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Tribble Maintenance and Release Notes - June 30, 2014

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
We will be bringing down the Tribble server for maintenance to apply a new update: ST.42.20140622a.4

General:
  • Research & Development:
    • The R&D system now unlocks at level 15.
      • Players that unlock the crafting system will automatically receive a package of supplies and duty officers designed specifically for crafting.
        • These crafting duty officers have no traits or active roster abilities and cannot be sent on duty officer assignments.
    • The fourth R&D slot now correctly unlocks when three schools have reached level 5, as stated.
      • It previously erroneously unlocked one level early.
    • Resolved an issue where Antiproton and Tetryon Single Cannon schematics were incorrectly purporting to be Phaser schematics.
    • Resolved an issue where the Insulated Warp Core project made Deuterium-Stabilized Warp Cores.
    • Resolved an issue where Wide Beam Pistols were mislabeled when selecting which damage type to create.
    • Creating a Deflector now requires a Deflector Officer instead of an Advisor.
    • Crafting items have been removed from the Dilithium Store.
    • Personal Shields now show their correct Mark level.
  • Resolved an issue which was causing some maps to crash.

Known Issues:
  • The new Crafting system is not in its final state.
    • UI for the Crafting system is still a work in progress.
    • Having a large surplus of Crafting skill does not remove Common as a possible outcome.
    • Opening the Duty Officer systems occasionally causes a crash.
    • Duty Officer Rewards are not displaying for Completed or assignments in the Log.
    • Not all required components are visible in the UI for each project.
    • Personal shields have no variables, only Mark II generic can be built.
  • Odyssey and Bortisqu’ Fleet uniform changes are not in their final states.
    • New Fleet uniforms are not available yet.
    • Starfleet Tactical Bridge Officers do not have the Odyssey uniform available.
  • New kit modules do not have their own search category in the Exchange.
  • Kits in your inventory cannot be equipped by double-clicking on them.
    • You can drag and drop slot them.
Post edited by coldsnapped on
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Comments

  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited July 2014
    Players that unlock the crafting system will automatically receive a package of supplies and duty officers designed specifically for crafting.
    • These crafting duty officers have no traits or active roster abilities and cannot be sent on duty officer assignments.

    So these crafting doffs take up roster space, but cannot be put on doff assignments?
    R&D Assignments now rewards Development CXP upon completion.

    Why development CXP? Why not engineering CXP, or even military CXP for weapons?
    Waiting for a programmer ...
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  • nikkojtnikkojt Member Posts: 372 Arc User
    edited July 2014
    frtoaster wrote: »
    So these crafting doffs take up roster space, but cannot be put on doff assignments?

    Gotta sell those C-Store doff slot expansions somehow!
    I am NikkoJT, Foundry author and terrible player. Follow me!
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  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited July 2014
    nikkojt wrote: »
    Gotta sell those C-Store doff slot expansions somehow!

    rofl yeah I'll just end up dismissing them or discarding the pack/dropping the mission if allowed to do that.

    The selling doff slots like that per character to me has always been a freaking scam imo. Now if it were say the 100 to every character up until max capacity then I'd be for it but not if they are going to force this where you gotta expand just to do crafting i'll opt out of crafting.
  • sirboulevardsirboulevard Member Posts: 722 Arc User
    edited July 2014
    frtoaster wrote: »
    Why development CXP? Why not engineering CXP, or even military CXP for weapons?

    Development CXP represents training your crew has undergone. ie. going to advanced military tactics training, counseling sessions, teaching a class at SFA.
    [SIGPIC][/SIGPIC]

    TRIBBLE Hydra! Hail Janeway!
  • druhindruhin Member Posts: 7 Arc User
    edited July 2014
    frtoaster wrote: »
    Why development CXP? Why not engineering CXP, or even military CXP for weapons?

    What do you think the D in R&D stands for? Research & Development
  • hyefatherhyefather Member Posts: 1,286 Arc User
    edited July 2014
    rofl yeah I'll just end up dismissing them or discarding the pack/dropping the mission if allowed to do that.

    The selling doff slots like that per character to me has always been a freaking scam imo. Now if it were say the 100 to every character up until max capacity then I'd be for it but not if they are going to force this where you gotta expand just to do crafting i'll opt out of crafting.

