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 we are being handed DOFFs that serve no purpose in the greater scheme of things?
I don't have space on my crew for deadweight.
Allow me to clarify.
The character who is working actively on DOFFing has 300 Doffs.
A character who keeps the Doffs I am not actively using has 400 Doffs.
The ones who aren't DOFFing have around 200 each.
Therefore, I can't afford to keep Doffs who don't have a secondary purpose or function, if they're made for one task only, I'll kindly escort them to the airlock (dismiss them).
And reading the notes, it appears I'll be manditorily given these Doffs on each character level 15 and over.
Since they're all level 50, it means they'll all be saddled with Doffs to airlock!
Does Timegating mean what I think it means?
That missions take X hours to complete?
The thing that is driving me away from STO gameplay lately is that you invest far too much time in waiting for a 20hour timer to elapse to advance in something, DOFFing, Reputation, whatever it might be.
Basically, I see no point in spending time in a game if all I'm doing is waiting for a timer nearly a day long to finish counting down.
It's more practical to logoff, do something else and come back the next day to view the results of the work.
And a question about the items that can be crafted?
Hypothetically, suppose I was to designate one of my characters a Crafter under the new system and put the effort into maxing out crafting, would the items they make be freely tradeable between the other characters on my account?
Like if I fabricated a specific ground weapon, could I then stick that in the account bank and pick it up on another character?
I don't like the idea of having to level crafting on 4 seperate characters and for each new character just because the items are character bound.
Bees like honey, they don't like vinegar.
Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad
Someone asked for this so here are some quick and dirty hard numbers from my time crafting under the new system.
With 600 being the standard XP received per hour (no matter what you craft ..other than the special items.. it comes out to 600xp per hour).
Here is the number of hours or XP to level up to 10th.
0 to 1st = 0.05 or 30xp
1st to 2nd = 0.38 or 260xp
2nd to 3rd = 16.23 or 10,000xp
3rd to 4th = 33.33 or 30,000xp
4th to 5th = 30 or 48,000xp
5th to 6th = 34 or 68,400xp
6th to 7th = 42 or 93,600xp
7th to 8th = 45 or 120,600xp
8th to 9th = 48 or 149,400xp
9th to 10th = 51 or 180,000xp
The above is if you don't use dilithium to "finish now". You also need to add the hours together to get a total time for going from 1st level to 10th in just that one school (in this case 300 hours).
Don't sound too bad ..right? Just under 13 days and you could be level 10!
Lets look at the numbers going from level 11 to 15.
Finally.. you are level 10 and can make all the components, but you want to be able to make the special items from this school, so you need to get to level 15.
10th to 11th =120 or 252,000xp
11th to 12th = 135 or 333,000xp
12th to 13th = 150 or 423,000xp
13th to 14th = 165 or 522,000xp
14th to 15th = 180 or 630,000xp
So 1050 total hours into crafting (if you don't "finish now") you are able to craft the special items. That's nearly 44 days if you keep on top of things and can manage the materials required to keep it moving.
You decide to max out the school but level 16 requires a hefty price, what most games call a "HELL LEVEL" It costs 420 hours just to go from 15 to 16!
15th to 16th = 420 or 882,000xp
16th to 17th = 450 or 1,152,000xp
17th to 18th = 480 or 1,440,000xp
18th to 19th = 510 or 1,746,000xp
19th to 20th = 540 or 2,070,000xp
After 3450 hours (just under 144 days) and a minimum of 103,500 materials (3450 hourly projects consisting of 6 components per item with each component requiring 5 materials) you have mastered your first school.
Congratulations!
Again, I want to point out that this scaling is too exponential and takes too long.
So I did one more set of calculations. Let's assume you wanted to max out the crafting system by hitting the finish now. How much dilithium, refining days (at 8,000), and then Zen and $$$. It is staggering. Current Dilithium exchange rate is 152. Subcomponents finish now is 75 MKVI Beam is 900 and $100 = 10,600 Zen.
One Crafting School
Finish Now Dilithium
Subcomponents - 1,553,850
Items - 3,107,700
Total - 6,215,400
Zen
Refine/Character/Day - 776.93
Amount of Zen - 40,891
$$$ - $385.76
Max out all Seven Schools
Finish Now Dilithium
Subcomponents - 10,869,750
Items - 21,739,500
Total - 43,479,000
Zen
Refine/Character/Day - 5,434.88
Amount of Zen - 286,046
$$$ - $ $2,698.55
Even though this is the maximum potential costs, if this is not heavy over-monitization, I do not know what is.
