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Official Discussion Thread: Season 9.5 Crafting Update

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  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited July 2014
    Oh fine...



    As a side note, my updated Aegis Covariant Shield Array seems to have actually lost the "chance to increase the user’s resistance to that damage type, stacking up to 5 times" mentioned in the Dev Blog, at least in the item description... I'll go get shot at and see what happens.

    I just tested mine, and it seems to be functioning just the same as it always did.
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited July 2014
    I just tested mine, and it seems to be functioning just the same as it always did.

    I notice the one you linked further along in your images was an Aegis Covariant Shield Array Mk XII rather than an Aegis Covariant Shield Array like the one I carried over. Was the one you tested crafted in the new system or was it a preexisting one you already had that got updated?
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited July 2014
    cers001 wrote: »
    TRIBBLE tr-116?
    Thought they couldn't release it game wide cause it would TRIBBLE the game up too much - oh another lie from cryptic

    This is the TR-116B, not the preorder TR-116A. The difference? The craftable one requires line of sight, making it still inferior to the preorder one.

    I'm fine with that as the shield penetration should still make it useful against the Borg etc.
    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"
  • authuriousauthurious Member Posts: 68 Arc User
    edited July 2014
    So will we be able to control the mods on the items we craft?

    Will we be able to change or apply new mods to our existing rep, crafted, fleet gear?

    Can we modify and change the core items / base stats of existing ground armor and weapons, sets etc?
  • sistericsisteric Member Posts: 768 Arc User
    edited July 2014
    So I finished my blog on what I think that the new system is and where they are trying to go with it.
    http://zombeeman.blogspot.com/
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  • jarodroto123jarodroto123 Member Posts: 1,337 Arc User
    edited July 2014
    authurious wrote: »
    So will we be able to control the mods on the items we craft?

    Will we be able to change or apply new mods to our existing rep, crafted, fleet gear?

    Can we modify and change the core items / base stats of existing ground armor and weapons, sets etc?

    We cant modify base stats, but when the second part of the revamp hits (ex2 at the lastest) we will be able to change mods, as well as upgrade rep and other set gear to ultra rare/gold quality, which adds a random mod that you can change
  • bignutterbignutter Member Posts: 125 Arc User
    edited July 2014
    tucana66 wrote: »
    Question for the devs:
    When Season 9.5 goes live on Holodeck, what happens if our character's location is Memory Alpha interior map or Memory Alpha exterior map (orbiting Memory Alpha)?

    Are we supposed to evacuate our toons before S9.5 drops?

    I'm curious where we're relocated to, if our character resides within either of those maps.
    I will assume that you'll will Automatic Warp/Beam out if you're in Memory Alpha when the patch hits.

    I was hanging around with the Reddit Guys by the Old ESD Fountain, just before the sever was shut down for New ESD inside.

    I heard that Memory Alpha is in Foundry and you can make stories there, so the map isn't Deleted. Also The old ESD and the Older ESD is in there.
  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited July 2014
    When I seen the latest blog with those item stats. All I can think of is that we traded one powercreep for a new power creep. :(


    Anyhow, a suggestion was made by Elijah on Priority One, that it be nice if the system is account than per character. Which will help people who have multiple characters and have to do all that grinding to Level 15 for each and everyone of them.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    When I seen the latest blog with those item stats. All I can think of is that we traded one powercreep for a new power creep. :(

    Traits that share space with Personal Traits...?
    Unique Items...?
    Random Mods...?

    There's always going to be some level of power creep taking place. But all of these are limited. It's what was missing about the Reputation System - it wasn't limited. The Rep now matches up with the rest of the game...just like the Crafting does.
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited July 2014
    I notice the one you linked further along in your images was an Aegis Covariant Shield Array Mk XII rather than an Aegis Covariant Shield Array like the one I carried over. Was the one you tested crafted in the new system or was it a preexisting one you already had that got updated?

    I tested the set I already had from way back whenever.
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited July 2014
    We cant modify base stats, but when the second part of the revamp hits (ex2 at the lastest) we will be able to change mods, as well as upgrade rep and other set gear to ultra rare/gold quality, which adds a random mod that you can change

    Honestly, it's that stuff that was talked about for the expansion that I am really interested in. I do like the new unique items somewhat and the Aegis rework, but the craft random drops is thing is not so hot.

