horse.....
    "Mei Borg is net deppat".....

    [SIGPIC][/SIGPIC]
  • suavekssuaveks Member Posts: 1,736 Arc User
    edited June 2014
    I knew Cryptic forgot about something when it comes to monetizing their new piece of "content".

    Now I know what they've missed - unique duty officers REQUIRED to craft some of the best stuff, which are ONLY going to be available from the C-STORE DOFF PACKS or by CHANCE from a SINGLE doff assignment located in the Academy of all places...

    And it's all still chance based - even if you pay you're not guaranteed to get the doff you need.


    You're not even pretending anymore, Cryptic. At least with newer traits such as Resolve or Free Thinker there are several ways of obtaining/buying the necessary doff. This time it's all random, regardless of whether you're spending real money, or grinding the assignment.


    At least this new doff assginment should be available all over the system and sector space, not just in the academy. Either that or you should add another assignment like that, or just simply add School Specialist Doffs to buy elsewhere, even for dilithium.
    PyKDqad.jpg
  • mistressbenihimemistressbenihime Member Posts: 224 Arc User
    edited June 2014
    the current crafting system is noting more than a glorified slots machine.
    when implemented it will add no value to the game. as of right now it's better to keep the old system. yes the old system is a glorified shop but at least you know what you'll be getting up ahead.

    it's not all terrible the ui is good, the approach is kinda good and using doff was the right thing to do.
    however since i have little to no control over the outcome it's not a crafting system. you just put materials in and a semi-random item drops out that is more or less how a slots machine functions.

    it's only generating semi-random loot for an alternative price. if it was a true crafting system i'd have full control over the outcome. the crafting system should functionally much more closely resemble that of ESO or GW2.

    when crafting items we need to be able to control the following factors
    1. Item Type
    2. MK
    3. Rarity
    4. Modifiers
    right now i can only control the item type. Several MKs cannot be selected but at least there is limited control over that. Rarity is determined by a dice roll by the system i can influence the odds but in the end have no control.
    modifiers is where crafting should shine but i can't even control it.

    custom making items should be the corner stone of crafting. that would probably make crafted items more popular that found ones. but by allowing us to change modifier and deconstruct them for crafting materials this should not be a problem.

    change crafting to
    1. give us full control over all aspects of the outcome
    2. allow us to change modifier on found items
    3. deconstruct found items for crafting materials

    my true concern here is that you can reach level 20 in a school of crafting and then still get a white quality item because of a bad roll by the system that you have no control over!

    that can happen It's specifically sated that chances will never be 100%.

    actually some people have been saying that the crafting I want is just a shop. I've been giving that some thought and concluded that it's true. crafting can't even be anything else.
    Crafing is to a EC/Dilitium shop what a Tailor is to a fashion shop. both are shops that sell cloths but only the tailor crafts them to perfectly fit you.

    only by controlling every aspect can you tailor make the items for yourself and your build. that the hallmark of a truly great crafting system. the one that when you fully master it will allow you to tailor make items.
    as of right now I don't see that happen, actually I see us getting a system that the furthest removed from that as it can be.
    nyxadrill wrote: »
    As I've said in other threads: I'm not going to gamble Dilithium for a "Chance" of crafting something I want. :mad:

    A dictionary definition of "to craft":

    to make or manufacture (an object or objects) with great skill and care.

    Not:

    to make or manufacture (an object or objects) by rolling a dice and hoping that you get what you desire.

    I cannot see this system being changed, unfortunately. :(
    it's actually already implied in the very word that you shouldn't be relying on random roll but still you do
    THE NEW CRAFTING SYSTEM IS TERRA-BAD
    First of all it's not even a crafting system! It's just a dumb game system that's nothing more than a glorified slots machine.
    second the "special items" you hope will be the saving the saving grace are messed up to.
  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    edited June 2014
    The geometry of ground weapons is inextricably tied to the FX art of firing them. It would take a massive amount of FX and Character Art time to split these out, but customized weapons would be awesome. Maybe someday, but not soon.