Or this one. Maybe the dilithium costs are a bit over the top?
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
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?
maybe you should check out the current system and ask the same question except for the time gating part. The current system requires dilithium, and although you know what your getting it does not warrant the cost, that is why alot of players including my self stop crafting and again this system has potential the cost do not warrant what you get in the end, although I have noticed you do know what your getting once you start the project but by then it is too late to change things and see if you can get better, I didn't expect too on that part but whatever, until I can collect on doff missions with out CTD there is no point in testing as this is my main way to get materials instead of repeating a certain mission million times and until it goes live ques are out of the question too.
Edit: after a quick test this morning my Doffs mission were able to be finished and I will do more testing as my schedule permits. TY cryptic
It is interesting that all recommendations or wishes by us are completely ignored.
Ignore the player base till they find something else to do.
I love the people writing posts it looks good, saw a picture, it is alpha build and cant wait till it hits Holodeck to see what it will turn out.
As a person who tried it out on the Tribble I will tell in what it will turn out.
Random conversion of materials, samples (OK I can live with it) but I am still filing really stupid that I cant get rear for rear
DOFF missions that are called crafting to build components and items (OK someone has to assemble it, so its logical and I am totally for it)
DOFF crafting missions that are as DOFF missions time gated but you can finish them now with dil (OK I dont have to use it not so logical let say that we have the materials and we have to assemble them and it takes time, but if we want to replicate the whole thing to have it now it costs dil)
In the process you get lot of vendor trash (OK you have to earn XP somehow)
It takes lot of time to lvl up in 7 different schools?!? (not so OK because I really dont need low lvl gear and my crew and I have finished the academy we are already working for Starfleet) and again I feel like a moron who got a ship and a crew and has to attend school to learn the basics
And after a year we will max in a school and get 0 very rare items because its gambling not crafting
So why cant you just write this is it people dont bother suggesting but please do test it. I was really stupid that I believed that something we write will be read and considered for improvement of the system.
Thank you for your hard work I know that we all have ideas, wishes and that the content now and in future will not please everyone it cant, but really that none of it is good enough for you.
Most suggestions are no dil, no chance or no time gates and they are not so hard to implement. We are not asking for a real warp core.
Queues are almost dead we are all bored of the repetitive stuff, I am doffing again on my main char and I was really looking forward to it
As this is per Cryptic alpha build of the crafting system of course I am eagerly awaiting every single Tribble update to see what are the changes done and I have to say I am very disappointed as all the updates are just normal polishing and bug fixing of a done system. There is no change.
After 21 crafting assignments and burning 1575 dil to bypass 2h building time to build MK II dual cannon I got:
0, yes zero very rare AP MK II dual canons
p.s. I will execute my rare Jamhadar who is serving under me for 1,5 years for incompetence its just a MK II dual canon, he is Energy Weapons Officer not a Doctor.
I think the crafting is designed to be a marathon, and not a sprint. Whilst there isn't much useful for a maxxed out player, it'll give the economy a boost.
It's expensive and time consuming (massively) for not very much, but it can be added to. And it's not like you've got anything else to do once you're maxxed, so it'll keep you busy.
Hopefully get some dil and ec moving around the economy!
In Neverwinter at least we have assignments to "hire mercenaries" and then upgrade them in later assignments. The only investment being time.
I wish this crafting system would resemble some-other-big-game-out-there where there is no time gating and you earn XP while crafting, being able to hit max level on crafting alone, investment being mats only (and the cost to acquire them, whichever it may be - hunting or exchange).
Meanwhile, in STO... my DOFF screen keeps crashing. I have a completed assignment there that I can't claim. I am unable to test things. Please fix.
And a question about the items that can be crafted?
Hypothetically, suppose I was to designate one of my characters a Crafter under the new system and put the effort into maxing out crafting, would the items they make be freely tradeable between the other characters on my account?
Like if I fabricated a specific ground weapon, could I then stick that in the account bank and pick it up on another character?
I don't like the idea of having to level crafting on 4 seperate characters and for each new character just because the items are character bound.
I would hope so. That is how it works now.
Looking for the silver lining here, you can have one character maxed out in all schools of crafting unlike some MMOs where a character can only master one crafting specialty.
So will crafting assignments take up doff assignment slots ?? Say we put 3 things to craft do we lose 3 doff assignments slots?
Why dont crafting assingments give xp for the doff system? it is a big loss to not to tie these two systems together since u are using DOFFS for each project. For those interested in leveling the doff system you are giving them an alternative mean or accomplishing this essentially allowing you to level both the doff areas and the crafting at the same time.