    I'd much rather they hold off the entirety of the crafting system and make it good than to launch a half baked patch with promises.
  • digby1957digby1957 Member Posts: 48 Arc User
    edited July 2014
    Junk the poor attempt at a crafting revamp and go over to Dark Age of Camelot and learn from their crafting system then come back and try again.....just saying :P
  • azerdracoazerdraco Member Posts: 104 Arc User
    edited July 2014
    digby1957 wrote: »
    Junk the poor attempt at a crafting revamp and go over to Dark Age of Camelot and learn from their crafting system then come back and try again.....just saying :P

    Could not agree more. All that this "revamp" is is a rehash of a failed system.

    TO ADJUDICATORHAWK and the rest of the devs working on this crafting system,

    Please junk the pathetic "fixed item crafting" that has plagued STO forever.

    The crafting system SHOULD be completely modular. Utilize the Doff system for creating schematics and individual "generic parts", then utilize those in separate crafting missions to create items.

    The way that it SHOULD work is to have the player create a base common item, then add "tags" or "mods" to that item. This allows players to create gear that is in demand, as well as what they actually want to use.

    It saves your dev team a lot of time as well, since all you have to code is the missions and "tag selection interface". New tags are easy to add, as you simply add them to the interface. There is no extra work in creating menus or items, unless the crafter can get bonuses on the numerical variables of his items.

    Unique items then feel much more special, as they are the ones that actually get their own mission to create.

    With this style of crafting system, you will have a system that can be updated at any time by simply adding tags to the system and linking the appropriate item as the reward.

    With the system designed as per the news post, it will be obsolete as quickly as the original crafting system was.

    Please, if you want to actually IMPROVE something, take this advice and make a crafting system that can be updated regularly, rather than a simple rehash of the same crafting system.
  • zaalbarzaalbar Member Posts: 35 Arc User
    edited July 2014
    Any chance of seeing blue phasers in the crafting system? I want to try out a few of those weapons on my Kumari but the standard orange doesn't look as good alongside my Andorian cannons.
  • farmallmfarmallm Member Posts: 4,630 Arc User
    edited July 2014
    So far it sounds good. So now I'm more likely to try crafting on at least one character. I still want to see what all it offers. Before I put time into it.
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    USS Casinghead NCC 92047 launched 2350
    Fleet Admiral Stowe - Dominion War Vet.
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited July 2014
    When I seen the latest blog with those item stats. All I can think of is that we traded one powercreep for a new power creep. :(


    Anyhow, a suggestion was made by Elijah on Priority One, that it be nice if the system is account than per character. Which will help people who have multiple characters and have to do all that grinding to Level 15 for each and everyone of them.
    That would certainly help.
    azerdraco wrote: »
    Could not agree more. All that this "revamp" is is a rehash of a failed system.

    TO ADJUDICATORHAWK and the rest of the devs working on this crafting system,

    Please junk the pathetic "fixed item crafting" that has plagued STO forever.

    The crafting system SHOULD be completely modular. Utilize the Doff system for creating schematics and individual "generic parts", then utilize those in separate crafting missions to create items.

    The way that it SHOULD work is to have the player create a base common item, then add "tags" or "mods" to that item. This allows players to create gear that is in demand, as well as what they actually want to use.

    It saves your dev team a lot of time as well, since all you have to code is the missions and "tag selection interface". New tags are easy to add, as you simply add them to the interface. There is no extra work in creating menus or items, unless the crafter can get bonuses on the numerical variables of his items.

    Unique items then feel much more special, as they are the ones that actually get their own mission to create.

    With this style of crafting system, you will have a system that can be updated at any time by simply adding tags to the system and linking the appropriate item as the reward.

    With the system designed as per the news post, it will be obsolete as quickly as the original crafting system was.

    Please, if you want to actually IMPROVE something, take this advice and make a crafting system that can be updated regularly, rather than a simple rehash of the same crafting system.

    I am forced to agree, going fully modular is the way to go and even the one most supported by the game's back story. We have modular starships but not modular equipment?

