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Tribble Maintenance and Release Notes - July 8, 2014

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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2014
    Thanks :) And more tuning can still be done, but this build at least has the basic dynamic of being able to eliminate Rare outcome weighting in favor of Very Rare once both Common and Uncommon are gone.

    Our goal is for a player who's gone through the system to be able to consistently make high-quality Mk XII items - you will be able to push Very Rare's chance very high - and be able to make them at a price that reflects the number of crafts it will take to get the mods that you want onto your gear.

    this has come a long way since you said 'you have up to a 33% chance of getting a purple item guys!', and i said ive seen enough, it will be DOA like that! lol

    im glad to see its evolved to this point, were all but purple quality can be fully eliminated in the system.


    still that beam trait, and its incompatibility with FAW's cooldown, make that trait a bit of a joke. except for escorts and vapers that can keep all those stacks up by cycling BO as often as possible, the max potential for BO did not need buffed.
  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited July 2014
    The Data Samples search category has been removed from the Exchange.

    Strange alien artifacts and powered alien artifacts also belonged to the "Data Samples" category. Which category have they been moved to?
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  • ikonn#1068 ikonn Member Posts: 1,449 Arc User
    edited July 2014
    Some good updates and fixes... definitely a step in the right direction :)
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  • tpalelenatpalelena Member Posts: 1 Arc User
    edited July 2014
    this has come a long way since you said 'you have up to a 33% chance of getting a purple item guys!', and i said ive seen enough, it will be DOA like that! lol

    im glad to see its evolved to this point, were all but purple quality can be fully eliminated in the system.


    still that beam trait, and its incompatibility with FAW's cooldown, make that trait a bit of a joke. except for escorts and vapers that can keep all those stacks up by cycling BO as often as possible, the max potential for BO did not need buffed.

    To be honest, FAW does NOT need any more buffing. It is already the most OP of all the weapon skills, and with the "Thrust" modifier of crafted beam weapons, it will be going up even more.
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  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited July 2014
    Our goal is for a player who's gone through the system to be able to consistently make high-quality Mk XII items - you will be able to push Very Rare's chance very high - and be able to make them at a price that reflects the number of crafts it will take to get the mods that you want onto your gear.

    Can you explain this in more detail? If you consider only the standard weapon modifiers currently available on Holodeck, there are 20 possible outcomes for a very rare weapon. Assuming all outcomes are equally likely, it would take 20 tries in expectation to get a specific outcome. Of course, this calculation is not quite right, because there are new modifiers available only through crafting. Also, can the new crafting modifiers appear more than once per weapon?
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2014
    tpalelena wrote: »
    To be honest, FAW does NOT need any more buffing. It is already the most OP of all the weapon skills, and with the "Thrust" modifier of crafted beam weapons, it will be going up even more.

    FAW is only OP if there are 3 or more ships useing it at once, then it becomes a force multiplier. otherwise it just scatters shots everywhere, throwing up big DPS numbers, most of which amount to nothing with just simple shield and hull regeneration tics. its still dumb that 1 of the 2 skills this trait will effect, is incompatible with it.
  • bones1970bones1970 Member Posts: 953 Arc User
    edited July 2014
    Thanks :) And more tuning can still be done, but this build at least has the basic dynamic of being able to eliminate Rare outcome weighting in favor of Very Rare once both Common and Uncommon are gone.

    Our goal is for a player who's gone through the system to be able to consistently make high-quality Mk XII items - you will be able to push Very Rare's chance very high - and be able to make them at a price that reflects the number of crafts it will take to get the mods that you want onto your gear.

    That the biggest problem i now have with the 'crafting' system, you don't know what mods you will get, high dps & pvp ask for crtd or acc mod's (crtd x3 / acc x 3) anything else (dmg/crth) is a los, even if you get only 1 ([dmg] [acc] x2).
  • jediwolfkkhjediwolfkkh Member Posts: 10 Arc User
    edited July 2014
    I checked the lower end items I can create and saw that the white and green were eliminated and that is great especially as I like to play around with new low level characters and it will make a lot of good items available to new players and characters via the exchange so long as people don't over-price the items.