    Damn, that's what I was afraid of. It's encouraging that you're not ruling out the possibility, though. It really would be a great feature. :)
  • austg76austg76 Member Posts: 56 Arc User
    edited June 2014
    Well I have tried the new crafting on Tribble. First let me say i have been with the game since near the beginning. Yep, that is a long time. I have seen a lot of changes in the game. Some of the changes were good, some were ok, and some where completely crazy,In my opinion.

    First issue i see in the new crafting is need a quicker way to convert old samples/traces to the new system. I have collected 250+ of the samples/artifacts/alloys/particles/data/sequence/signatures/technology. So one at a time makes my poor mouse shudder in fear.

    Second issue is on the personal level. I have seen the crafting system revamp once before. It added Unreplicateable materials to the recipes. I have worked several of my characters to the max crafting skills to 1650. I am wondering what possible compensation could be offered to the time and Energy credits i have wasted now that I will start back to 0 on crafting. This point is a bit of a sore spot on me. I am controlling my words and attempting to be constructive in my concerns.

    Third concern is that i can not determine what i am crafting in a random console or weapon with barely any knowledge of what the outcome will be. I know i am crafting a weapon or console and the Mark level.

    Fourth is a question, I have scanned this thread and i am sure i missed the answer to my question. Will crafting items be bound or trade-able.

    Again i am trying to control my pain of the change. All that work i did collecting samples, crafting up to get to the max level to help my fleet and friends will not be incorporated into the new crafting system aggravates me.

    But i am trying to re-assure myself that this will be good. In My Mind, the verdict is still out......only time will see
    What a World...Server Crash...Respawn....borg Invades ...Respawn...
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2014
    A few folks have mentioned the 1 at a time conversion...after...Cryptic implemented the up to 100 at a time. Guessing they didn't check it out Tribble after the last patch there, but yep - Cryptic added a slider so you could do up to 100 at a time instead of the 1 at a time.

    Just added with the June 26th notes, so folks may not have had a chance to check it out on Tribble before they had posted...
    Conversion of existing anomalies into new crafting materials can now be performed in bulk, up to 100 items at a time.

    Heh, I wouldn't have been able to convert 28458 samples/particles as quickly as I did for my post there otherwise.
  • oceansongoceansong Member Posts: 96 Arc User
    edited June 2014
    not sure if this came up in the previous 40 pages but how will this change affect defera crafting assignments?
  • mikeflmikefl Member Posts: 861 Arc User
    edited June 2014
    austg76 wrote: »
    Well I have tried the new crafting on Tribble. First let me say i have been with the game since near the beginning. Yep, that is a long time. I have seen a lot of changes in the game. Some of the changes were good, some were ok, and some where completely crazy,In my opinion.

    First issue i see in the new crafting is need a quicker way to convert old samples/traces to the new system. I have collected 250+ of the samples/artifacts/alloys/particles/data/sequence/signatures/technology. So one at a time makes my poor mouse shudder in fear.

    Current tribble build has a slider now to do 100 at a time.
    Second issue is on the personal level. I have seen the crafting system revamp once before. It added Unreplicateable materials to the recipes. I have worked several of my characters to the max crafting skills to 1650. I am wondering what possible compensation could be offered to the time and Energy credits i have wasted now that I will start back to 0 on crafting. This point is a bit of a sore spot on me. I am controlling my words and attempting to be constructive in my concerns.

    So far from the recent gecko podcast there will be no level experience granted from the previous system but they are looking at giving people something to recognize their previous efforts.
    Third concern is that i can not determine what i am crafting in a random console or weapon with barely any knowledge of what the outcome will be. I know i am crafting a weapon or console and the Mark level.

    So far there is no guarantee of what rarity you will get but your chances improve by having a higher experience level, very rare specialty doff, catalysts, etc. There is still a chance of just getting common though.
    Fourth is a question, I have scanned this thread and i am sure i missed the answer to my question. Will crafting items be bound or trade-able.

