buddy of mine said that he had calculated that, with the nerf to projects, only allowing you to slot one at a time now, it'll take people 11 months to complete a single one of the schools, without using a fortune in dilithium for finishing the projects.
i personally do not believe it, since that is just ridiculous.
opinions?
here's why it seems like it:
https://pbs.twimg.com/media/BtHUn1jCUAEdpp2.jpg
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Comments
You will have at least 2 other schools almost max inning out along side that.
And this number is if you do 0 actual crafting
My PvE/PvP hybrid skill tree
But, if you are willing to make components and use your precious resources, you can double your per hour exp just by crafting something like a mk VI beam, takes 1 hour and gives 600 exp.
Now, actual production jobs can be done in the same school at the same time so you could run 2,3,4, or 5 of these as you unlocked more queues to level faster.
You would of course have to build all the components needed and use common and uncommon materials, but you would be gaining levels faster. Also as a side note the dil fast complete tax would not be as much.
As others have pointed out, utilising all your slots would mean at eleven months you'd have more like three schools done or nearly done. You'd have others on the way too.
If one also crafts items, as well as running the research project, the time can be reduced as well.
However, here again it gets a little misleading.
If one were to sit at your machine and reslot a mk VI beam every hour for 20 hours, you'd get twice as much XP as running the research project.
In practise, I doubt there are many of us who could commit to that sort of time over the (still) months needed to complete a school.
Also, running those item projects uses slots that cant be used for research in other schools.
Thus, the actual time needed has a lot of variables around it, probably too many for an accurate guess at this stage for a given player.
We can say, with some truth, it would take eleven months for a school if you stick to research.
However, we can also say that reducing that time is entirely possible, although by exactly how much is tricky to guage.
I'd guess (purely gut here) that shaving 2-3 months off that will be feasible for most players.
Can't see a majority shaving much more than that off.
I have put up with ALOT since I joined the game in Season 1.1 and this is too much for EVEN ME!
Except that you will be leveling 2-4 schools at the same time, and you can always do one per character. 9 months tops that way
The system seemed like it was going to take a million years when I could slot more than one XP project at a time. 11 months is absolutely disgraceful. Why they didn't just go the whole hog and charge us a ton of Dilithium as the only method of completing a crafting school, I don't know.
I've been backing this game for a while now, but this is beginning to look like the final straw.
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Also, the daily can be critted to yield extra XP, I critted 2 yesterday. With a purple doff at level 5, I've got something like a 40% chance to crit the XP daily for an extra 1k. That's only going to grow.
Also, there are catalysts that increase your crit chance and whatnot.
The bottom line is the people throwing out all these time figures are doing some lazy as hell math.
Meanwhile, I need mats to craft. I get mats from doffing, which gives me dil and ec. I get mats from queues, which gives me dil and loot to sell. Then I craft, and I sell what I craft. At the end of it all, it's all paid for itself.
The same neurotic grinders that knocked t5 dyson out in 2 weeks will have schools down to 40 days, tops.
Even if it were 11 months, i'd be fine with that. Fleets already allow everyone and their grandmother access to UR gear, we don't need more power creep.
This isn't some stupid rep. It's a profession. New players start at level 15 and work on this as they level. This is supposed to sustain us over multiple seasons. When new stuff drops like secondary deflectors, cruiser comm arrays, heavy single cannons, and god knows what else they'll introduce through this, if everyone is just 20 in every school, everybody just automatically gets the new stuff. This way, you have to invest and make choices and build toward a school you think will be profitable. Someone who's been pushing deflectors will have a marketable advantage for a few weeks on the exchange when something new in that school drops. Crafting, unlike reps, not only pays for itself but increases in value the longer the game goes on.
Edited for summer math.
The important level for Crafting is Level 15. Then you finally get access to everything.
It's still a long time, no doubt. Maybe too long. Maybe there should be something useful to do with crafting even for endgame players way before that point.
Not nearly enough, of course, even if you approach 100% crit rate you're only coming down to 285 days per school, but it's a thing.
This is the sort of progression rate I would expect from individual holdings, not what is in effect one of the lowest progression systems, largely made obsolete by fleets and reputations upon reaching the level cap.