    The Random Mods still needs work as well as the progression curve. Also need ways to gather crafting materials more reliable. The exchange process of Rare Samples needs to award rare and very rare as too keep in line with the work needed to get them.
  • jarodroto123jarodroto123 Member Posts: 1,337 Arc User
    edited July 2014
    bones1970 wrote: »
    That the biggest problem i now have with the 'crafting' system, you don't know what mods you will get, high dps & pvp ask for crtd or acc mod's (crtd x3 / acc x 3) anything else (dmg/crth) is a los, even if you get only 1 ([dmg] [acc] x2).

    How many times.......choosing mods will happen before ex2, already confirmed, will cost more dil, but give guaranteed mods.
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited July 2014
    frtoaster wrote: »
    Can you explain this in more detail? If you consider only the standard weapon modifiers currently available on Holodeck, there are 20 possible outcomes for a very rare weapon. Assuming all outcomes are equally likely, it would take 20 tries in expectation to get a specific outcome. Of course, this calculation is not quite right, because there are new modifiers available only through crafting. Also, can the new crafting modifiers appear more than once per weapon?

    My assumption for pricing is not that you will get a specific set of mods, but rather that you will get at least some number of mods that you care about. The chance of a specific combination of mods is .25*.25*.1, which is of course very very low. The chance of "usable set of mods" is much better, at something like .75*.5*.4 for a "reasonably choicey" player - they have at least one specific mod they want (e.g. Acc), one mod they will accept one of two mods on (either Acc or CritH), and the "special crafting mod slot" where they'll accept Acc, CritH, or maybe Pen or Thrust, for example.

    The new crafting modifiers can only appear once per weapon, and Acc/CritH/CritD/Dmg can all also appear in the same pool of mods.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited July 2014
    FAW is only OP if there are 3 or more ships useing it at once, then it becomes a force multiplier. otherwise it just scatters shots everywhere, throwing up big DPS numbers, most of which amount to nothing with just simple shield and hull regeneration tics. its still dumb that 1 of the 2 skills this trait will effect, is incompatible with it.

    I'll probably increase the time at which you're allowed to refresh your stack up to 30 seconds from 20.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited July 2014
    My assumption for pricing is not that you will get a specific set of mods, but rather that you will get at least some number of mods that you care about. The chance of a specific combination of mods is .25*.25*.1, which is of course very very low. The chance of "usable set of mods" is much better, at something like .75*.5*.4 for a "reasonably choicey" player - they have at least one specific mod they want (e.g. Acc), one mod they will accept one of two mods on (either Acc or CritH), and the "special crafting mod slot" where they'll accept Acc, CritH, or maybe Pen or Thrust, for example.

    The new crafting modifiers can only appear once per weapon, and Acc/CritH/CritD/Dmg can all also appear in the same pool of mods.

    Given that other methods of obtaining high-end gear, short of loot drops, guarantee their mod selection, this makes the new crafting system undesirably risky. I see tones of Mk XII Very Rare gear going for little more than their vendor price just because of the mod selection.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited July 2014
    I'll probably increase the time at which you're allowed to refresh your stack up to 30 seconds from 20.

    Speaking about that, could the cannon trait give a damage boost like the beam one please?
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  • frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited July 2014
    My assumption for pricing is not that you will get a specific set of mods, but rather that you will get at least some number of mods that you care about. The chance of a specific combination of mods is .25*.25*.1, which is of course very very low. The chance of "usable set of mods" is much better, at something like .75*.5*.4 for a "reasonably choicey" player - they have at least one specific mod they want (e.g. Acc), one mod they will accept one of two mods on (either Acc or CritH), and the "special crafting mod slot" where they'll accept Acc, CritH, or maybe Pen or Thrust, for example.