    All crafted items will be trade-able including components and gear.
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  • martakurillmartakurill Member Posts: 456 Arc User
    edited June 2014
    blitzy4 wrote: »
    I still think they should give the characters with top end crafting now, something. it's a bit silly that we hafta restart entirely from scratch yet again.

    Completely agree. Honestly, with Cryptic constantly changing systems over and over again (see f2p currency, reputation, stags, et al), unless I'm compensated for time spent on older systems, I will be EXTREMELY unlikely to grind anything out ever again, because I have been hosed quite enough. No more, and that's that. I'd hate to grind this out, then lose all that Xp a year from now when they decide to redo this system AGAIN!
  • jellico1jellico1 Member Posts: 2,719
    edited June 2014
    when it is all said and done ...When the last card is played

    your crafted item will cost you not 20.000 diithium and a 1/2 day ...or much more time grinding to amass the materials needed

    But perhaps

    a week of grinding and 100.000 dilithium to get the mk-12 purple item you wanted

    then move to the next 1 per ship item and start over
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

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  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited June 2014
    Okay then, I wanted to do another conversion run with the updated conversion (100-slider) to take a look at what I was getting in exchange for my old samples/particles. Didn't pay close attention the first time I did it...

    - - - - - - - - - - - - - - -
    TLDR Can Start Here
    - - - - - - - - - - - - - - -


    So we had a total of 12033 Common old mats that converted to...

    Duranium - 6004
    Hydrazine Gas - 5956
    Magnesite - 5914
    Trionium Gas - 6192

    ...for a total of 24066 Common new mats.

    And we had a total of 14762 Uncommon old mats that converted to...

    Hexaflourine Gas - 7458
    Thoron Particle - 7384
    Tritanium - 7358
    Verteron Particle - 7334

    ...for a total of 29534 Uncommon new mats.

    - - - - - - - - - - - - - - -

    Then there were the Particle Traces...meh.

    Where we had 1663 Random converted to...

    Duranium - 448
    Hydrazine Gas - 480
    Magnesite - 448
    Trionium Gas - 280

    Hexaflourine Gas - 693
    Thoron Particle - 549
    Tritanium - 681
    Verteron Particle - 525

    Beta-Tachyon Particle - 112
    Rubidium - 111
    Tetrazine Gas - 112
    Z-Particle - 98

    ...for a total of:

    Common - 1656
    Uncommon - 2448
    Rare - 433
    Total - 4537

    36.5% Common, 54% Uncommon, 9.5% Rare

    - - - - - - - - - -
    Quickie TLDR
    - - - - - - - - - -


    12033 T1-T3 Samples, 14762 T4-T6 Samples, and 1663 Particles became...

    Common - 25722
    Uncommon - 31982
    Rare - 433
    I read the whole thing. THANKS for putting in the work and the math. Much respect. :cool:
    Alright the fact that the particle traces are converting to Common and Uncommon materials in the new system is very disconcerting. Rare for rare. Please re-adjust the tables. This completely renders any previous time and effort we have put into the game a lot less worthy. We have already had this happen to us with Marks...etc... Cryptic please learn from your past mistakes and do not repeat them. It is bad enough you added the Fleet project which awards people half of the fleet credits for the same amount of marks. I will say that the downfall of many MMOs is inconsistency in the rules. Be consistent.

    Thirded.

    Complete agreement. The particle traces should at the very least convert to rare components consistently. Rare to Rare anything else is just stupid.
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  • xareshixareshi Member Posts: 0 Arc User
    edited June 2014
    First off, I like the new system for the most part, it feels less generic than the old crafting system and I think it has a lot of potential. It does, however, need some polish. That being said...

