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Tribble Maintenance and Release Notes - July 8, 2014

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  • bones1970bones1970 Member Posts: 953 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.

    So for the top dps and pvp player that only needs [crtd]x3 or [acc]x3 the system still going to suck
  • edited July 2014
    This content has been removed.
  • captainrevo1captainrevo1 Member Posts: 3,948 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.

    I think getting to rank 3 need a some work at least. You need 3 or 4 mark 12's to get there which keeping in mind new players just unlocking it won't be crafting so it will take loads of the lower tank ones to get there. The curve just seems to sky rocket.
  • chaosgod777chaosgod777 Member Posts: 237 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.

    I know I'm a bit late to the party here but...Seriously? I get the point make it take time...You are of course assuming the player doing multiple R&D is going to have the mats to make and start more then one at a time. The estimate of 6 months per school was run by previous numbers, lets try 3, assuming you can slot 3 from the same school at once...it's 1800xp/h. or 48.3 days. do the math again with 5 slots, 3000xp/h ,or 29 days. Looking at it in this perspective the time taken isn't so bad. I still think this could be tweaked a bit so players who can only afford to do one project at a time it takes them 3 months instead of 6.

    No matter how far you go you run into the hardcore vs. casual debate. The Hardcore's are going to pay the Dilithium and have this system done in under a week. the casuals are likely to grind one or two projects out a day. and those players in the middle will slot up their max projects and get this done as fast as they can.
  • aelfwin1aelfwin1 Member Posts: 2,896 Arc User
    edited July 2014
    [*][Rapid] cannons now apply their Rapid Fire buff at the end of their firing cycle, rather than the beginning.
    It lasts for 2 seconds, down from 6, providing opportunity for one full volley of Rapid Fire cannon fire.


      Ummm ... who asked for this exactly ???
    • kasrakenkasraken Member Posts: 213 Bug Hunter
      edited July 2014
      to shed some light on it, you should be crafting at max, not at 3/4 of max level...

      At 2 million+ XP required to reach max level, the "light" I am shedding is on what you can expect at level 15 which is when you can make everything in your school.. as well as what cryptic said was a realistic goal for players to reach in a reasonable amount of time.
      MacoShield_zpsus2ux3rw.png
      Operational Support Team
      Squishing Bugs for a better future
    • toivatoiva Member Posts: 3,276 Arc User
      edited July 2014
      With data samples removed, what category will Fleet Ship Modules and Strange and Powered Alien Artifacts fall under?

      Oh damn, I knew I was forgetting something besides Strange Artifacts.

      Is this another case of you devs not noticing there's other things than only crafting materials in the 'Data samples' category? Like say, not noticing people do support missions in clusters and inviting friends on their bridge for them? Or I don't know, sorting doffs to find the proper one to do an assignement?

      You should really start paying attention then (I'd say no excuses now, there are threads for all of that).
      TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
      Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
      Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

      Don't make ARC mandatory! Keep it optional only!
    • taya4svktaya4svk Member Posts: 0 Arc User
      edited July 2014
      I got question about changing the data samples to new research materials.
      Now, the normal ones (white), give out while or green materials, depending on which one it is. But why do blue rare samples give out white/green or blue materials? Shouldnt they give just blue, as they are rare in the game already, and ppl dont have that many to start with? Noticed that only yesterday when changing large amounts of data samples, not sure if it was like that after first research patch on tribble.
      [SIGPIC][/SIGPIC]
    • toivatoiva Member Posts: 3,276 Arc User
      edited July 2014
      taya4svk wrote: »
      I got question about changing the data samples to new research materials.
      Now, the normal ones (white), give out while or green materials, depending on which one it is. But why do blue rare samples give out white/green or blue materials? Shouldnt they give just blue, as they are rare in the game already, and ppl dont have that many to start with? Noticed that only yesterday when changing large amounts of data samples, not sure if it was like that after first research patch on tribble.

