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.
You can have any damage version you want, on UI you can select your energy type.
All 6 versions are there.
Same goes for wide cannon and wide beam, only the plasma torpedo is unique.
You cannot equip 2 same versions of energy type, I just dont know can you equip something like 1 phaser and 1 polaron (not like anybody would want to )....
EDIT
Also cryptic, what is with the traits: beams are already too powerful, how about do the same for cannons, and what happens with the rapid mod, what level is that rapid fire - 1? 2? 3?, and what happens if i already have RF active?
Does it overwrite my current RF? If it does that is useless since i already have a2b RF3 on most of my escorts.
Firstly, I crafted some Aegis Shields and Deflectors long ago for a future use.
Are they going to updated to the new version or will they stay as they are?
I'm going to be happy if the items I invested resources in crafting are rendered substandard by a crafting conversion.
The Omnidirectional Polaron Beam Array looks nice, it's nice to see that technology adapted for something other then Antiproton.
Will a Omnidirectional Plasma Beam Array be made available as well?
I know a player who is really keen to obtain that kind of weapon.
The TR-116 I regard as a slap in the face.
Or perhaps a full fist punch in the face.
I've been waiting for the TR-116A to be upgraded to be level scaling and this is all you did?
Take away the ability that makes it unique and put it into crafting?
I'm undecided if I want to craft it, a TR-116 with endgame level DPS is desirable, but I don't know if I want to make the tradeoff of loosing it's special ability.
Also, I hope they're updating the ingame model, the TR-116 as it is uses the standard phaser rifle model and it looks nothing like that!
Bees like honey, they don't like vinegar.
Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad
You can have any damage version you want, on UI you can select your energy type.
All 6 versions are there.
Same goes for wide cannon and wide beam, only the plasma torpedo is unique.
You cannot equip 2 same versions of energy type, I just dont know can you equip something like 1 phaser and 1 polaron (not like anybody would want to ).....
Thanks for that bit of info. Would have been nice if that was included in the blog. :cool:
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...
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?
Word on the street (from podcast) is that outside of the top top end gold type items, all crafting products will be "bind on equip". Therefore, they can be transferred to alts, given to fleeties, sold on exchange, etc. etc.
Secondly, the projects all require materials (which will be given out via the revamped nodes and as mission rewards), and the subcomponents necessary for high-end projects require dilithium (earned via the traditional systems). Therefore, it will be "truly F2P", however, the DOffs and consumable catalysts used to up the success rates are (initially) gonna be from the C-store, and there will be packs to "relieve" the grind for mats on the C-store too...
this game is well known for being the best f2p game out there... will this continue?
Yes. However, do keep in mind the Cryptic beliefs of dilithium - they know the 8k/day cap puts significant dampers on what a player can do on a daily basis, which "encourages" the use of the Dil exchange to go "above and beyond" the limitations of the cap. Therefore, at the current prices, a Mk XII part's gonna need 3 days worth of refining to build (current because it is subject to change). I can see someone doing the math, and using their allotment of three characters - all capping out daily, built to crafting 10 in the right school, and the account bank being activated (with a thousand zen ground up through the exchange) - being set up to pop the components of a Mk XII daily...
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?
I believe it's been said to be "significantly lifted" from NW, however, it's not a 100% port. Also keep in mind, the Dilithium economy, per Cryptic's actions, is "believed" to be fully functional and working within 90% of their intent - when I pressed about Dil at the beginning of the crafting announcements, there are "long term talks underway" about tweaking the income rates/sources of Dil...
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)
Mk XII and above will cost Dil. I haven't mentioned it yet, do keep in mind that the dil-needing subcomponents can be traded/exchanged, so it doesn't have to be your dilithium that goes into the item. As to guaranteeing, the only guarantee you can give is the "item name". Someone wants a Graviton deflector Mk XII? Or a Wide angle phaser DHC? Aegis shield? That part you can guarantee. Grade of item? That's up to the RNG, however, current beliefs are that the system is gonna be tweaked so that a purple DOff, 2 purple catalysts, and crafting school 20 will result in either blue or purple grade components (the best you can "guarantee" the quality of an item). Mods on item? RNG rules the day here, however, "future plans" are that there's gonna be a method to "exchange" mods on an item in a later release...
Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
I waiting for players to swap out dual beam banks for wide arc heavy cannons. Going see how many players start complaining about over powered players.
I see more Nerfs coming in Season 10. This crafting system is going be a fail or epic fail.