    You and me both brother. I'm already at max doff capacity and almost all of my doffs a of the very rare quality. NO way am I deleteing very rare doffs for greens just so I can build my crafting xp. NO WAY.
  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited July 2014
    rofl yeah I'll just end up dismissing them or discarding the pack/dropping the mission if allowed to do that.

    The selling doff slots like that per character to me has always been a freaking scam imo. Now if it were say the 100 to every character up until max capacity then I'd be for it but not if they are going to force this where you gotta expand just to do crafting i'll opt out of crafting.

    This I am not overly concerned about because you will only really want to do crafting on one character to begin with. The only case where I can see you won't is if you want to maximize all crafting professions at the same time (one character for each). This will be subpar though because of the number of resources needed and the limited ways to get them. Your best strategy now is to:

    1 - Fill up your main with purple DOFFs from your alts in the related DOFF profs. needed.
    2 - Gather all your resources on that one toon.
    3 - Make sure you alts all have the DOFFs necessary to do 11-12 of the resource gathering missions each.
    4 - Run those mules on those missions daily.
    5 - Burn and Churn

    Under that scenario you just have unlock all the slots for one character.

    As a prep to the system's launch I would suggest to get out in those exploration clusters and bulk up on the resources. They are going to be harder to obtain after the system launches.
  • bendalekbendalek Member Posts: 1,781 Arc User
    edited July 2014
    So the new DoFF's are going to be like the "Tradesman" that are used in the Neverwinter Crafting System = Specific DoFF's (or Tradesman) for Specific Schools?

    Sounds Workable, but as mentioned, they will take up valuable DoFF roster space ...

    Perhaps a Dual Tab option in the Crafting Inventory, the same as is used in Neverwinter? One 'Tab' for "consumables" and one 'Tab' for the DoFF's?
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  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited July 2014
    frtoaster wrote: »
    Why development CXP? Why not engineering CXP, or even military CXP for weapons?

    The patch note is incorrect - it was meant to state that the recruitment assignment for R+D materials and Duty Officers gives Development CXP (since it's a duty officer mission). R+D assignments do not give CXP of any sort - they are their own system.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • icegavelicegavel Member Posts: 991 Arc User
    edited July 2014
    The patch note is incorrect - it was meant to state that the recruitment assignment for R+D materials and Duty Officers gives Development CXP (since it's a duty officer mission). R+D assignments do not give CXP of any sort - they are their own system.

    Speaking of various types of XP... Do you have any plans to increase school experience gain in Crafting? It's far too low at the moment.
  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited July 2014
    There are still a couple of major bugs with the DOFF system UI

    1 - All completed missions are showing up as duplicated.
    2 - You still cannot collect the reward from the completion screen, you still have to view then complete.
    3 - At least one or two complete DOFF missions are "hiding". I had four running, four completed but only duplicates of three showed up. This is still showing me with a blank completion screen but one or two missions yet to complete. These are also not counting toward the total missions I can run.
  • commodoreshrvkcommodoreshrvk Member Posts: 477 Arc User
    edited July 2014
    The patch note is incorrect - it was meant to state that the recruitment assignment for R+D materials and Duty Officers gives Development CXP (since it's a duty officer mission). R+D assignments do not give CXP of any sort - they are their own system.

    Thanks for the clarification. Do you have anything to share with us about progress on the crafting system so far? Like what we could look forward to in Thursday's patch or how all of our concerns on the system are being dealt with? The potential solutions you guys have etc... Communication with this system is critical, both ways, because it is a fundamental MMO system.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited July 2014
    yeah I'll just end up dismissing them or discarding the pack/dropping the mission if allowed to do that.

    You are encouraged to dismiss them if you do not need them. That's totally kosher. The reason for including them with the tutorial starter pack is to ensure that players new the system have all the necessary doffs to participate in crafting, though they give no bonus.

    Players that have already participated in the Duty Officer system likely already have plenty of the necessary personnel on their ships. So please - dismiss at will!
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • crypticarmsmancrypticarmsman Member Posts: 4,115 Arc User
    edited July 2014
    Post 6/30/14 Tribble patch:

    Well, I guess perhaps the new crafting aspect of the Doff system works; but for me nothing else in the Doff system does as, with 4 assignments showing as completed, as soon as I hit the 'View Completed' button; INSTANT crash to desktop.