      Yes it was. Rare particle traces always only had a chance tive rare materials on Tribble. Very inconvenient for players.
      TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
      Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
      Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

      Don't make ARC mandatory! Keep it optional only!
    • jarodroto123jarodroto123 Member Posts: 1,337 Arc User
      edited July 2014
      kasraken wrote: »
      At 2 million+ XP required to reach max level, the "light" I am shedding is on what you can expect at level 15 which is when you can make everything in your school.. as well as what cryptic said was a realistic goal for players to reach in a reasonable amount of time.

      *winces* in that case I withdraw my statement, i did not realize it was 2 mil+
    • an0nem0u5ean0nem0u5e Member Posts: 27 Arc User
      edited July 2014
      Yeah, when R3 requires 10K, and there's 15 ranks the high end is going to be stupidly high..

      And it really doesn't need to be, nor should it be.

      I would love to see the crafting ranks marry up with the player ranks... Ensign (Rank 2), Lieutenant (Rank 2) and so forth up to Admiral.

      Drop the number of ranks and condense and it would be much much better.

      Also you need to change the Crafting so that the item is decided when the countdown has finished. At the moment, it's decided as soon as you press start, so you get to sit there for the countdown, knowing you're going to get a green, and that sucks. I'd still love to see a Dil reduction, but I gather you're working on that already.

      So basically drop the ranks from 15, 15 is way way to many, there aren't 15 marks of items to make.

      Change the crafting so that items are decided once the countdown has expired (just like Doffing is).
    • killdozer9211killdozer9211 Member Posts: 920 Arc User
      edited July 2014
      Thanks a bunch for the short sleeve miner shirt, that was always annoying.
    • gurluasgurluas Member Posts: 464 Arc User
      edited July 2014
      Can Fed characters go to Omega Leonis without Diplomacy 4 after Surface Tension?
    • kasrakenkasraken Member Posts: 213 Bug Hunter
      edited July 2014
      an0nem0u5e wrote: »
      ..Also you need to change the Crafting so that the item is decided when the countdown has finished. At the moment, it's decided as soon as you press start, so you get to sit there for the countdown, knowing you're going to get a green, and that sucks...


      Do NOT do this!

      One of the best things about the new crafting system is the fact you know right away if what is being crafted is worth anything.

      If you want me to click the "finish now" button and pay dilithium then you must keep this in.
      MacoShield_zpsus2ux3rw.png
      Operational Support Team
      Squishing Bugs for a better future
    • stevencherylstevencheryl Member Posts: 0 Arc User
      edited July 2014
      Sorry if this has already been answered somewhere else,
      but reading through this thread is all the pain I can take for 1 day...
      poor dev's, I don't envy you.

      I see that the next patch is starting to be downloaded into my holodeck,
      but what I'm still seeing in the tribble doffing ui is worrying me.
      (Hoping it's still very much a "work in progress", despite the downloads).

      I can usually set up my 20-23 doffing assignments (across 3 characters),
      fairly quick on holodeck, but on tribble 9.5, I'm kinda lost.

      Am I missing sorting options somewhere? Some doffs I consistently use
      for certain missions, I couldn't even seem to find. (Maybe that 1 was just me).

      1. Will we be able to sort with Specialization, Quality, and Trait pull downs as before?
      They're still available for the roster tab, but not the assignments tab.
      (I have used the Species and Status tabs too on occasion, but could probably live without).

      2. When you choose a doff, will it always stay on the available side list or will it come
      off the list like it does on holodeck now?

      3. The "Clear Slot" is greyed out. (I chose doffs and then wanted to go back and see
      who my bridge officers might have recommended).
      The originally chosen doffs stayed selected even after restarting the game.
      I could only replace them with another.

      Here's hoping it's still a work in progress, and 9.5 comes after the upcoming dilithium bonus weekend!

      Cheers
      Steve@SCCreations - Fleet General - Persistent Officer Title & Accolade
      Deceiver's Lair Fleet
      [SIGPIC][/SIGPIC]
    • dave18193dave18193 Member Posts: 416 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

      That's great news, I really need to watch these podcasts when I get some speakers.

      So we'll be able to change the mods on weapons we already own, and upgrade rarity? Ultra-rare Nukara mines anyone? yum. Will we be able to buff MKXI to MK12 as well? (thats something I'd love to see).