    The new crafting modifiers can only appear once per weapon, and Acc/CritH/CritD/Dmg can all also appear in the same pool of mods.

    If I am interpreting you correctly, then the first two slots on a very rare weapon can contain only the 4 standard modifiers [Acc], [CrtitD], [CritH], and [Dmg]. The third slot can contain the 4 standard modifiers as well as 6 new crafting modifiers. Does this mean that each weapon type (e.g., beam array, DBB, DHC, turret) has 6 additional modifiers for the third slot?

    Also, your post seems to imply that each slot has a pool of available modifiers, the modifier for a specific slot is chosen uniformly at random, and the modifiers for different slots are chosen independently from each other. Essentially, this is Method 1 from this thread, with a correction for the modifier pools. Please note that this method results in a non-uniform distribution of outcomes. For example, [Acc] [CrtH] [Dmg] would be more likely than [Acc]x3.
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2014
    I'll probably increase the time at which you're allowed to refresh your stack up to 30 seconds from 20.

    would the damage buff last 30 seconds though? i donno, both the beam and cannon traits need to go back to the drawing board i think. to counter my own original argument, further incentive to turn left and cycling FAW as often as possible isn't exactly a good thing ether. i still just want a doff that when you slot it turns FAW into a single target beam rapid fire, AtD doff and TBR pull doff set a precedent for something like that to not be to outrageous a thing.


    and the cannon trait, gaining a single point of turn per stack is nothing, when ships that are considered to have 'good' turn rates, have between 50 to 70. if that + 1 turn per stack was applied to the base number, that would have a profound benefit, all the turn rate math would have a higher base number to multiply against. something like that should be done to all the console sets that add a pittance of turn rate as well.
  • kasrakenkasraken Member Posts: 213 Bug Hunter
    edited July 2014
    I will let these screen shots speak for themselves.

    But to set the stage.. this character is level 15 in his school and using a purple doff. These are just beams he's trying to make, nothing special.

    Screenshots:

    Mk X: http://i1238.photobucket.com/albums/ff500/Kasyena/mkX_zps363003f0.jpg


    Mk XI: http://i1238.photobucket.com/albums/ff500/Kasyena/mkXI_zpse471d969.jpg


    Mk XII: http://i1238.photobucket.com/albums/ff500/Kasyena/mkXII_zpsac8452be.jpg


    I just want to shed some light on the new “quality of item” crafted issue.
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  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    edited July 2014
    Great patch notes, sounds like the system is coming along nicely. I'm still concerned about the amount of time it'll take us to get to max level, though.

    Hoping some UI updates (doffs particularly) are next on the agenda.
  • dkeith2011dkeith2011 Member Posts: 595 Arc User
    edited July 2014
    As long as the outcome is random I won't be interested in the system.

    I don't gamble on lockboxes, why should I gamble on crafting?


    My suggestions;

    Reduce the time required to top out a school to no more than the time it takes to top out a rep doing daily missions.

    Add a long duration XP only research project that requires minimal/moderate resources.

    Have each school mastered provide a cumulative XP discount on additional schools.

    Remove the random mods immediately.

    Topped out schools should generate very rares and ultra-rares only. 75% - 25% for example.

    Port the rep sponsorship system over to make alts more appealing. Port it over to the DOff system for the same reason.
  • jarodroto123jarodroto123 Member Posts: 1,337 Arc User
    edited July 2014
    kasraken wrote: »
    I will let these screen shots speak for themselves.

    But to set the stage.. this character is level 15 in his school and using a purple doff. These are just beams he's trying to make, nothing special.