If the equipping works like I think it wilfor those it will be limit of one of those per ship no matter the energy type. Not that overpowered. However if, and I have to stress the IF, they are allowed one per type then its clear the devs have no interest in game ballence at that point.
Also: My perposal for crafting! Keep the interface currently, attach it instead to your status screen, and do away with the doff aspect. take away the "Finish now" button. and make each project take at most 1 minute. Much like the old system your captain would have to stand around to craft the item, moving negates and cancels the project. Items are made from different components much like the new system. Crafted items would be green, blue, purple, and ultaviolet with empty slots much like a kit frame and modifiers could be made and slotted much like a kit module. In this way it binds to the item once inserted and becomes a perminant modifier. Special mods like the ones introduced in the new system could be made only at high tier schools. Components give 100xp or 50xp, twice te ammount on critical. Criting on a creation of an item should award 2 of the produced item. each item created should award 1000xp and 1500xp for crit. Criting on creating an item should also increase rarity by 1 level.
This way the new system is mostly preserved with aspects people like from the old system. It also gets rid of the annoying randomness aspect and introduces crafting as a viable way to make ec for players, furthering interest in it. You should and could also create a breakdown item for components and breakdown component for raw materials. thats awarde only slight xp say 200 or so and 25-50 or so. There should also be some kind of discovery aspect. something that cam create new items and or types not listed. Also weapon flavors, eg: phaser, disruptor, and all the others to include torpedo flavors should be included and discovery required to craft a flavor weapon, going along the modular idea I mentioned earlier perhaps alternatively add a flavor slot to created weapons thereby creating the dmg type of the weapon. (try telling me you never wanted to try a quantum beam array!).
If the equipping works like I think it wilfor those it will be limit of one of those per ship no matter the energy type. Not that overpowered. However if, and I have to stress the IF, they are allowed one per type then its clear the devs have no interest in game ballence at that point.
Also: My perposal for crafting! Keep the interface currently, attach it instead to your status screen, and do away with the doff aspect. take away the "Finish now" button. and make each project take at most 1 minute. Much like the old system your captain would have to stand around to craft the item, moving negates and cancels the project. Items are made from different components much like the new system. Crafted items would be green, blue, purple, and ultaviolet with empty slots much like a kit frame and modifiers could be made and slotted much like a kit module. In this way it binds to the item once inserted and becomes a perminant modifier. Special mods like the ones introduced in the new system could be made only at high tier schools. Components give 100xp or 50xp, twice te ammount on critical. Criting on a creation of an item should award 2 of the produced item. each item created should award 1000xp and 1500xp for crit. Criting on creating an item should also increase rarity by 1 level.
This way the new system is mostly preserved with aspects people like from the old system. It also gets rid of the annoying randomness aspect and introduces crafting as a viable way to make ec for players, furthering interest in it. You should and could also create a breakdown item for components and breakdown component for raw materials. thats awarde only slight xp say 200 or so and 25-50 or so. There should also be some kind of discovery aspect. something that cam create new items and or types not listed. Also weapon flavors, eg: phaser, disruptor, and all the others to include torpedo flavors should be included and discovery required to craft a flavor weapon, going along the modular idea I mentioned earlier perhaps alternatively add a flavor slot to created weapons thereby creating the dmg type of the weapon. (try telling me you never wanted to try a quantum beam array!).
Sounds nice. We'll see.
I can picture a ship having.
1x Heavy Quad Cannons
2x Dual Heavy Cannons
1x Heavy Cannons (with ARC)
Well, i am happy that they (Devs) did something right:
Character bind on Equip - so it will make sense to train one
toon on account to do crafting for all chars on account.
Still, the best crafting system in MMOs that i have seen
was in Fallen Earth.
The one here - i will see how will it be in real version
(not the testing on Tribble).
But as it looks for now - i don't know if i will
even bother with crafting.
The rewards are not looking to be enough as
it is now...
What about the current Aegis set items in our inventories?
If we have the current Aegis items will those automatically be upgraded to the new Mk XII version or do we have to go through the entire training and crafting process just to re-craft slightly better versions of items we've already crafted?
In the immortal words of Captain Sisko: "It may not be what you believe, but that doesn't make it wrong."
Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
What about the current Aegis set items in our inventories?
If we have the current Aegis items will those automatically be upgraded to the new Mk XII version or do we have to go through the entire training and crafting process just to re-craft slightly better versions of items we've already crafted?
What happens to the General Research skill I worked on so hard already?