      I still dont think I'll start crafting until we can select mods on crafted gear, since cryptic isn't known for its consistency, but once its actually in game I probably will if the time and price is right.

      Anyone remember the confirmed "imminent" broadsiding weapon ports ship? Its been years and thats still by the wayside. And dont get me started on the long forgotten andorian battlecruiser (me still wants it) and the convert first officer to captain thing.

      Also, +1 vote to the idea of research projects which reward a lot of XP instead of an item (my main wouldnt use the first 90% of crafted items, since it is inferior to my existing MK11 and 12's).

      I still think a chance component is inadvisable for rarity, though I'm glad to see that mod randomness wont be a problem in the final version. Its just I'd rather pay 20,000 dil for a guraranteed utra rare than 10,000 dil for a 75% chance at ultra rare.

      All the weapons on my ship are very rare, so spending a ton of dil when theres a high chance of getting another equal weapon isnt that appealing.
      Got a cat? Have 10 minutes to help someone make the best degree dissertation of all time?

      Then please fill out my dissertation survey on feline attachment, it'd be a massive help (-:

      https://www.surveymonkey.co.uk/r/87XKSGH
    • orangeitisorangeitis Member Posts: 5,222 Arc User
      edited July 2014
      an0nem0u5e wrote: »
      Also you need to change the Crafting so that the item is decided when the countdown has finished. At the moment, it's decided as soon as you press start, so you get to sit there for the countdown, knowing you're going to get a green, and that sucks. I'd still love to see a Dil reduction, but I gather you're working on that already.
      Agreed. Knowing before you're finished breaks the immersion.
    • pweistheworstpweistheworst Member Posts: 986 Arc User
      edited July 2014
      I am super excited about all the cool new stuff we can craft with the new system but this is so much worse than the old crafting system and the current rep system in terms of the MASSIVE time commitment involved combined with grinding and waiting that simply is NOT fun.

      You know ... fun ... the thing that is supposed to be at the core of why we play "games."

      I don't expect all the best crafted gear to just be handed to me, but in the current form this is more work than my REAL job. I don't play STO because I want a miserable job that requires 40+ hours of my time every week.
      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.
    • tamujiintamujiin Member Posts: 321 Arc User
      edited July 2014
      Here is my concern about the new crafting system.

      It is going to basically add ZERO economy to the exchange. At first sure recipes will be expensive, but given time, it will go down sure.

      Also if we are allowed "beams" with a 360 degree arc, and LOWER damage, and the CHANCE to get siomething like (accx3) (arc) is going to be bound on pick ( account ) and you can only equip one beam, PLEASE EXPLAIN TO ME, THE POINT OF maxing my beam school to get another 360 degree beam on my aft.

      Thats all i will be doing my crafting for... is that one beam. Whats the point after that? All that work will just create another VENDOR junk thing i do all day because i can't trade the stuff or sell it on the exchange.

      My other toons, are geared enough to do STF's and ground combat, for dilithium. I wont "need" this beam on them.

      The Aegis set in its current state is still a viable crafting item, that adds something to the economy of the game. CRAFTING SHOULD BE A VIABLE PART OF THE ECONOMY if your going to make it worth while.

      People should be able to craft these items, and SELLTHEM via the exchange, if the RARITY OF THE MODS is so low.

      The three month grind? I got no problem with that actually, it gives me something new to do, Its the end resault of what did it do for me to benefit me, besides adding one beam to a build i really don't need it for?

      Crafting was useless, and pointless before, so you guys give us a three month grind for a beam or cannon and..... yah... still useless in this form to me.

      All yer doing is killing the economy around the Aegis set.

      As well, my crafting is already maxed... please tell me how we get "recompensated" for already having crafting at max.

      AND UHHH... with the 9,000,000,000,000 particle traces, and rare particle traces i got in a few "storage banks".... When people are done converting these, these are not going to be at all expensive on the exchange.

      So i guess my real concern is, what items, are going to be sellable on the exchange, from the new crafting system?