    Screenshots:

    Mk X: http://i1238.photobucket.com/albums/ff500/Kasyena/mkX_zps363003f0.jpg


    Mk XI: http://i1238.photobucket.com/albums/ff500/Kasyena/mkXI_zpse471d969.jpg


    Mk XII: http://i1238.photobucket.com/albums/ff500/Kasyena/mkXII_zpsac8452be.jpg


    I just want to shed some light on the new “quality of item” crafted issue.


    to shed some light on it, you should be crafting at max, not at 3/4 of max level. He said that common/uncommon would be eliminated when skill>difficulty by 50. and eliminating rare would be way higher

    EDIT: Upon looking at the MK X i see that my point was made for me. At level 15+VR DOFF you are 50 skill higher then difficulty, and behold, no chance of common/uncommon
  • toivatoiva Member Posts: 3,276 Arc User
    edited July 2014
    Sorry to spoil the hopeful atmosphere here but is ANYTHING gonna be done about the Doff UI mess?!
    • The tiles are way larger than needed, still.
    • Double clicking doesn't start an assignement (move to the next screen).
    • Double clicking doesn't complete an assignement: you have to click on complete.
    • To see details of an assignement, you have to move to its doff choosing screen, losing the assignement list in the process.
    • Picking the right doffs for an assignement is still a pita: still no sorting options while assigning doffs!

    And with the cluster removal:
    • We lose non Ops Cluster specific assignements.
    • We lose Bridge invite capability for even the few Ops assignements that remain.
    • We lose chances for area specific assignements, like those found in Cardassian space.

    The dilithium you're adding is nice, but wasn't it originally present in those places, eh? Sure was in the Dyson space at least. Funny.
    frtoaster wrote: »
    Strange alien artifacts and powered alien artifacts also belonged to the "Data Samples" category. Which category have they been moved to?
    I was just gonna ask that...
    How many times.......choosing mods will happen before ex2, already confirmed, will cost more dil, but give guaranteed mods.

    Where exactly was this confirmed? Still, the crafting thing might at least be worthy of watching at it now. (Which in no way warrants the damage done to doffing in the process.)
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  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited July 2014
    "Is the amount of XP required...going to be looked at"? Maybe. The XP curve is structured the way it is because the system is designed for 4 different types of player - super casual, casual, midcore, and super hardcore. It's less of a curve and more of 4 different curves stuck together - thus the extreme breakpoint around level 3 that many players have noticed.

    As you point out, the initial XP values are extremely low. Part of this is due to the tutorial that isn't in-game yet - we give you the components to make a Mark 2 item for free and walk you through the creation process. We wanted that creation to give you enough XP to hit level 1 - so 1 5-minute project had to be enough XP to ding. Another reason it's so low is because you start with only one R+D slot - when you unlock the 2nd and then the 3rd slot, the curves increase in steepness under the assumption you'll do projects in all available slots. (Worth noting that this does NOT occur for the 4th and 5th slots, making all projects you run in those slots "bonus time" from our perspective).

    Of course we don't expect players to play 24 hours of the day 7 days a week. We know the patterns of play that most of our players follow, and the system is supposed to be a long-term but achieveable/attainable goal for these players.
    As somone who plans to be a hardcore crafter, 16 crafts to move up to level 3 sounds wholly unreasonable. I'd expect to need to do that many items for level 4-6

    Another important factor is breaking point. A mk VI craft only nets 600 XP, and unless you buy from the market, you can't make any higher level till you get to level 5, so XP numbers should be balanced around that fact. Crafting gets quicker with more slots but it also gets quicker to level when you can make better gear.
    My assumption for pricing is not that you will get a specific set of mods, but rather that you will get at least some number of mods that you care about. The chance of a specific combination of mods is .25*.25*.1, which is of course very very low. The chance of "usable set of mods" is much better, at something like .75*.5*.4 for a "reasonably choicey" player - they have at least one specific mod they want (e.g. Acc), one mod they will accept one of two mods on (either Acc or CritH), and the "special crafting mod slot" where they'll accept Acc, CritH, or maybe Pen or Thrust, for example.

    The new crafting modifiers can only appear once per weapon, and Acc/CritH/CritD/Dmg can all also appear in the same pool of mods.
    Am I to assume that all crafting mods fit into the Rare slot such that you can only have one crafting mod total? (the way you describe it does not explicitly rule out the possibility of having multiple different crafting mods as long as there only one of each, though I am assuming you mean one total).