Last time I checked Defera on Tribble, it still used and advanced your General Research Skill. No timers, no Finish Now button, no making components from the materials between the gathering and crafting setps... just a simple double-click and you get your item when the progress bar fills 5 secs later. Not sure if I should advise them to update it so as to avoid comparisons, or pray they don't so we can still use it. Hmmm...
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.
What about the current Aegis set items in our inventories?
If we have the current Aegis items will those automatically be upgraded to the new Mk XII version or do we have to go through the entire training and crafting process just to re-craft slightly better versions of items we've already crafted?
I feel like the bonus trait to your shields to resist 99% of incoming dmg for 1 sec should be 3 sec. 1 sec is far too short. sure it would help in a pvp with overloads and other things. And, in pve the borg torps and one-shots. however, this give you no reaction time, 3 secs will not be too long to change the outcome of a whole battle, but will help you survive a bit longer.
Will we be able to have the mods such as [arc] and [over] to any beam weapons? I would like to be able to make any beam array into a 360 beam array. maybe not both at the same time. that would be overkill, but two standard beam bonuses and a special bonus would make for a better crafting system, so you can make exactly what you want to bet. Not just wait 3 years till you "chance" upon the item you want.
Also, will the standard crafted items be bound to character or account or not at all?
So I see how Cryptic is going to get people to grind out the new ridiculous crafting system. Not me though, as I have had enough grinds for 2 lifetimes.
That's some wicked psychology you got going there Cryptic. More shiny and OP gear, more dilithium (sinks) and more grind. At some point ... STO was actually a game right? I didn't just imagine it or something?
"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably."
The only items exclusive to those who deal with the crafting system are the traits. Everything else will be available on the Exchange. Cryptic is not forcing people to grind out the new crafting system. Only people that are interested in crafting will have any real desire to mess around with it while the rest of us use the exchange for any equipment from the crafting system that we might want.
tried the new crafting on tribble now, and i have to agree that the dilithium prices are way to high. while 10k-ish dilithium for a very rare [arc] weapon with random properties might be ok, the current 25k is quite extreme... and the 20k for a (possibly) common mk xii item means i'll not gamble there at all.
other things i'd like to see is - at least for the intermediate items - an option to build more than one at a time. some slider to craft 1-100 would be nice there.
also, it seems that the conversion of the old crafting resources to the new ones could use some improvement:
- the stuff in the bank isn't automatically converted (read something that the stuff in the invertory will be; didn't have anything there, so couldn't see that)
- using the current interface i got a few dozen stacks of 100 common/uncommon crafting materials
- i need to double-click each stack 100 times to convert them into the new items?!? i'll need a new mouse, and surgery for the soon to be developed carpal tunnel syndrome
finally, i'd propose a tradeoff: allow us to upgrade existing items, for say 5k dilithium for adding a selectable modifier to an exiting item, upgrading it's quality level up to ultra-rare; and for the gamblers let's reduce that to 1k dilithium for a random modifier
Playing with the new system on Tribble I've come up with one thought on how to make the system more integrated with player choices and make career paths have a bit more meaning in context.
Would it not make sense if one's advancement in certain schools were more rapid depending on your career?
For example, imagine gaining a 20% skill bonus in 2 schools based on your career. For instance, science might confer a bonus in the Science and Shield schools, engineering could apply to Engineering and Projectiles, and Tac might supplement beams and cannons.
This would give a small but noticeable boost in advancement in specific areas and may provide more motivation to work on advancing more than one alt in crafting.
Again like I said in the last update DoF (Discuss on Forums) that I appreciate this revamp and that it looks good for the most part on Tribble.
Yet again I am not pleased with your choices of some items you have placed at the top of the trees.
Antiproton weapons are NOT standard and should NOT be used as the BiS of cannons. Antiprotons are the weapon of the PLANET KILLER not for use on standard vessels of the fleet! I feel you should revisit this weapon and make it Tetryon Based or offer the 3 best options available, Fed R&D - Phasers, Rom R&D - Plasma and KDF R&D - Disruptor. Since these are all BoE it would be the best option as it builds a market of trade for which R&D is very lacking. But more on that later...
Plasma is the primary of the Romulan and they already have an advantage when it comes to bonus damage with plasma weapons. Again I would offer the best 3 options here, Fed R&D - Quantum that deploys Antimatter as opposed to plasma.