      Making all the "good gear" inevitabley bound, is pointless, because you have no "high end" gear on the exchange. All you have on the exchange for anybody to achieve a goal in EC is are lockbox ships, and some pretty usefull duty officers.

      A poor Crafting system will be the final straw for alot of dissapointment recently. It is only going to affect the player base more, by making it less.

      Im not telling you guys how to do yer job, but come on, start doing yer job, and give me a reason to tell my friends to play this game, and spend money on it, instead of "hiding" i play this cluster of bugs and poor ways of doing things.

      TO BE A SUCCESSFUL MMO, WITH A PLAYER BASE of other MMO's that have been around this long. and in this Genre....

      1. BETTER PVP. ( this will draw in the most new players.... there is no reason to pvp in this game, unless you want "IKILLYOUALLZ" to remember you in a fight. AS WELL BETTER FREAKING REWARDS FOR PARTICIPATING! you guys took out the dilithium rewards for PVP because people exploited it... good job, all you did was make it so people cannot Youtube while grinding dilithium.

      2. A VIABLE crafting system, tied into the economy of the exchange. The grind, don't really matter to a crafter, its the fact when i get my things maxed, its not gonna make me any extra loot besides vendor junk loot...


      You already have a game, with the rest of the tools to be an awesome game. I mean a TOP TIER MMO. granted the smaller bugs exist, but those exist in every MMO.

      As well, you own the rights to a Star trek MMO, and you guys are utilizing that idea all WRONG by adding fricken TRIBBLE like Dinosaurs with Lazors, before you added a Khazon.... That part, im just saying... come on, use it better, maybe you know show CBS your product so they lax a little bit on the licensing issues.

      I mean if yer trying to kill the game, yer doing a great job of it... Maybe start asking the fleet leaders, how all these poor decisions have affected thier fleets.

      I know several tier 5 fleets that i can log into that you see EMPTY/LOW ROSTER NUMBERS OR ZERO PEOPLE ON when looking at the roster, because everyone is forced, beyond a point to do something useful, like go help another fleet. You make it REAL HARD for fleet leaders to set projects to generate fleet credits...expecially when we might you know, have friends, or people we know, in other fleets.

      Imma end it with this.... Don't forget what the benefit of Bind on Equip does for people.... You make that item, YOU SELL IT TO A BUDDY, they equip it, it can no longer be sold. This is HOW all crafting systems, have WORKED SUCCESSFULLY in other games.
    • pweistheworstpweistheworst Member Posts: 986 Arc User
      edited July 2014
      tamujiin wrote: »

      A poor Crafting system will be the final straw for alot of dissapointment recently. It is only going to affect the player base more, by making it less.

      Im not telling you guys how to do yer job, but come on, start doing yer job, and give me a reason to tell my friends to play this game, and spend money on it, instead of "hiding" i play this cluster of bugs and poor ways of doing things.

      TO BE A SUCCESSFUL MMO, WITH A PLAYER BASE of other MMO's that have been around this long. and in this Genre....

      1. BETTER PVP. ( this will draw in the most new players.... there is no reason to pvp in this game, unless you want "IKILLYOUALLZ" to remember you in a fight. AS WELL BETTER FREAKING REWARDS FOR PARTICIPATING! you guys took out the dilithium rewards for PVP because people exploited it... good job, all you did was make it so people cannot Youtube while grinding dilithium.

      2. A VIABLE crafting system, tied into the economy of the exchange. The grind, don't really matter to a crafter, its the fact when i get my things maxed, its not gonna make me any extra loot besides vendor junk loot...


      You already have a game, with the rest of the tools to be an awesome game. I mean a TOP TIER MMO. granted the smaller bugs exist, but those exist in every MMO.

      As well, you own the rights to a Star trek MMO, and you guys are utilizing that idea all WRONG by adding fricken TRIBBLE like Dinosaurs with Lazors, before you added a Khazon.... That part, im just saying... come on, use it better, maybe you know show CBS your product so they lax a little bit on the licensing issues.

      I mean if yer trying to kill the game, yer doing a great job of it... Maybe start asking the fleet leaders, how all these poor decisions have affected thier fleets.