So will crafting assignments take up doff assignment slots ?? Say we put 3 things to craft do we lose 3 doff assignments slots?
Why dont crafting assingments give xp for the doff system? it is a big loss to not to tie these two systems together since u are using DOFFS for each project. For those interested in leveling the doff system you are giving them an alternative mean or accomplishing this essentially allowing you to level both the doff areas and the crafting at the same time.
Unless I missed something, crafting use R&D slots. What someone brought up that is more unpleasant is that there are special R&D DOffs that occupy DOff roster spots and cannot be used for anything else. I would say if these are required, the minimum DOff space should be expanded say 50 or so to accommodate this.
These new traits that are being added are these in addition to reputation traits ? or are we going to have to be adding these to our trait pools and we have to pick and choose only 4 ?
Also these new BOFF training manuals that were mentioned at some point, are those going to be made for 9.5 or later on ? and if they are will they have unique abilities like cannon overload, tachyon burst, etc. The addition of these console only abilities would make the game alot more diverse and open up alot of new builds especially on ships with 3 tac stations on them.
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.
I just noticed that the costs/structure aren't being included in the "not in its final state" list; does this mean that the xp scaling, component dilithium costs, and timer duration/dilithium costs are all in their final state?
Double post after reading dev blog:
These new traits that are being added are these in addition to reputation traits ? or are we going to have to be adding these to our trait pools and we have to pick and choose only 4 ?
Last time I saw this question answered they said that these would be Trait unlocks; in other words, you have extra options added to the 8 (9 for Alien captains) Traits you currently have available, rather than separate sets like the Rep Traits.
With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.
I think the crafting is designed to be a marathon, and not a sprint. Whilst there isn't much useful for a maxxed out player, it'll give the economy a boost.
It's expensive and time consuming (massively) for not very much, but it can be added to. And it's not like you've got anything else to do once you're maxxed, so it'll keep you busy.
Hopefully get some dil and ec moving around the economy!
I already pay too much for fleet resources as it is! This new crafting system is stupid!
it looks to me like someone at cryptic added one zero too many to the required crafting xp from level 3 onwards by mistake, so 1000 became 10000 and so on.
if you take that extra 0 away, the required xp becomes much more reasonable.
Now clowns, that's another story. They scare the crap out of me.
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
Comments
So we are being handed DOFFs that serve no purpose in the greater scheme of things?
I don't have space on my crew for deadweight.
Allow me to clarify.
The character who is working actively on DOFFing has 300 Doffs.
A character who keeps the Doffs I am not actively using has 400 Doffs.
The ones who aren't DOFFing have around 200 each.
Therefore, I can't afford to keep Doffs who don't have a secondary purpose or function, if they're made for one task only, I'll kindly escort them to the airlock (dismiss them).
And reading the notes, it appears I'll be manditorily given these Doffs on each character level 15 and over.
Since they're all level 50, it means they'll all be saddled with Doffs to airlock!
Does Timegating mean what I think it means?
That missions take X hours to complete?
The thing that is driving me away from STO gameplay lately is that you invest far too much time in waiting for a 20hour timer to elapse to advance in something, DOFFing, Reputation, whatever it might be.
Basically, I see no point in spending time in a game if all I'm doing is waiting for a timer nearly a day long to finish counting down.
It's more practical to logoff, do something else and come back the next day to view the results of the work.
And a question about the items that can be crafted?
Hypothetically, suppose I was to designate one of my characters a Crafter under the new system and put the effort into maxing out crafting, would the items they make be freely tradeable between the other characters on my account?
Like if I fabricated a specific ground weapon, could I then stick that in the account bank and pick it up on another character?
I don't like the idea of having to level crafting on 4 seperate characters and for each new character just because the items are character bound.
Bees like honey, they don't like vinegar.
Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad
Again, I want to point out that this scaling is too exponential and takes too long.
Or this one. Maybe the dilithium costs are a bit over the top?
maybe you should check out the current system and ask the same question except for the time gating part. The current system requires dilithium, and although you know what your getting it does not warrant the cost, that is why alot of players including my self stop crafting and again this system has potential the cost do not warrant what you get in the end, although I have noticed you do know what your getting once you start the project but by then it is too late to change things and see if you can get better, I didn't expect too on that part but whatever, until I can collect on doff missions with out CTD there is no point in testing as this is my main way to get materials instead of repeating a certain mission million times and until it goes live ques are out of the question too.
Edit: after a quick test this morning my Doffs mission were able to be finished and I will do more testing as my schedule permits. TY cryptic
Ignore the player base till they find something else to do.