Tactical Quantum Torpedo Launcher [CrtD] [Pen] Mk XII
Character Bind on Equip
Cannot Equip more than 1 of this Item
Vice Admiral
Values fo not reflect skills or other modifiers
Tactical Quantum Torpedo
Kinetic Damage
90' targeting arc
2,467.4 Kinetic Damage (281.3 DPS)
657 Proton Damage over 10 sec
Creats a Ion Radiation Cloud on impact which lasts for 6 sc, deals 345.6 Proton Damage every 1 sec to foes within
+20% Critical Severity
Ignores 10 points of Damage Resistance Rating
For the KDF R&D make it the Photon varient.
Advanced Photon Torpedo Launcher [CrtD] [Pen] Mk XII
Character Bind on Equip
Cannot Equip more than 1 of this Item
Vice Admiral
Values fo not reflect skills or other modifiers
Advanced Photon Torpedo
Kinetic Damage
90' targeting arc
2,249.3 Kinetic Damage (281.3 DPS)
657 Antiproton Damage over 10 sec
Creats a Antimatter Cloud on impact which lasts for 6 sc, deals 345.6 Antiproton Damage every 1 sec to foes within
+20% Critical Severity
Ignores 10 points of Damage Resistance Rating
Romulan R&D can carry on with the Plasma varient offered.
Same will follow with all the options given as Top Tier projects in R&D.
Even before the attacks on Earth and QonoS, my teams were working on a whole new system for Research and Development. Were going to wipe away everything that came before everything the Undine know and start fresh. Well have new technology and new options. Well open up R&D to captains who havent worked with it before and see what they can do.
I propose that we even consider sharing these advances with the Republic and the Empire, although I expect theyre both working on something similar already. We cant be the only ones who see the only way to move is forward.
Something SIMILAR is not the SAME and Rom and KDF should be true to who they have been when it comes to the systems they are Researching and Developing for the future. So the Aegis WAS OLD and I thought we were wiping away everything the Undine know? However, It is a great construct and I would enjoy it at the top of the line equipment. KDF and ROM R&D should research different avenues with SIMILAR effects. The Aegis should have a varying Rom and KDF counterpart, as well with the consoles and the TR-116B Rifle. Offer something SIMILAR for Rom and KDF R&D and not the SAME thing to all Captains.
The last thing to note is what I mentioned earlier, Crafting is Commerce. I can offer you something that you cannot get yourself and you can offer me something I can not get myself, lets make a trade....
The basis of Crafting, or R&D as it were, is to promote yourself in one area of expertise in order to present items that others may not have the same access to. Again I argue that "Beam, Cannons, Shields and Ground Weapons" are not sutible Star Trek R&D School titles. And allowing EVERY captain access to EVERY school in R&D belittles what you have put into developing this system.
While what I have presented may not be applicable currently due to the timeline you guys have set for this to launch I hope you consider what I have presented to you for revisions down the road.
The biggest concern I have at this point is simply this:
will wide-angle torpedo launchers be craftable?
My KDF and Romulan toons would like one of these for their larger vessels. Many of the other modifiers are interesting and the special items are really cool, but adding wide-angle torps to the Torpedo School would be highly appreciated.
Can anyone answer this question? Please, adjudicatorhawk!
Lifetime Subscriber since October 31st, 2014
Star Trek Online Captain since September, 2012
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.
It can be any energy type, Polaron was just the one we used for the picture.
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.
I do believe all those owners would riot.
The TR-116B that you can craft does not have the TR-116A's capabilities. The Alpha does not require line of sight, it has the original's shoot through walls ability. The Bravo does not have that ability and requires actual line of sight.
And has been said on almost every page, the Aegis will be automatically upgrade to the very rare Mk XII version. The new system has an Ultra Violet rare MkXII however.
Playing with the new system on Tribble I've come up with one thought on how to make the system more integrated with player choices and make career paths have a bit more meaning in context.
Would it not make sense if one's advancement in certain schools were more rapid depending on your career?
For example, imagine gaining a 20% skill bonus in 2 schools based on your career. For instance, science might confer a bonus in the Science and Shield schools, engineering could apply to Engineering and Projectiles, and Tac might supplement beams and cannons.
This would give a small but noticeable boost in advancement in specific areas and may provide more motivation to work on advancing more than one alt in crafting.
That's an excellent idea. Though engineers should get engineering and engines, while tacs get both weapons.
"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"
I stopped crafting due to the Dilithium Tax enforced on us. The new system doesn't allow me to do what I want to be able to do for me to even consider starting to craft again. This will be a fad that will burn bright and fast. Don't see how this system will make people want to come back for more. Levelling up 15 Ranks in 7 fields to be able to get back to the same level my current crafter is at? I don't think so. Merging crafting with the Dilithium store and leaving out the only weapons I use from the Dil Store... :rolleyes:
If we have had ample warning about this let's say 6 months ago when you probably started to work on it, that would have been good as we could have told you how to make a better system that will last longer. Before you put it in the game in a few weeks.