      I know several tier 5 fleets that i can log into that you see EMPTY/LOW ROSTER NUMBERS OR ZERO PEOPLE ON when looking at the roster, because everyone is forced, beyond a point to do something useful, like go help another fleet. You make it REAL HARD for fleet leaders to set projects to generate fleet credits...expecially when we might you know, have friends, or people we know, in other fleets.

      Your comments are a bit "doom and gloom" but some of it rings true. I am a fleet leader of a fleet that rose from nothing to tier 4 in less than 12 months thanks to the efforts of a determined core group, but now we are struggling to reach tier 5 because of the issues you mentioned combined with several GREAT players just getting "fed up" with frustrating things that made STO feel more like "work" than "fun" ... so my fleet lost valuable members who contributed TONS of resources.

      When newer players see the experienced, quality players getting fed up and leaving that also has a negative impact on getting new players to develop and step up to become more serious players in the game.

      I am a hardcore STO player and I will keep playing as long as the game server is running, but I don't get the feeling there are as many hardcore STO players as there used to be.
      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.
    • jarodroto123jarodroto123 Member Posts: 1,337 Arc User
      edited July 2014
      tamujiin wrote: »
      Here is my concern about the new crafting system.

      It is going to basically add ZERO economy to the exchange. At first sure recipes will be expensive, but given time, it will go down sure.

      Also if we are allowed "beams" with a 360 degree arc, and LOWER damage, and the CHANCE to get siomething like (accx3) (arc) is going to be bound on pick ( account ) and you can only equip one beam, PLEASE EXPLAIN TO ME, THE POINT OF maxing my beam school to get another 360 degree beam on my aft.

      Thats all i will be doing my crafting for... is that one beam. Whats the point after that? All that work will just create another VENDOR junk thing i do all day because i can't trade the stuff or sell it on the exchange.

      My other toons, are geared enough to do STF's and ground combat, for dilithium. I wont "need" this beam on them.

      The Aegis set in its current state is still a viable crafting item, that adds something to the economy of the game. CRAFTING SHOULD BE A VIABLE PART OF THE ECONOMY if your going to make it worth while.

      People should be able to craft these items, and SELLTHEM via the exchange, if the RARITY OF THE MODS is so low.

      The three month grind? I got no problem with that actually, it gives me something new to do, Its the end resault of what did it do for me to benefit me, besides adding one beam to a build i really don't need it for?

      Crafting was useless, and pointless before, so you guys give us a three month grind for a beam or cannon and..... yah... still useless in this form to me.

      All yer doing is killing the economy around the Aegis set.

      As well, my crafting is already maxed... please tell me how we get "recompensated" for already having crafting at max.

      AND UHHH... with the 9,000,000,000,000 particle traces, and rare particle traces i got in a few "storage banks".... When people are done converting these, these are not going to be at all expensive on the exchange.

      So i guess my real concern is, what items, are going to be sellable on the exchange, from the new crafting system?

      Making all the "good gear" inevitabley bound, is pointless, because you have no "high end" gear on the exchange. All you have on the exchange for anybody to achieve a goal in EC is are lockbox ships, and some pretty usefull duty officers.

      A poor Crafting system will be the final straw for alot of dissapointment recently. It is only going to affect the player base more, by making it less.

      Im not telling you guys how to do yer job, but come on, start doing yer job, and give me a reason to tell my friends to play this game, and spend money on it, instead of "hiding" i play this cluster of bugs and poor ways of doing things.

      TO BE A SUCCESSFUL MMO, WITH A PLAYER BASE of other MMO's that have been around this long. and in this Genre....

      1. BETTER PVP. ( this will draw in the most new players.... there is no reason to pvp in this game, unless you want "IKILLYOUALLZ" to remember you in a fight. AS WELL BETTER FREAKING REWARDS FOR PARTICIPATING! you guys took out the dilithium rewards for PVP because people exploited it... good job, all you did was make it so people cannot Youtube while grinding dilithium.

      2. A VIABLE crafting system, tied into the economy of the exchange. The grind, don't really matter to a crafter, its the fact when i get my things maxed, its not gonna make me any extra loot besides vendor junk loot...