    I'm sorry, but I don't think trading the functionality of the current Doff system for a 'crafting only' system is a fair trade myself. I'm amazed QA is passing these builds, and it's scary to me what the final result will be as with 3 patches in there's nothing but CTDs UNLESS you're only using the Crafting part of the Doff system.

    And yes, I realize this is all on Tribble, but given Cryptic's past record on major bugs reported on Tribble, I'll be surprised if all this is resolved in 3 weeks. But, time will tell. (And sorry, if you think it's due to the Tribble character copy process; if anything that goes to show how bad of a testbed environment Tribble is.

    The last time I saw something this messed up was right before Season 4 - with the Foundry. EVERYTHINBG that happened when that Season patch went live was brought up before it went Live on Tribble. Zeronious Rex' reply to those of us reporting this stuff was effectively "Don't worry; we're testing all this internally too. The Live push will be okay."

    So, yeah, color me unimpressed with the current state of the Doff system on Tribble.
    Formerly known as Armsman from June 2008 to June 20, 2012
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  • cidstormcidstorm Member Posts: 1,220 Arc User
    edited July 2014
    Why are there even special duty officers for this? Is there going to be anything so special about a persons job that a guy who goes to a replicator and asks for a torpedo can't be a projectile weapons specialist? Stop trying to TRIBBLE people over.
  • canis36canis36 Member Posts: 737 Arc User
    edited July 2014
    Trying to use the buttons on the Overview tab of the DOFF system is crashing my game. Did it before the Tribble patch today as well.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited July 2014
    You are encouraged to dismiss them if you do not need them. That's totally kosher. The reason for including them with the tutorial starter pack is to ensure that players new the system have all the necessary doffs to participate in crafting, though they give no bonus.

    Players that have already participated in the Duty Officer system likely already have plenty of the necessary personnel on their ships. So please - dismiss at will!

    If that's the intent, why not just give them normal white doffs? These doffs that are not doffs really strike me as bizarre, as I explain here.

    Also, how does a level-50 character get the pack on Tribble? Do I have to retransfer the character?
    Waiting for a programmer ...
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  • bareelbareel Member Posts: 3 Arc User
    edited July 2014
    Known Issues:
    • UI for the Crafting system is still a work in progress.

    Is the doff UI on tribble in it's final state? What improvements can we honestly expect at this point? Does cryptic think following the example set by Microsoft using a UI designed for tablets/phones and desktop PCs will have a different result with the doff UI?

    Neither the NW crafting system, nor Hearthstone require the same amount of data displayed, sorting, nor as many layers as the current STO doff system/UI and are not quite comparable unfortunately.
  • bughunter357bughunter357 Member Posts: 588 Arc User
    edited July 2014
    Post 6/30/14 Tribble patch:

    Well, I guess perhaps the new crafting aspect of the Doff system works; but for me nothing else in the Doff system does as, with 4 assignments showing as completed, as soon as I hit the 'View Completed' button; INSTANT crash to desktop.

    I'm sorry, but I don't think trading the functionality of the current Doff system for a 'crafting only' system is a fair trade myself. I'm amazed QA is passing these builds, and it's scary to me what the final result will be as with 3 patches in there's nothing but CTDs UNLESS you're only using the Crafting part of the Doff system.

    And yes, I realize this is all on Tribble, but given Cryptic's past record on major bugs reported on Tribble, I'll be surprised if all this is resolved in 3 weeks. But, time will tell. (And sorry, if you think it's due to the Tribble character copy process; if anything that goes to show how bad of a testbed environment Tribble is.

    The last time I saw something this messed up was right before Season 4 - with the Foundry. EVERYTHINBG that happened when that Season patch went live was brought up before it went Live on Tribble. Zeronious Rex' reply to those of us reporting this stuff was effectively "Don't worry; we're testing all this internally too. The Live push will be okay."

    So, yeah, color me unimpressed with the current state of the Doff system on Tribble.

    yep if this issue has not been addressed there is no point in me testing as all my materials are coming from DOff mission and I am not CDT a half dozen times just to get them all collected.
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited July 2014
    If you really want us to test, you need to give us a console on tribble that gives us materials doffs and dilithium we need.



    I don't think doffs just for crafting that have no role for assignments is a good idea unless they give some other special bonus. I would just recommend crafting unlocks at the same point in time that you would normally get a doff box (preferably when you first unlock the doff system), and that the doff box you get is GUARANTEED, to have all the doffs you need for crafting, but they can still be used as normal doffs.
  • gettorixgettorix Member Posts: 71 Arc User
    edited July 2014
    If you really want us to test, you need to give us a console on tribble that gives us materials doffs and dilithium we need.