I stopped crafting due to the Dilithium Tax enforced on us. The new system doesn't allow me to do what I want to be able to do for me to even consider starting to craft again. This will be a fad that will burn bright and fast. Don't see how this system will make people want to come back for more. Levelling up 15 Ranks in 7 fields to be able to get back to the same level my current crafter is at? I don't think so. Merging crafting with the Dilithium store and leaving out the only weapons I use from the Dil Store... :rolleyes:
If we have had ample warning about this let's say 6 months ago when you probably started to work on it, that would have been good as we could have told you how to make a better system that will last longer. Before you put it in the game in a few weeks.
Could not agree with you more, mattachine. Just so that my ideas don't get buried in the thread, this is a repost of my original post back on page 68.
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.
AdjudicatorHawk, please do not release a shoddy system. If the suits are breathing down your neck, remind them that shoddy systems WILL lead to massive player losses. If the suits want people to keep pumping money into STO, then the game needs to have more going for it than "The Lockbox Ship of the Month".
Those of us that love this game, even with the flaws and bugs, beg you to stop the vicious cycle that has been the precedent. Fix it right the first time, and fix it so that you don't need to overhaul it again...
Could not agree with you more, mattachine. Just so that my ideas don't get buried in the thread, this is a repost of my original post back on page 68.
This following post was made on page 69.
AdjudicatorHawk, please do not release a shoddy system. If the suits are breathing down your neck, remind them that shoddy systems WILL lead to massive player losses. If the suits want people to keep pumping money into STO, then the game needs to have more going for it than "The Lockbox Ship of the Month".
Those of us that love this game, even with the flaws and bugs, beg you to stop the vicious cycle that has been the precedent. Fix it right the first time, and fix it so that you don't need to overhaul it again...
I have to agree with you two also. DL devalues the crafting system completely and the new system is an even larger DL sink than the current one. If no one bothers with it, they will either have to change it or scrap it. Sadly, the dev team hasn't realized that a lack of things added to the original crafting system let that fade and the DL requirements further added the nails in the coffin for the current one.
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Looking for a new fleet? Drop by the in-game chat channel, "tenforwardforum", and say hi to the members of A Fleet Called Ten Forward (Fed) and The Orion Pirates (KDF). If you already have a fleet you are happy with, please feel free to drop by our chat channel if you are looking for a friendly bunch of helpful people to socialize with.
I'm a bit PISSED that the Aegis set that was a universal set is now about to be converted to a MKXII and thus no longer universal. I would craft this set as a way to not have to keep assembling TRIBBLE onto a ship while leveling up. indeed I am using it now on lev 20 and 30 characters for little more then farming or storage, these are characters that I dont give two ****s about normally cause I do nothing with them except use them for farming marks or dilithium or faming MK VI purples to sell on the market. If they get to 30 I often delete them and craft a new set for a new lowbe. That your now removing the only truely universal set is once again a kick in the mouth NERF to those that PAY YOU to play instead of the free to play leeches. frankly this is the last draw, My suscription is done and I have zero reason to pay you a dime ever again. Just you remeber that as you go foward punishing those thaty have been loyal subscribers all these years that EARNED their reputation and sets by doing what you demanded we do, GRIND. Now you turn around and say your too powerful. I say then whats the point of reputation if we can not USE what we earned!?! And now your going to forceabily make a change to ageis set? Whats next removing all the crafted and Fleet and embasy kits from the perfect edition of the game cause we have & use them because we find your new kit system repugnat and clumsy? You have ruined this game, uterly and completly ruined it. ***** a great franchise and soiled it with dysfunction and illogical changes that do nothing but PUNISH players that played and paid, and reward those that are lazy and did nothing for years in the game but ***** that they had to grind reputation or spend money to attain lobi crystals to get gear they wanted. In the end your new crafting system adds nothing to the game worth while. Its the same TRIBBLE it had before but now less usable, and harder to achieve because of the requirment to have purple doffs within specialites. Not only that its not upgradeable to better crafting option in the future. you cant for instance UPGRADE gear you earned in reputation to have better stats through crafting specialties. Or down grade a MK level so a low lvel toon could use a similar item, or break down a drop for a reciepe to make it, or have a way to change a bound to a bound to account so another character on your account could use somethign you earned and used. Any of that at least would have been SOMETHING useful. This is just more garbage treatment as far as I am concerned. Start listening to those that are actually PAYING to play and not the idiots that are encouraging you down this road to a shut down of the game cause your driving away paying players with a fire hose.