      You already have a game, with the rest of the tools to be an awesome game. I mean a TOP TIER MMO. granted the smaller bugs exist, but those exist in every MMO.

      As well, you own the rights to a Star trek MMO, and you guys are utilizing that idea all WRONG by adding fricken TRIBBLE like Dinosaurs with Lazors, before you added a Khazon.... That part, im just saying... come on, use it better, maybe you know show CBS your product so they lax a little bit on the licensing issues.

      I mean if yer trying to kill the game, yer doing a great job of it... Maybe start asking the fleet leaders, how all these poor decisions have affected thier fleets.

      I know several tier 5 fleets that i can log into that you see EMPTY/LOW ROSTER NUMBERS OR ZERO PEOPLE ON when looking at the roster, because everyone is forced, beyond a point to do something useful, like go help another fleet. You make it REAL HARD for fleet leaders to set projects to generate fleet credits...expecially when we might you know, have friends, or people we know, in other fleets.

      Imma end it with this.... Don't forget what the benefit of Bind on Equip does for people.... You make that item, YOU SELL IT TO A BUDDY, they equip it, it can no longer be sold. This is HOW all crafting systems, have WORKED SUCCESSFULLY in other games.

      1) Omni-Directional Beam Arrays are their own project=guaranteed, where you can get either vr or ur
      2) everything from crafting is bind on equip
    • signumpaxsignumpax Member Posts: 43 Arc User
      edited July 2014
      I did a bit more testing today on the accutall status of the doff system.

      well at least the the biggest bugs have been fixed, but its still far from being usefull.

      Please tell me someone still will completly overwork this.

      here a screenshot to show the main problem sorry the ui is in german:

      pe7r35kj46vn.jpg

      sure the thing with on trait cause fail crit scuss and crit fail at once is a bug,
      but how the system choses the doff for mission is bad, i have better suitable doff in the roster, but the system never choses them, look like the only cirteria is the trait for crit succes.

      As it is now most time the system just choses the wort purple doff for the job, a pretty annoying thing.

      And the there is the manull selection list....
      No usefull structure, bad space usage over, missing info overall just anning to find what u need.

      If u already have to change the system pls make it at least usefull. Those to things really should be worked on.
      A good preslection of doff could make doffing comfortable but sure not the way it is now.
    • dirlettiadirlettia Member Posts: 1,632 Arc User
      edited July 2014
      So just checked the Dilithium awarded to nakura and it comes out as follows:

      Easy missions 360 dilithium
      Medium 600 dilithium
      Hard No Dilithium

      Is it a bug that Hard missions showed no Dilithium award and when I dropped them to check to see if it just needed refreshing the Quest givers dont have any Hard missions at all, just Easy and Medium?

      Still waiting to be able to use forum titles
    • taya4svktaya4svk Member Posts: 0 Arc User
      edited July 2014
      toiva wrote: »
      Yes it was. Rare particle traces always only had a chance tive rare materials on Tribble. Very inconvenient for players.

      Thats quite bad then, it should be changed.. It doesnt need to give more than 2 materials, but only blue for rare particles would be really desirable..
      [SIGPIC][/SIGPIC]
    • toivatoiva Member Posts: 3,276 Arc User
      edited July 2014
      signumpax wrote: »
      I did a bit more testing today on the accutall status of the doff system.

      well at least the the biggest bugs have been fixed, but its still far from being usefull.

      Please tell me someone still will completly overwork this.

      here a screenshot to show the main problem sorry the ui is in german:

      pe7r35kj46vn.jpg

      sure the thing with on trait cause fail crit scuss and crit fail at once is a bug,
      but how the system choses the doff for mission is bad, i have better suitable doff in the roster, but the system never choses them, look like the only cirteria is the trait for crit succes.

      As it is now most time the system just choses the wort purple doff for the job, a pretty annoying thing.

      And the there is the manull selection list....
      No usefull structure, bad space usage over, missing info overall just anning to find what u need.