    This.

    Or rather than the dilithium, maybe make the "finish now" automatic, or cost nothing (like the Rep weas accelerated). It's notlike we can take this stuff back to Holodeck.
    [SIGPIC][/SIGPIC]
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited July 2014
    gettorix wrote: »
    This.

    Or rather than the dilithium, maybe make the "finish now" automatic, or cost nothing (like the Rep weas accelerated). It's notlike we can take this stuff back to Holodeck.

    That does nothing to solve the fact that purple components require dilithium.

    I know I personally can't try crafting the special items more than a couple times due to the 25k dil cost, and even regular Mk XIIs are 20k
  • tucana66tucana66 Member Posts: 710 Arc User
    edited July 2014
    adjudicatorhawk and borticuscryptic: Since we seem to be forgetting our manners here, thank you for chiming in on the forum. It's appreciated.

    Given the testing and feedback from the community, I hope your mgmt chooses to address specific suggestions, not a blanket "we've heard your feedback and made changes" announcement. (If/when one is made.)

    Something more substantial would be appreciated.

    And if it's not too late...
    Given past testing rewards (like the season six tribble), may I suggest a special (free) Uncommon or Blue crafting DOff for those who test crafting on Tribble?
  • auntkathyauntkathy Member Posts: 14 Arc User
    edited July 2014
    Research & Development:
    • The R&D system now unlocks at level 15.
    • Players that unlock the crafting system will automatically receive a package of supplies and duty officers designed specifically for crafting.
    • These crafting duty officers have no traits or active roster abilities and cannot be sent on duty officer assignments.

    After poking around on tribble, I think I can offer some constructive feedback.

    • Converting old materials to new crafting system materials is cumbersome, tedious, and takes forever. This could be better done through an auto-conversion (as there's no choice in how the materials convert, there's no point in having someone click through thousands of buy buttons). I had more than 5500 (old style) mats to convert between today and three days ago. It took me so long that I was bored and didn't do much else on at least one of the two days I was on. (I spent over an hour and a half doing conversions even with ctrl-click buying. To say I was bored during the process is a massive understatement.)
    • The conversion ratio for common vs uncommon seems a bit off. Uncommon yields more mats than common. Conversely, rare yields significantly less than either. Nearly making the rare "ultra rare", common becomes "uncommon", and "uncommon" becomes common.
    • If officers have unlocked the crafting system already (presumably most have in game at this point - even on Live servers, it would make sense to simply email or drop into inventory for a person the new doff pack (regardless of quality, this is an unlock as is stated in the patch notes). If they're simply Doffs for the sake of having crafting, there's no reason to restrict this from a player experience.
    • The steep incline on XP levels from 2 to 3 (and presumably for each tier following) is nearly impossible to climb through without either massive amounts of time or massive amounts of dilithium. It goes from needing to craft 2 (non-component items) (roughly about 10 tasks) to needing to craft 10 - in addition to the components (roughly about 55-60 tasks). That's a huge leap just for level 2 to level 3.
    • UI to determine materials for crafting requires rework (known issue, of course). But, selecting a beam array, for example, to find out what the mats are, write those down, and go back to the components tasks to go through them all seems like a lot of work for something simple. Also, grouping components, then object types, in separate screens may reduce this back and forth by a lot.
    • The materials for the components (at least the common/uncommon items) seems pretty reasonable
    • The duration to create non-component items seems excessive for such small gains. Unless the items confer a greater bonus than those able to be acquired through the fleet stores, or even missions which can be done in much smaller windows, this seems out of proportion with the effort vs reward ratio.
    • The new UI is introducing a bug in completion of original DOff assignments. I had 12 that were in progress on Live on one particular character. before the patch today, attempting to even click on this tab caused the client to crash. After the patch, I am able to click, but click on the rewards/collect button makes a clicking noise but has no action on the back end. I'm assuming this is done to either stop the bug in question or because it is a new bug. (I believe the former is more the case.)