    The Good
    I like the school breakdown and the fact that we can now craft any type of beam/cannon/torp/mine at any level. It allows for specialization of sorts with the flexibility to always go off in another direction if you decide to do so. This can also lead to a co-op of sorts in Fleets, where different people can specialize in different areas and become go-to crafters of their chosen vocation.

    I also like the new materials system along with the creation of parts. This adds more of a role-play / realistic feel than the old particle system did. It also give people an easy way to ramp up to level one without having to really spend any materials.

    The additional use of Duty Officers also adds a nice element to the system and further encourages people to try and advance their commendation ranks in order to get more purple officers to increase their chance of getting better items. One thing that would make a nice addition, would be that at certain levels you recieve (or earn via mission) a duty officer that specializes in a particular school (common and level 1, uncommon and level 5, rare at level 10, and ultra rare at level 15 perhaps).

    The Bad
    Making components can be a bit tedious. While I like that you earn more fabrication slots as you advance in level, it would be very nice to be able to queue slots or at least choose the quantity of items you want to make up to some pre-determined time limit or quantity, so we don't have to sit on the crafting page clicking away at electromagnetic couplings all day. Tediousness is the death of the most well-intentioned improvements

    I have mixed feelings about the randomness of the quality of items you make. I like that it adds some realism to the system (every painting you make isn't going to be a masterpiece after all), but there should be ways to control it at least somewhat, such as increasing the time you're willing to spend on the object to be extra careful to make it better, risking greater quantities of materials, or throwing more manpower at it. I'm not asking for a 100% chance to make a purple, but some more control would be appreciated and (hopefully) minimize the "slot machine" feel that some people experience with it.

    Another minor pet pieve is that the items you are capable of crafting at your level don't float to the top of the list. I really don't want to have to scroll through things I can't make to get to the ones I can.

    The (B)Ugly
    • Materials from anomalies erroneously state that there is not inventory space the first time you try and pick them up.
    • The tier of the item you just created is missing from the lower-right corner of the icons for manufactured items
    • Antiproton Cannon and Tetryon Cannon are incorrectly labeled as Phaser Cannons in the selection drop-down (the icons look correct though). They do show up correctly on the confirmation page however.
    • Items with long names or a large number of requirements seem to spill over out of the content box borders. They should probably be allowed to wrap.
    • Many end products (consoles, weapons, etc.) do not display the warning regarding their not being any available slots on the selection pages.
    • The Duty Officer button by the mini-map seems to light up even when projects are not finished yet.

    That is all that I've come across so far. I think the new system is off to a great start, and look forward to seeing what the final system will look like. :D

    EDIT: I almost forgot one suggestion - adding sets other than the Aegis set to the top-tier would be nice. Also, giving crafters an option to learn how to make items from faction rep might be nice as well.
  • tiberius7picardtiberius7picard Member Posts: 31 Arc User
    edited June 2014
    Wide-angle Dual Heavy Cannons and 360-degree beams have been added as an option, which I appreciate. These items will add an interesting element to gameplay. My Vesta already uses the 360-Antiproton beam for subsystem targeting, but I would prefer a Phaser one for use with the Auxiliary DHCs.

    HOWEVER,

    if Wide-Angle torpedo launchers are not added to the new R&D system, I will be highly upset. Cruisers with low turn-rates need these torpedo launchers. Escorts do NOT need DHCs with a larger firing arc.



    TL;DR Please consider adding wide-angle torpedo launchers to the Projectiles School. Cruisers need them!
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  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited June 2014
    Feedback on June 26th Patch - Nothing has noticeably changed. (Go Figure, this is going live no matter what people say).


    I still hate the new UI window, especially those annoying side window pop-ups when it comes to DOFFs. If I don't have the DOFF, the mission is undoable. While with the current version, if I don't have the DOFF, I can substitute with another DOFF that has the criticals.