    I do think pricing will be a lot better when we can swap mods. if we can change out that one mod we didn't want then prices can be better balanced around getting 2 out of 3 of the mods you want at very rare quality.


    On a side note, I am not convinced just increasing crafting time and XP earned is the best/only choice. I do appreciate that it would help us economize materials and leave us with less chaff as we level, but once we get the the level we want to be at it makes actually getting equipment somewhat troublesome.

    What I would really like is a crafting queue. Let us craft multiple items at a time. each gets rolled separately, but the time and xp gains are combined and you can't take delivery until the total combined time has elapsed. This would help with being able to get xp while away by queuing up a bunch of crafts, but the big place it would have an impact is with components. it takes 4 clicks per component which means each individual item takes a couple dozen clicks to make, so being able to make several components at once would be a massive help.

    Another time/mousesaver would be to be able to have a craft automatically make the required components if they aren't in your inventory. if you make components each craft has a chance to crit gaining you more for the materials put in, but if you don't have one or more components on hand you can still create an item by just using the materials it would have required, but you lose your chance to cirt on components.

    I'd also say it would be nice for components to give xp to each of the school they can be crafted under. it's a small help to leveling, but it's still something.
  • jarodroto123jarodroto123 Member Posts: 1,337 Arc User
    edited July 2014
    dkeith2011 wrote: »
    As long as the outcome is random I won't be interested in the system.

    I don't gamble on lockboxes, why should I gamble on crafting?

    Wait until halfway to ex2, or at the latest ex2 and you wont have to

    My suggestions;

    Reduce the time required to top out a school to no more than the time it takes to top out a rep doing daily missions.

    No, rep has far less in it to acquire, therefore should take less time

    Add a long duration XP only research project that requires minimal/moderate resources.

    Also no, add that in and it is not "crafting" anymore

    Have each school mastered provide a cumulative XP discount on additional schools.

    I like this, but instead of discount id say 2 times XP on components and 1.5x on items

    Remove the random mods immediately.

    They are working on it, choose mods will equal higher dil cost

    Topped out schools should generate very rares and ultra-rares only. 75% - 25% for example.

    Read the notes, it already does

    Port the rep sponsorship system over to make alts more appealing. Port it over to the DOff system for the same reason.

    Only DOFF system that coulld use it is Diplomacy, and does this really seem like its intended to be done on all toons?, after all, nothing that comes out of this system NOTHING is bound


    These are my opinions, the information about the ability to choose mods and the chances at max level are fact from patch notes and interviews
  • bughunter357bughunter357 Member Posts: 587 Arc User
    edited July 2014
    icegavel wrote: »
    Players are sick of Rep grinding. This is basically another one of those, except it costs more, takes more attention, and has rewards that are only marginally better than what we have now. So, Hawk... want players to use this system (as I assume you do, considering you've put so much effort into it)? Reduce the time required. 150 hours MIGHT be an acceptable compromise.

    where are your stats to this assumption? people that come to the forums and say this and that is what maybe a 1/3 of the games population I'm sorry but you don't speak for every player in game yes some that don't come to the forums would agree with you but there are many others that don't will take there time with this system and be just as casual with it as they are with there play time in game.
  • jarodroto123jarodroto123 Member Posts: 1,337 Arc User
    edited July 2014
    As somone who plans to be a hardcore crafter, 16 crafts to move up to level 3 sounds wholly unreasonable. I'd expect to need to do that many items for level 4-6

    Another important factor is breaking point. A mk VI craft only nets 600 XP, and unless you buy from the market, you can't make any higher level till you get to level 5, so XP numbers should be balanced around that fact. Crafting gets quicker with more slots but it also gets quicker to level when you can make better gear.


    Am I to assume that all crafting mods fit into the Rare slot such that you can only have one crafting mod total? (the way you describe it does not explicitly rule out the possibility of having multiple different crafting mods as long as there only one of each, though I am assuming you mean one total).