Comments
You can have any damage version you want, on UI you can select your energy type.
All 6 versions are there.
Same goes for wide cannon and wide beam, only the plasma torpedo is unique.
You cannot equip 2 same versions of energy type, I just dont know can you equip something like 1 phaser and 1 polaron (not like anybody would want to )....
EDIT
Also cryptic, what is with the traits: beams are already too powerful, how about do the same for cannons, and what happens with the rapid mod, what level is that rapid fire - 1? 2? 3?, and what happens if i already have RF active?
Does it overwrite my current RF? If it does that is useless since i already have a2b RF3 on most of my escorts.
Firstly, I crafted some Aegis Shields and Deflectors long ago for a future use.
Are they going to updated to the new version or will they stay as they are?
I'm going to be happy if the items I invested resources in crafting are rendered substandard by a crafting conversion.
The Omnidirectional Polaron Beam Array looks nice, it's nice to see that technology adapted for something other then Antiproton.
Will a Omnidirectional Plasma Beam Array be made available as well?
I know a player who is really keen to obtain that kind of weapon.
The TR-116 I regard as a slap in the face.
Or perhaps a full fist punch in the face.
I've been waiting for the TR-116A to be upgraded to be level scaling and this is all you did?
Take away the ability that makes it unique and put it into crafting?
I'm undecided if I want to craft it, a TR-116 with endgame level DPS is desirable, but I don't know if I want to make the tradeoff of loosing it's special ability.
Also, I hope they're updating the ingame model, the TR-116 as it is uses the standard phaser rifle model and it looks nothing like that!
Bees like honey, they don't like vinegar.
Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad
Thanks for that bit of info. Would have been nice if that was included in the blog. :cool:
I brought up the same concern and offered a "tethered" solution/proposal here:
http://sto-forum.perfectworld.com/showthread.php?t=1150141
Hopefully a Dev will read it.
Squishing Bugs for a better future
Word on the street (from podcast) is that outside of the top top end gold type items, all crafting products will be "bind on equip". Therefore, they can be transferred to alts, given to fleeties, sold on exchange, etc. etc.
Secondly, the projects all require materials (which will be given out via the revamped nodes and as mission rewards), and the subcomponents necessary for high-end projects require dilithium (earned via the traditional systems). Therefore, it will be "truly F2P", however, the DOffs and consumable catalysts used to up the success rates are (initially) gonna be from the C-store, and there will be packs to "relieve" the grind for mats on the C-store too...
Yes. However, do keep in mind the Cryptic beliefs of dilithium - they know the 8k/day cap puts significant dampers on what a player can do on a daily basis, which "encourages" the use of the Dil exchange to go "above and beyond" the limitations of the cap. Therefore, at the current prices, a Mk XII part's gonna need 3 days worth of refining to build (current because it is subject to change). I can see someone doing the math, and using their allotment of three characters - all capping out daily, built to crafting 10 in the right school, and the account bank being activated (with a thousand zen ground up through the exchange) - being set up to pop the components of a Mk XII daily...
I believe it's been said to be "significantly lifted" from NW, however, it's not a 100% port. Also keep in mind, the Dilithium economy, per Cryptic's actions, is "believed" to be fully functional and working within 90% of their intent - when I pressed about Dil at the beginning of the crafting announcements, there are "long term talks underway" about tweaking the income rates/sources of Dil...
Mk XII and above will cost Dil. I haven't mentioned it yet, do keep in mind that the dil-needing subcomponents can be traded/exchanged, so it doesn't have to be your dilithium that goes into the item. As to guaranteeing, the only guarantee you can give is the "item name". Someone wants a Graviton deflector Mk XII? Or a Wide angle phaser DHC? Aegis shield? That part you can guarantee. Grade of item? That's up to the RNG, however, current beliefs are that the system is gonna be tweaked so that a purple DOff, 2 purple catalysts, and crafting school 20 will result in either blue or purple grade components (the best you can "guarantee" the quality of an item). Mods on item? RNG rules the day here, however, "future plans" are that there's gonna be a method to "exchange" mods on an item in a later release...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
If the equipping works like I think it wilfor those it will be limit of one of those per ship no matter the energy type. Not that overpowered. However if, and I have to stress the IF, they are allowed one per type then its clear the devs have no interest in game ballence at that point.