    My overall view is that I like the way the original DoFF system has been revamped, looks-wise, on tribble. The concept of the new crafting system is fine. But, it does leave a sour impression for me after having maxed out the crafting system during the first two revisions (prior to 9.5). To have to max it all out all over again in the new system doesn't really feel encouraging or exciting (especially with such a massive climb in lower levels of XP). If there were some credit towards the new crafting system based on previous gains in the original crafting system, I'd be more inclined to want to invest time in it.

    The other thought that strikes me as salient is a point made above in the bullet list. If one is able to achieve better rewards, and arguably more consistent, with missions that take less than 15 minutes, why would anyone be encouraged to run through the crafting system?

    What is the incentive for someone go through the crafting system at level 50 if they can get better rewards from the reputation system or even from doing a few STFs? The investment of time and materials for the crafting system is significantly higher in order of magnitude compared to fleet purchases or even that of STFs.

    I realize prices, time, and XP levels between tiers is in flux and will likely change. I am, however, pointing out that the current tuning could use a lot more work.
  • malkarrismalkarris Member Posts: 797 Arc User
    edited July 2014
    To the devs. Thanks for coming on here and offering some small reply to us. Now to work.

    Okay, the Doff system still crashes on the in progress screen for me. I opened up the combined doff/crafting window via the old doff button under the mini-map. Then on that first screen, I clicked the button that opened up the in progress assignments since I have apparently a hung assignment that never completes. Anyway, clicked the button, and crash. Error ticket 33181180, T'real@Malkarris.

    Try again, this time I go to the assignments button at the top of the doffing window and then try and click on the In Progress tab to the side. Crash. Error Ticket 33182655, same character.

    Other things. So, I open the fourth slot by getting three or more schools to rank 5. I open the fifth slot by getting any school to rank 15. What happens if I pick one school, and put everything into that up to rank 15? At the end, do I just get two slots, or do all the slots unlock automatically?

    If the doffs given to us can only be used for crafting, why not put them in their own separate area that does not cost us slots for doffs that can be used on away missions. Also, are these new doffs and the doffs that are used for end game R and D going to have their own slot in the exchange?

    Also, why should I skill up in every school the way this seems to be almost forcing me to do? At the end, what would I get? Seven more traits in a system already filled with them, traits that have nothing to do with crafting? Personally, I would think a better and more fitting reward for hitting rank 15 would be a crafting doff for that school. Kinda a hey I heard you're really good with crafting X, I'd like to work with you on that. All of the other reps offer something at the end like that, either a power or boff that is related to the rep, so why not this.

    And yes, I know you say that this isn't a new reputation, but look at this and see my confusion. Both systems you throw a number of items and EC at a project, some of these items you have to run a queue for, you get a reward of some kind back, which might be useful, but is more likely junk, and at the end you get the "big prize" and the continuing chance to get something useful for throwing more stuff at projects. So I am sorry, but I'm not seeing the difference, except in scale.

    Some more specific questions. We were told that the dilithium prices were placeholder and would be changing. As of this build, they haven't. Will these prices change on Tribble, and if so, when?

    What are the chances that a material box from an elite queue run will contain rare materials? Are we looking at every other run, or more like the change to get Mark XII gear from the old STFs before the rep system can in? Tribble is not a good place to run a lot of queues, so the only way you're going to get feedback on this is to give us the numbers.


    Overall, still not impressed. Assuming that the dilithium prices do not change, and all the bugs get fixed so that everything works as it should by launch, congratulations, you have hit the bare minimum of something that I will not completely ignore. I'll craft up to getting some of those TR-116Bs, maybe craft up some stuff for friends if they are for it, and can spot me some of the materials, but that's about it. If the only place in game I can get rare materials is elite queues, then I don't really want it. If I'm going to find stuff, I want to be looking for it, not carving it out of the hulls of my enemies (well, okay, if I'm KDF, maybe, but about half my characters are feds, and they want to explore). If you want me to buy into this now, then I want a promise from whoever can make it, that you guys are putting something in to replace the explorations clusters, a place or places where I can explore strange new worlds, seek out new civilizations, and complete missions that give me rare crafting materials without firing a single shot if I so choose. And that this is coming in Expansion 2.

    Now I will be forgiving on this promise if stuff happens. I know stuff can happen, but I at the very least want a show from you that you are putting in a good faith effort. I am sorry if you consider that insulting, but past action on Cryptics and PWEs part makes me put that in there.