    Also, I have no idea why the crafting isn't organized where Low-Levels are at the top and higher-levels are at the bottom (especially if you aren't high enough to craft those items yet). And also be nice if those higher-tiered requirements are off screen or organized different. Because of the small window space they have HUGE VERTICAL, when you got all that wasted Horizontal.
  • awlaforgeawlaforge Member Posts: 235 Arc User
    edited June 2014
    There do not appear to be any. The cluster missions were taken away for some unknown reason but there has not been a suitable replacement for pulling resources. As of now, crafting is even more tedius than before; mostly because of the lack of locations to retrieve resources.

    I do like the removal of Memory Alpha and whatever the special Klingon crafing location was. Can we have easier access to resources?
  • gpgtxgpgtx Member Posts: 1,579 Arc User
    edited June 2014
    Wide-angle Dual Heavy Cannons and 360-degree beams have been added as an option, which I appreciate. These items will add an interesting element to gameplay. My Vesta already uses the 360-Antiproton beam for subsystem targeting, but I would prefer a Phaser one for use with the Auxiliary DHCs.

    HOWEVER,

    if Wide-Angle torpedo launchers are not added to the new R&D system, I will be highly upset. Cruisers with low turn-rates need these torpedo launchers. Escorts do NOT need DHCs with a larger firing arc.



    TL;DR Please consider adding wide-angle torpedo launchers to the Projectiles School. Cruisers need them!

    i am interested to see how the added of 360 beams work. are they unique to one? or can we fit the whole rear weapon slots with them?
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  • ehlimehlim Member Posts: 2 Arc User
    edited June 2014
    Surely feedback will help, however after all is said and done, this is an example of what's already out there:
    http://wiki.guildwars2.com/wiki/Crafting
    'Notes:
    - The crafting process never fails.
    - When crafting a stack of items, the process speeds up progressively: each item queued will craft in half the time of the previous item. For example, if it takes two seconds to create a single bronze ingot, it will take only one second to create the second, and a half second to craft a third. There is a limit to how fast items can be crafted.'

    (just a small extract from the page...)

    Don't get me wrong, I love STO and I appreciate the difficulties of making a game and the efforts put into everything by what it used to be a very small team...
    It's just that it pains me so much that this game always seems to pale in comparison, no matter how much money we spend on it!
    :mad:
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  • ltcmdjamescoreltcmdjamescore Member Posts: 423 Arc User
    edited June 2014
    OK, I'd like to post a feedback from my personal point of view (as maxed lvl 50 player with limited time to spend in-game, willing to sacrifice reasonable amount of dilithium to speed-up the crafting process).

    First, the revamp is necessary, second - I was affraid of this but it isn't so bad, but... OK here we go:


    - Why do we have this crafting so complicated? Make it more simple, ppl will thank you!

    - Why do we have so many materials? Make one common, one uncommon and one special, or something like this.

    - Why do we have so many components for crafting things?

    - Why can't we craft components in bulks? It's so annoying to waist my time to do like million clicks to get somewhere in crafting.

    - The whole crafting is useless until I reach higher levels, I craft consoles etc. in the early stages only to gain xp, no other benefits were from this for me.

    - And yes, I'm maxed in recent craft system, I want some advantage over other players, and no, I'm not talking about some bonus materials or components for me, I'm talking about xp benefit, like 10 000 xp in all schools or 10% bonus xp gain from everything...

    - The whole crafting is useless if I can't make a specific thing - I can't be sure that I'll EVER craft very rare dual heavy cannon Mk XII [Acc]x2, which I obviously want...

    - Dilithium requierements? If I can't be sure what I get? I don't know...


    I'm not sure that crafting is intended for me in this moment... But it doesn't mean some player can't enjoy it or make a good use of it.

    Well thank you for reading, hope we'll get some tweaks.
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  • mvp333mvp333 Member Posts: 509 Arc User
    edited June 2014
    Might as well spend that Dil on lockboxes... At least, then I might have a chance to get something really awesome. Cryptic, call me back when I can actually craft, not just toss away my Dil and materials and hope that I get what I want.
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