    I do think pricing will be a lot better when we can swap mods. if we can change out that one mod we didn't want then prices can be better balanced around getting 2 out of 3 of the mods you want at very rare quality.


    On a side note, I am not convinced just increasing crafting time and XP earned is the best/only choice. I do appreciate that it would help us economize materials and leave us with less chaff as we level, but once we get the the level we want to be at it makes actually getting equipment somewhat troublesome.

    What I would really like is a crafting queue. Let us craft multiple items at a time. each gets rolled separately, but the time and xp gains are combined and you can't take delivery until the total combined time has elapsed. This would help with being able to get xp while away by queuing up a bunch of crafts, but the big place it would have an impact is with components. it takes 4 clicks per component which means each individual item takes a couple dozen clicks to make, so being able to make several components at once would be a massive help.

    Another time/mousesaver would be to be able to have a craft automatically make the required components if they aren't in your inventory. if you make components each craft has a chance to crit gaining you more for the materials put in, but if you don't have one or more components on hand you can still create an item by just using the materials it would have required, but you lose your chance to cirt on components.

    I'd also say it would be nice for components to give xp to each of the school they can be crafted under. it's a small help to leveling, but it's still something.

    oooo. i like this idea
  • jarodroto123jarodroto123 Member Posts: 1,337 Arc User
    edited July 2014
    toiva wrote: »
    Sorry to spoil the hopeful atmosphere here but is ANYTHING gonna be done about the Doff UI mess?!
    • The tiles are way larger than needed, still.
    • Double clicking doesn't start an assignement (move to the next screen).
    • Double clicking doesn't complete an assignement: you have to click on complete.
    • To see details of an assignement, you have to move to its doff choosing screen, losing the assignement list in the process.
    • Picking the right doffs for an assignement is still a pita: still no sorting options while assigning doffs!

    And with the cluster removal:
    • We lose non Ops Cluster specific assignements.
    • We lose Bridge invite capability for even the few Ops assignements that remain.
    • We lose chances for area specific assignements, like those found in Cardassian space.

    The dilithium you're adding is nice, but wasn't it originally present in those places, eh? Sure was in the Dyson space at least. Funny.

    I was just gonna ask that...


    Where exactly was this confirmed? Still, the crafting thing might at least be worthy of watching at it now. (Which in no way warrants the damage done to doffing in the process.)


    It was confirmed during an invterview of Geko, on priority one podcast
  • losdoslosdos Member Posts: 0 Arc User
    edited July 2014
    How many times.......choosing mods will happen before ex2, already confirmed, will cost more dil, but give guaranteed mods.

    Do you have a source for that?

    Last I heard was that choosing mods was something they would like to do at some point in the future. That was waht i took from the Priority One podcast that CaptainGeko did.

    The problem is that the system is as it is, no amount of promises about future updates changes what will go live at the end of the month. No one can predict what will get released in the future, promise or not.

    The system as is, is not a place to get anything other than unique gear. You will not be able to use crafting to improve your build. The trade off on the standard gear (e.g space weapons) is a special unique modifier in exchange for knowing what other modifiers you may roll. This almost guarantees (159 times in 160 attempts) that it will not be as good as my existing fleet weapons.

    Until it becomes a system that I can use to reliably improve my build, there is no point in wasting time and dilithium on the system. I know I am not alone on this, and if no one uses the system, I just don't see developer resources being spent on it to improve it (that's just the way of things).

    I just want a system that is useful from launch (assuming I max crafting skill again), so I can justify spending limited resources on it.

    TLDR: I don't see how the new crafting system will help me improve my build.
  • jarodroto123jarodroto123 Member Posts: 1,337 Arc User
    edited July 2014
    losdos wrote: »
    Do you have a source for that?

    Last I heard was that choosing mods was something they would like to do at some point in the future. That was waht i took from the Priority One podcast that CaptainGeko did.