Also: My perposal for crafting! Keep the interface currently, attach it instead to your status screen, and do away with the doff aspect. take away the "Finish now" button. and make each project take at most 1 minute. Much like the old system your captain would have to stand around to craft the item, moving negates and cancels the project. Items are made from different components much like the new system. Crafted items would be green, blue, purple, and ultaviolet with empty slots much like a kit frame and modifiers could be made and slotted much like a kit module. In this way it binds to the item once inserted and becomes a perminant modifier. Special mods like the ones introduced in the new system could be made only at high tier schools. Components give 100xp or 50xp, twice te ammount on critical. Criting on a creation of an item should award 2 of the produced item. each item created should award 1000xp and 1500xp for crit. Criting on creating an item should also increase rarity by 1 level.
This way the new system is mostly preserved with aspects people like from the old system. It also gets rid of the annoying randomness aspect and introduces crafting as a viable way to make ec for players, furthering interest in it. You should and could also create a breakdown item for components and breakdown component for raw materials. thats awarde only slight xp say 200 or so and 25-50 or so. There should also be some kind of discovery aspect. something that cam create new items and or types not listed. Also weapon flavors, eg: phaser, disruptor, and all the others to include torpedo flavors should be included and discovery required to craft a flavor weapon, going along the modular idea I mentioned earlier perhaps alternatively add a flavor slot to created weapons thereby creating the dmg type of the weapon. (try telling me you never wanted to try a quantum beam array!).
Sounds nice. We'll see.
I can picture a ship having.
1x Heavy Quad Cannons
2x Dual Heavy Cannons
1x Heavy Cannons (with ARC)
1xOmni-directional Beam
1xBeam Array(Wide Arc)
1xCutting Beam
Consoles
Assimiliated Console
4x Tactical Consle Very Rare MK XII
I'm should be enougth to blow up things very very fast.
Character bind on Equip - so it will make sense to train one
toon on account to do crafting for all chars on account.
Still, the best crafting system in MMOs that i have seen
was in Fallen Earth.
The one here - i will see how will it be in real version
(not the testing on Tribble).
But as it looks for now - i don't know if i will
even bother with crafting.
The rewards are not looking to be enough as
it is now...
If we have the current Aegis items will those automatically be upgraded to the new Mk XII version or do we have to go through the entire training and crafting process just to re-craft slightly better versions of items we've already crafted?
Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
Asked and answered...
Last time I checked Defera on Tribble, it still used and advanced your General Research Skill. No timers, no Finish Now button, no making components from the materials between the gathering and crafting setps... just a simple double-click and you get your item when the progress bar fills 5 secs later. Not sure if I should advise them to update it so as to avoid comparisons, or pray they don't so we can still use it. Hmmm...
this :
______
poooooooof ... you'll get a Doff, though
Will we be able to have the mods such as [arc] and [over] to any beam weapons? I would like to be able to make any beam array into a 360 beam array. maybe not both at the same time. that would be overkill, but two standard beam bonuses and a special bonus would make for a better crafting system, so you can make exactly what you want to bet. Not just wait 3 years till you "chance" upon the item you want.
Also, will the standard crafted items be bound to character or account or not at all?
Thanks,
TJMOD
http://community.arcgames.com/en/news/star-trek-online/detail/6001993-crafting-systems-part-2
*facepalm*
That's some wicked psychology you got going there Cryptic. More shiny and OP gear, more dilithium (sinks) and more grind. At some point ... STO was actually a game right? I didn't just imagine it or something?
- Judge Aaron Satie
other things i'd like to see is - at least for the intermediate items - an option to build more than one at a time. some slider to craft 1-100 would be nice there.
also, it seems that the conversion of the old crafting resources to the new ones could use some improvement:
- the stuff in the bank isn't automatically converted (read something that the stuff in the invertory will be; didn't have anything there, so couldn't see that)
- using the current interface i got a few dozen stacks of 100 common/uncommon crafting materials
- i need to double-click each stack 100 times to convert them into the new items?!? i'll need a new mouse, and surgery for the soon to be developed carpal tunnel syndrome
finally, i'd propose a tradeoff: allow us to upgrade existing items, for say 5k dilithium for adding a selectable modifier to an exiting item, upgrading it's quality level up to ultra-rare; and for the gamblers let's reduce that to 1k dilithium for a random modifier
Would it not make sense if one's advancement in certain schools were more rapid depending on your career?
For example, imagine gaining a 20% skill bonus in 2 schools based on your career. For instance, science might confer a bonus in the Science and Shield schools, engineering could apply to Engineering and Projectiles, and Tac might supplement beams and cannons.