I love the people writing posts it looks good, saw a picture, it is alpha build and cant wait till it hits Holodeck to see what it will turn out.
As a person who tried it out on the Tribble I will tell in what it will turn out.
Random conversion of materials, samples (OK I can live with it) but I am still filing really stupid that I cant get rear for rear
DOFF missions that are called crafting to build components and items (OK someone has to assemble it, so its logical and I am totally for it)
DOFF crafting missions that are as DOFF missions time gated but you can finish them now with dil (OK I dont have to use it not so logical let say that we have the materials and we have to assemble them and it takes time, but if we want to replicate the whole thing to have it now it costs dil)
In the process you get lot of vendor trash (OK you have to earn XP somehow)
It takes lot of time to lvl up in 7 different schools?!? (not so OK because I really dont need low lvl gear and my crew and I have finished the academy we are already working for Starfleet) and again I feel like a moron who got a ship and a crew and has to attend school to learn the basics
And after a year we will max in a school and get 0 very rare items because its gambling not crafting
So why cant you just write this is it people dont bother suggesting but please do test it. I was really stupid that I believed that something we write will be read and considered for improvement of the system.
Thank you for your hard work I know that we all have ideas, wishes and that the content now and in future will not please everyone it cant, but really that none of it is good enough for you.
Most suggestions are no dil, no chance or no time gates and they are not so hard to implement. We are not asking for a real warp core.
Queues are almost dead we are all bored of the repetitive stuff, I am doffing again on my main char and I was really looking forward to it
As this is per Cryptic alpha build of the crafting system of course I am eagerly awaiting every single Tribble update to see what are the changes done and I have to say I am very disappointed as all the updates are just normal polishing and bug fixing of a done system. There is no change.
0, yes zero very rare AP MK II dual canons
p.s. I will execute my rare Jamhadar who is serving under me for 1,5 years for incompetence its just a MK II dual canon, he is Energy Weapons Officer not a Doctor.
It's expensive and time consuming (massively) for not very much, but it can be added to. And it's not like you've got anything else to do once you're maxxed, so it'll keep you busy.
Hopefully get some dil and ec moving around the economy!
I wish this crafting system would resemble some-other-big-game-out-there where there is no time gating and you earn XP while crafting, being able to hit max level on crafting alone, investment being mats only (and the cost to acquire them, whichever it may be - hunting or exchange).
Meanwhile, in STO... my DOFF screen keeps crashing. I have a completed assignment there that I can't claim. I am unable to test things. Please fix.
STO Screenshot Archive
That's a known issue.
I just want to know when a certain dev blog will be released regarding the new uniforms. Anybody got any ideas?
I would hope so. That is how it works now.
Looking for the silver lining here, you can have one character maxed out in all schools of crafting unlike some MMOs where a character can only master one crafting specialty.
There is a console on drozana on tribble that gives rep inputs including dilithium
Why dont crafting assingments give xp for the doff system? it is a big loss to not to tie these two systems together since u are using DOFFS for each project. For those interested in leveling the doff system you are giving them an alternative mean or accomplishing this essentially allowing you to level both the doff areas and the crafting at the same time.
Unless I missed something, crafting use R&D slots. What someone brought up that is more unpleasant is that there are special R&D DOffs that occupy DOff roster spots and cannot be used for anything else. I would say if these are required, the minimum DOff space should be expanded say 50 or so to accommodate this.
These new traits that are being added are these in addition to reputation traits ? or are we going to have to be adding these to our trait pools and we have to pick and choose only 4 ?
Also these new BOFF training manuals that were mentioned at some point, are those going to be made for 9.5 or later on ? and if they are will they have unique abilities like cannon overload, tachyon burst, etc. The addition of these console only abilities would make the game alot more diverse and open up alot of new builds especially on ships with 3 tac stations on them.
I just noticed that the costs/structure aren't being included in the "not in its final state" list; does this mean that the xp scaling, component dilithium costs, and timer duration/dilithium costs are all in their final state?
Last time I saw this question answered they said that these would be Trait unlocks; in other words, you have extra options added to the 8 (9 for Alien captains) Traits you currently have available, rather than separate sets like the Rep Traits.
I already pay too much for fleet resources as it is! This new crafting system is stupid!
if you take that extra 0 away, the required xp becomes much more reasonable.
We fight them too. Entire armies spilling out of Volkswagens.
We do our best to fight them off, but they keep sending them in.
Right click on them and select "use" it should take you to a conversion screen.