    So, there is my feedback on this current build. Please let me know if you have any questions of what I have said, and thanks for your time Devs.
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  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited July 2014
    You are encouraged to dismiss them if you do not need them. That's totally kosher. The reason for including them with the tutorial starter pack is to ensure that players new the system have all the necessary doffs to participate in crafting, though they give no bonus.

    Players that have already participated in the Duty Officer system likely already have plenty of the necessary personnel on their ships. So please - dismiss at will!

    Okay my 2 cents where I am concerned on this whole system is 1st the doff capacity needs something like the sponsorship for reps system. Especially when it comes to those school traits you'll have to be doing crafting on just about every character due to the dps races and pvp purposes. Then as far as playing mostly KDF for doffing there are very very limited types of doffs used for KDF doffing grinds so hoping we don't need ones like councilors, M/A specifalists, photonic studies officers, civilians, etc.

    Then I guess where federation players are heavily invested the Pi Canis sorties is sort of the KDF complaint there. Its using the same old outdated junk and it was basically our resource for crafting materials but we haven't got any feedback on what is going to happen with that place if it will stay as is without crafting supplies or what. Its rough too because I haven't gone there in awhile and its mostly due to if I bring something there I would in an elite difficulty which is almost any qued event I am going to destroy things instantly that will make those missions fail. That being those freighters especially they are a vast majority of the crafting materials looted from them. As well though if not for 9.5 but when and if exploration sectors get revamped or what not would we see one for the pi canis sorties or atleast a post Fed/KDF war version. The Attack Transports, Kalferi, and Erikson systems although very very outdated, glitchy and buggy as heck... They were really the only content for years we had for leveling up, getting emblems/dilithium, as well as the only kind of content loosely viewed as *Raiding*. I'd be surpised if new KDF players even knew about pi canis sorties to tell the truth lol.
  • yellowalertyellowalert Member Posts: 0 Arc User
    edited July 2014
    tucana66 wrote: »
    And if it's not too late...
    Given past testing rewards (like the season six tribble), may I suggest a special (free) Uncommon or Blue crafting DOff for those who test crafting on Tribble?

    How about purple like the Season 6 Ang the Vicious?
    [SIGPIC][/SIGPIC]
  • finsches123finsches123 Member Posts: 158 Arc User
    edited July 2014
    The use of mats for making components seems broken to me.

    Right now, there are 10 components that need white materials in the making. Out of these

    9 need 3 Magnesite and 2 Hydrazine Gas
    1 needs 3 Trionium Gas and 2 Duranium (only subprocessor unit under Science)


    There are 4 components that need green materials in the making. All 4 out of these

    need 3 Hexafluorine Gas and 2 Thoron Particles

    The green metal Tritanium and the green Verteron Particle seem to be used in no projects, as far as I can see. pls fix :)
  • nyxadrillnyxadrill Member Posts: 1,242 Arc User
    edited July 2014

    . I'm amazed QA is passing these builds, and it's scary to me what the final result will be as with 3 patches in there's nothing but CTDs UNLESS you're only using the Crafting part of the Doff system.

    Q..A...? What is this strange concept of which you speak? :P

    Sorry, couldn't resist. If QA were actually present then the majority of "howlers" that have been sent to Holodeck would have been squashed before release.

    The saying "publish and be damned" springs to mind :rolleyes:
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  • aramyllaramyll Member Posts: 149 Arc User
    edited July 2014
    So essentially you are mirroring the crafting system in neverwinter, which is the crappiest thing in any game. You time gate all crafting, and you make it so that you require exponentially more items crafted between each level. But yet in the end you only have a % chance to actually get what you want??? This system is worst that the reputation system. Why does the new crafting system require a dilithium cost. Why not combine it with something related to fleet like using fleet provisions, mine provision, spire provisions, embassy provisions, instead of Dilithium?

    Can you please give me the reason why i should level crafting ? when i can simply max out a reputation on an alt faster that i would be able to get my crafting skill up. I understand that you dont want people to burn through the crafting system in a few days, but please dont time gate it so it takes you weeks if not months to gather up all the materials, not to mention a massive dilithium cost for getting a chance at a new unique item, when i can just go and buy either reputation gear or fleet equipment.

    The rewards do not justify the costs for this new system at all.

    How is this going to work for alts? Will crafting be unlocked account wide or character wide ?

    Will there be items that are bind on pickup, or account bound on creation? or materials that are BOP or account bound?
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