      If u already have to change the system pls make it at least usefull. Those to things really should be worked on.
      A good preslection of doff could make doffing comfortable but sure not the way it is now.
      You may want to link the larger pic instead of the thumbnail one: http://www11.pic-upload.de/09.07.14/pe7r35kj46vn.jpg
      dirlettia wrote: »
      So just checked the Dilithium awarded to nakura and it comes out as follows:

      Easy missions 360 dilithium
      Medium 600 dilithium
      Hard No Dilithium

      Is it a bug that Hard missions showed no Dilithium award and when I dropped them to check to see if it just needed refreshing the Quest givers dont have any Hard missions at all, just Easy and Medium?

      They mentioned they were adding dil to single player content. So maybe not a bug.
      TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
      Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
      Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

      Don't make ARC mandatory! Keep it optional only!
    • dirlettiadirlettia Member Posts: 1,632 Arc User
      edited July 2014
      The bug would be the Hard missions have been removed on Nakura not that dilithium has or hasnt been added. Note the different award levels are on Defera although they are reduced so Nukara seems strange.

      Still waiting to be able to use forum titles
    • torsten1009torsten1009 Member Posts: 454 Arc User
      edited July 2014
      We're looking at increasing the amount of time all projects take (and decreasing the amount of Dil it takes to buy out the project such that their absolute cost remains the same). This will let long projects reasonably "make progress for you" while you're offline, similarly to how the 20 hour reputation projects do so.
      The XP is constant per time unit - so it would just be decreasing the amount of projects you need to run to hit cap. Sorry, I didn't explicitly say that if we, say, doubled the amount of time any given project takes, we would also be doubling its XP.

      So, you are going to make a 20 hour (12k XP-Project)? At which level should it become available? Is it going to be something like testing components of that school for their limits (after those test all materials are destroyed, you don't get rewards except for XP)?

      One of those projects would get you directly to level 3 (from 0 XP to 12k XP). If those rumors of 2 million XP cap for each school are correct, you would still need to do 166.67 of those projects, so you would need almost half a year (doing 1 of these projects per day)... For one school, but there are 7 schools - and you have got 5 project-slots maximum?
      So maxing-out everything would take you nearly 1 year.
      Well, that is "long-term"... Even with those XP-Projects.
      [SIGPIC][/SIGPIC]
      If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
    • azurianstarazurianstar Member Posts: 6,985 Arc User
      edited July 2014
      We will be bringing down the Tribble server for maintenance to apply a new update: ST.42.20140629a.9

      General:
      [*]Dilithium has been added to the rewards in the missions for the following zones:
      • New Romulus
      • Dyson Sphere Space Adventure Zone
      • Defera Invasion
      • Nukara Invasion

      Ohhh me likey! Earning Fleet Marks, Omega Marks, and Dilithum at the same time! :D

      The Short Sleeve Miner Shirt is now available for male captains.

      Today my Fed fleet just unlocked the Miner Tailor. Bonus! :D





      The Crafting news..........not so much.
    • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
      edited July 2014
      I thought of something interesting add crafting material spawns in social zones. Set thier spawn rateto the number of players there. It would encourage more use at least.
    • binebanebinebane Member Posts: 557 Arc User
      edited July 2014
      So, you are going to make a 20 hour (12k XP-Project)? At which level should it become available? Is it going to be something like testing components of that school for their limits (after those test all materials are destroyed, you don't get rewards except for XP)?

      One of those projects would get you directly to level 3 (from 0 XP to 12k XP). If those rumors of 2 million XP cap for each school are correct, you would still need to do 166.67 of those projects, so you would need almost half a year (doing 1 of these projects per day)... For one school, but there are 7 schools - and you have got 5 project-slots maximum?
      So maxing-out everything would take you nearly 1 year.
      Well, that is "long-term"... Even with those XP-Projects.
      its long term like bases are long term. and if you dont play 8 hours a day and like to click all the time this is perfect solution. besides what would be the point of creating all mk 3 weapons? we already have some science doff missions in holodeck that need particles and give science exp in return.
      and yes it hink 2 million is right number since lvl 17 is about 1.1 million. you could achieve lvl 20 shields on tribble about 2 weeks ago when ageis shield was super cheap to create.
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