    The problem is that the system is as it is, no amount of promises about future updates changes what will go live at the end of the month. No one can predict what will get released in the future, promise or not.

    The system as is, is not a place to get anything other than unique gear. You will not be able to use crafting to improve your build. The trade off on the standard gear (e.g space weapons) is a special unique modifier in exchange for knowing what other modifiers you may roll. This almost guarantees (159 times in 160 attempts) that it will not be as good as my existing fleet weapons.

    Until it becomes a system that I can use to reliably improve my build, there is no point in wasting time and dilithium on the system. I know I am not alone on this, and if no one uses the system, I just don't see developer resources being spent on it to improve it (that's just the way of things).

    I just want a system that is useful from launch (assuming I max crafting skill again), so I can justify spending limited resources on it.

    TLDR: I don't see how the new crafting system will help me improve my build.


    It wasnt a "like to do" it was a "this will happen in this time frame"

    Also, if you use field generators and the like chances are it will. The other future and CONFIRMED thing that was in that podcast, was that in that same timeframe you would be able to upgrade rep gear to violet/gold which adds mods that will be changeable, as along with the choosing mods will come changing mods
  • icegavelicegavel Member Posts: 991 Arc User
    edited July 2014
    where are your stats to this assumption? people that come to the forums and say this and that is what maybe a 1/3 of the games population I'm sorry but you don't speak for every player in game yes some that don't come to the forums would agree with you but there are many others that don't will take there time with this system and be just as casual with it as they are with there play time in game.

    It's not an assumption. I've actually worked with this system. You have to actively pay attention to it to make progress in a timely manner. One Mk VI item grants 600 School XP (Mk VI being the highest you can craft on your own before Level 5 and thus the highest XP gain) and take one hour. And, while I know I don't speak for every player, I do speak for the players that Cryptic needs to listen to - that is, the people that are ready to quit (or already have) thanks to the excessive grind. Those are players that have spent money on this game and would be inclined to spend more if the game satisfied them. They're the players that have BEEN here a considerable amount of time sitting at endgame - where most of the game's content, C-Store items, Lock Box ships, and quality is focused. The players that are sick of the grind also happen to be Cryptic's main source of profit. I've even known people like you're talking about, casually taking time with the system, getting bored and leaving. The grind is reducing player retention. I don't speak for every player. Neither do you. But I'm willing to bet if a poll started up asking if players liked all of the reputations and grind, the answer would be an overwhelming "NO".
  • losdoslosdos Member Posts: 0 Arc User
    edited July 2014
    It wasnt a "like to do" it was a "this will happen in this time frame"

    Also, if you use field generators and the like chances are it will. The other future and CONFIRMED thing that was in that podcast, was that in that same timeframe you would be able to upgrade rep gear to violet/gold which adds mods that will be changeable, as along with the choosing mods will come changing mods

    Until it ACTUALLY happens it just goes on the list of things that have been promised. Things have specifically been promised by Cryptic before and not delivered.

    I am not saying that are lying, but at this point in time it is just an idea of an idea or just a vision. It was something that was discussed on a podcast, if there was any real solid plans to do a second stage of updates (post ex2 btw) it would have been announced in an official thread.

    "would like to" is not "CONFIRMED"


    <edit>

    The more diplomatic way of saying it is that they plan on adding this stuff to crafting, but plans are always subject to change. They don't even know how feasible it is to do (within the constraints of the code). Its obviously not easy otherwise they would be doing it now or have done it already.
  • toivatoiva Member Posts: 3,276 Arc User
    edited July 2014
    It was confirmed during an invterview of Geko, on priority one podcast

    Oh, that same one where the Doff UI is described as Alpha testing?

    Well, let's just say I'll start believing any of that when I see it on Tribble. So far, nothing to report...

    (Btw, my negativity ain't meant towards you, jarodroto. From my point of view, you're merely naively trusting some of Geko's cover-up stories.)
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
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