This would give a small but noticeable boost in advancement in specific areas and may provide more motivation to work on advancing more than one alt in crafting.
Yet again I am not pleased with your choices of some items you have placed at the top of the trees.
Antiproton weapons are NOT standard and should NOT be used as the BiS of cannons. Antiprotons are the weapon of the PLANET KILLER not for use on standard vessels of the fleet! I feel you should revisit this weapon and make it Tetryon Based or offer the 3 best options available, Fed R&D - Phasers, Rom R&D - Plasma and KDF R&D - Disruptor. Since these are all BoE it would be the best option as it builds a market of trade for which R&D is very lacking. But more on that later...
Plasma is the primary of the Romulan and they already have an advantage when it comes to bonus damage with plasma weapons. Again I would offer the best 3 options here, Fed R&D - Quantum that deploys Antimatter as opposed to plasma.
Tactical Quantum Torpedo Launcher [CrtD] [Pen] Mk XII
- Values fo not reflect skills or other modifiers
Tactical Quantum TorpedoKinetic Damage
For the KDF R&D make it the Photon varient.
Advanced Photon Torpedo Launcher [CrtD] [Pen] Mk XII
- Values fo not reflect skills or other modifiers
Advanced Photon TorpedoKinetic Damage
Romulan R&D can carry on with the Plasma varient offered.
Same will follow with all the options given as Top Tier projects in R&D.
Something SIMILAR is not the SAME and Rom and KDF should be true to who they have been when it comes to the systems they are Researching and Developing for the future. So the Aegis WAS OLD and I thought we were wiping away everything the Undine know? However, It is a great construct and I would enjoy it at the top of the line equipment. KDF and ROM R&D should research different avenues with SIMILAR effects. The Aegis should have a varying Rom and KDF counterpart, as well with the consoles and the TR-116B Rifle. Offer something SIMILAR for Rom and KDF R&D and not the SAME thing to all Captains.
The last thing to note is what I mentioned earlier, Crafting is Commerce. I can offer you something that you cannot get yourself and you can offer me something I can not get myself, lets make a trade....
The basis of Crafting, or R&D as it were, is to promote yourself in one area of expertise in order to present items that others may not have the same access to. Again I argue that "Beam, Cannons, Shields and Ground Weapons" are not sutible Star Trek R&D School titles. And allowing EVERY captain access to EVERY school in R&D belittles what you have put into developing this system.
While what I have presented may not be applicable currently due to the timeline you guys have set for this to launch I hope you consider what I have presented to you for revisions down the road.
will wide-angle torpedo launchers be craftable?
My KDF and Romulan toons would like one of these for their larger vessels. Many of the other modifiers are interesting and the special items are really cool, but adding wide-angle torps to the Torpedo School would be highly appreciated.
Can anyone answer this question? Please, adjudicatorhawk!
Star Trek Online Captain since September, 2012
It can be any energy type, Polaron was just the one we used for the picture.
~CaptainSmirk
I do believe all those owners would riot.
The TR-116B that you can craft does not have the TR-116A's capabilities. The Alpha does not require line of sight, it has the original's shoot through walls ability. The Bravo does not have that ability and requires actual line of sight.
And has been said on almost every page, the Aegis will be automatically upgrade to the very rare Mk XII version. The new system has an Ultra Violet rare MkXII however.
That's an excellent idea. Though engineers should get engineering and engines, while tacs get both weapons.
If we have had ample warning about this let's say 6 months ago when you probably started to work on it, that would have been good as we could have told you how to make a better system that will last longer. Before you put it in the game in a few weeks.
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Could not agree with you more, mattachine. Just so that my ideas don't get buried in the thread, this is a repost of my original post back on page 68.
This following post was made on page 69.
AdjudicatorHawk, please do not release a shoddy system. If the suits are breathing down your neck, remind them that shoddy systems WILL lead to massive player losses. If the suits want people to keep pumping money into STO, then the game needs to have more going for it than "The Lockbox Ship of the Month".
Those of us that love this game, even with the flaws and bugs, beg you to stop the vicious cycle that has been the precedent. Fix it right the first time, and fix it so that you don't need to overhaul it again...
I have to agree with you two also. DL devalues the crafting system completely and the new system is an even larger DL sink than the current one. If no one bothers with it, they will either have to change it or scrap it. Sadly, the dev team hasn't realized that a lack of things added to the original crafting system let that fade and the DL requirements further added the nails in the coffin for the current one.
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