    It is the perfect boundary between Rep gear and dropped gear vs crafted gear. With crafted gear you get custom gear just how you want it. It's perfect and it's logical.

    The crafting system shouldn't launch without this, though we don't know what business motivations you guys have over you.
    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"
  • lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    edited July 2014
    Q wrote: »
    Forum Thread Sweep Commencing,

    Activate Baryon Sweep.

    Warning, all bio-organic material will be eliminated. Please heed necessary Starfleet regulations regarding evacuation of your ship before the sweep begins.

    Initializing Sweep.


    I finally figured out what your post means.

    Thread prunage.

    Deleted one of mine, moved 3 others of mine to a different thread.
    KBF Lord MalaK
    Awoken Dead
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  • hawkyenarasumashawkyenarasumas Member Posts: 35 Arc User
    edited July 2014
    digby1957 wrote: »
    Junk the poor attempt at a crafting revamp and go over to Dark Age of Camelot and learn from their crafting system then come back and try again.....just saying :P

    A million times this. It was Dark Age of Camelot's amazing crafting system that got me hooked on crafting. To this day I have never seen a better crafting system.

    It's been twelve years.

    Seriously, if there's one thing that should have at least equal variety and customization (not to mention address the half-dozen other issues), it's the R&D of Star Trek.

    P.S. - This forum censors Dark Age's abbreviation? Really?
    ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
    Admiral Hawkye L. Narasumas
    Commanding Officer, NX-91883 U.S.S. Harmony - Prometheus Class Custom Variant
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  • drbiteydrbitey Member Posts: 57 Arc User
    edited July 2014
    So can we craft for our other characters?, can we craft for our fleet? can we aquire all crafting mats (ALL) and crucial items for making the best equipment without spending zen or is this not a f2p model for crafting?

    this game is well known for being the best f2p game out there... will this continue?

    is this crafting a copy from neverwinter? they have massive zen/astral crystals(dilithium) issues there. will this eventually become an issue for our game having parts of a very broken economy added to ours?

    will (providing i can craft for others in need) the items cost dil? can i offer a garunteed item to my customer? or do i pass out all my crafting mats to level everyones alts? (doesnt sound like fun)
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited July 2014
    I tested the set I already had from way back whenever.

    Actually, after logging in again... this time the Aegis Shield did in fact have the Reactive Shielding text and its ability to increase your Damage Resistance. Strange, but at least that's better now. The Energy Feedback Conductor in the Powers menu did still show the icon and description text for Feedback Pulse with the stats of Energy Feedback Conductor, though. Eh, a just another text error, not something mechanically broken.

    Thanks for the response :)

    I also updated the notes on the duration of Energy Feedback Conductor and its stacks in the original post describing the Aegis set bonuses, for those interested.
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • odyssey47odyssey47 Member Posts: 524 Arc User
    edited July 2014
    Please don't add kinetic damage resistance to shields. Torpedoes are already worthless against shielded targets. That's like duct taping kevlar vests to a tank.
  • yoxabgyoxabg Member Posts: 0 Arc User
    edited July 2014
    I read this funny posts, and i can bet that more then helf of you didnt use crafting system long time ago, maybe that is why thay change, if you dont like, dont use it again long time, nothing for you change, only doff system... you guys make me smile alot.... :D
  • thutmosis85thutmosis85 Member Posts: 2,358 Arc User
    edited July 2014
    kasraken wrote:
    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!

    Well look on the bright side, that's something to tell your grandkids ... assuming "regular Joe" can only log in once or twice a day it'll take only ~ 4-9 years to master one school ...

    -> just imagined myself as an old man : "Kids !!! after 63 years I finally did it ... !!!" ... "What Grandpa ?" ... "I'm an STO Master Crafter now !!"
    Patch Notes : Resolved an Issue, where people would accidently experience Fun.
  • sythkainynsythkainyn Member Posts: 39 Arc User
    edited July 2014
    yoxabg wrote: »
    I read this funny posts, and i can bet that more then helf of you didnt use crafting system long time ago, maybe that is why thay change, if you dont like, dont use it again long time, nothing for you change, only doff system... you guys make me smile alot.... :D

    Actually, I did (and still sort of do until it changes to the 'new' one) use the crafting system some. It has some good armors, personal shields and a small number of ship items worth crafting for alts or friends that are still climbing the rank chain (sure it's a very fast rank chain that can be done in a week or less if you really try...) but you have to be a gambler at best to ever waste energy credits, much less dilithium on a random item. And that's overlooking the grind level up system and what (from some of the craft posts) come out to far more resources being poured IN to the crafting system then the 'old' one to level it up and the need for specific doffs to make an item.
    It's hard to imagine that anyone other then people who never craft and often sell doffs and craft resources would ever be happy about a system like this.
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited July 2014
    If Energy Negation works like the borg set one it’s pretty much useless. Half the time it triggers for a second when you take no damage so it’s wasted. When it does trigger its completely unnoticeable as the buff duration is so short. The buff is so small and so short that you cannot even notice it in testing. Will the two stack? What happens if you have both the Borg one and Energy Negation fitted?

    If 99% for 2 seconds is pretty much useless and unnoticeable how are players going to benefit from 1 second?
  • thlaylierahthlaylierah Member Posts: 2,987 Arc User
    edited July 2014
    Owners of the current TR116 Rifle should have them upgraded automatically to the TR116B or you are entirely missing the point behind these unique items and the entire system is a FAIL from the start.

    Same goes for the AEGIS systems that people already own.
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited July 2014
    sythkainyn wrote: »
    It's hard to imagine that anyone other then people who never craft and often sell doffs and craft resources would ever be happy about a system like this.

    Sort of. If the new system isn't worthwhile enough for a decent number of participants, the price for doffs and craft resources is still likely to be driven by the Fleet Holdings rather than by crafters. Personally: I like the old system, but not most of its outputs; I dislike the new system, but like some of its potential outputs. Based on the current balance of system vs. outcomes, I think I'll miss the old one when the new one supplants it. At least we'll still have Defera (Yes, I checked; it will still be based on and advance your General Research Skill unless they mess with that in an upcoming Tribble patch).

    Not sure the post you responded to requires a resonse, though; it was the first post ever by a set of six random letters... meh.
    Owners of the current TR116 Rifle should have them upgraded automatically to the TR116B or you are entirely missing the point behind these unique items and the entire system is a FAIL from the start.

    Same goes for the AEGIS systems that people already own.

    The Rifle is a TR-116B, not the TR-116A you currently have, so probably not; the TR-116B requires LOS, for example. The Aegis set will automatically be upgraded to Very Rare Mk XII stats, though, as already seen on Tribble. If you are doing a fresh Copy to Tribble to check, you may need to log in twice to get it to display properly; it took me a second login, but my character did indeed get the updated stats on his Aegis set.
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • speedofheatspeedofheat Member Posts: 111 Arc User
    edited July 2014
    perhaps a suggestion; is there any merit in offering the abilty to "break down" a research project that did not go well; enabling the crafter to recover the majority of the resources used ... the time would still be lost but...
    y3m-yM6W2jBAA7NpYi95PewTOHD9vSNpFGl3huKvuKsGif7jH9lBSYRtnx-AxOUzQw00u0SrjnMeAt0McFsPmCC2FoawxgX3ZON4Ork7H39MCRYsgBUn0QYSADDqYpB6wB5twq-_jNOp7AdrNeItQjiXChE9kwGvBsqc-vTz7oj3YM?width=660&height=198&cropmode=none
  • scififan78scififan78 Member Posts: 1,383 Arc User
    edited July 2014
    I just don't understand why the beam unique weapon is polaron. Can anyone please answer me that? Personally, I think it should be Phaser for UFP, Disruptor for KDF, and Plasma for RR. It seems we are getting too many polarons these days.
  • mosul33mosul33 Member Posts: 836 Arc User
    edited July 2014
    Dammm, missed the dev blog when it was released. Saw that ppl got responses from devs. Wanted to ask about the ground craftable devices like the Horta pet or the Jem'Hadar nanoenergy cell devices. The new Crafting Update blogs and news dont mention them anywhere.

    Overall, those new consoles, plasma torp and the new aegis set looks nice. Dunno about the [Arc] gear, if it will stay only 1 per ship there will be very limited use of that gear.
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