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Crafting and Upgrading

sarosssaross Member Posts: 248 Media Corps
There's a few things that I find issue with in the crafting and upgrading system. The biggest is the random mods. Regardless of how knowledgeable the person is in that field they can get a random item. In particular the weapons.

If I, for example, make 300 weapons. I'm aiming for one particular weapon type (usually ACCx3 or CrtDx3). I may get 1 out every 100 IF I'm lucky. Typically it's more like 1 out 150. I can end up with all sorts of other junk items that I then throw aside. I keep some of the semi decent ones hoping to get the end result, or a result that is close enough, but they are on the back burner so to say.

But let's get down to reality, in a realm of a craftsman, say a sculptor, I grab my piece of clay, or metal, or stone and I look at it and vision what I see it being. I know that I want my clay pot to be 12 inches high and 6 inches at the widest point with a narrow base and small opening. I know I plan on making it be a yellow Aztec type look on it. I know the end result.

In game crafting is nothing like crafting. Didn't engineers, tactical and Science officers know what they were making when they crafted their own things for their specific missions?

Now the fact that is random is easy to understand. We'd have 5000+ crtdx3 weapons floating about, and 5000+ ACCx3 weapons as well. Can't flood the market with something that costs next to nothing to craft. So there would have to be some trade off.

Leave the crafting of lower "regular" weapons as it is. Add another option for crafting. For example it could be a "Crafted Antipproton Dual beam Bank" MK II-XIV. The mods the user can select and craft accordingly. So for example if I was crafting for an ultra rare Crtdx4 I could, but I'd have limits. For example I couldn't make it below MK X and it would take substantially more parts than just two items to make. Say another used in the rare materials? Or more use of the Salvaged tech parts. Once you get done with crafting your upgrades you need there's no further use technically.

Now if I was aiming to make MK II weapons, it would take more than just the two parts it does now, or maybe it has to be a successfully upgraded quality part than just the two, so you make them and then do a refining process to make it of higher quality for the crafting system.

Now as a trade off for making these more focused weapons and to help keep them from flooding things, limit it to a max of 8 per account per weapon type. That way I don't have to destroy my Epic weapons after I upgraded them to try a new or different energy type.

These "Crafted" weapons could get their own procs in addition to their energy type. Maybe because they were focused on more than just the regular ones. I know that if I was in the game making weapons I'd be working on focusing on certain weapons so that I can make them the best and if I knew they could only be for me because I specialized in making them for myself I'd put extra time into crafting them. They could have a similar time as the Crafted Omni beams, 20 hours, or more.

I'd even take a hit at only being able to have one officer who can craft them if I knew in 8 days worth of crafting I could highly focus my time instead of spending days crafting junk to sell.

Now others may not like the tradeoffs, but if you can make your weapons with the mods you want without having to buy them from others think of the EC you can save yourself if you could do it yourself. This in addition to the other benefits of crafting makes it a more welcomed addition in my opinion. Bound on pickup special crafted weapons would make the crafting system more realistic in truth.

The same thing could be applied in some way to the Upgrading system. If I was upgrading a weapon I'd hope that I knew what I was aiming for. And success of that particular upgrade to me would make more sense than a random Mod at quality upgrades. Could use a system of a particular crafted item used in making the weapon for example. Extra lens for that ACC bonus for example. Extra powersource for DMG, extra amplifier for that CrtD , just for starters.
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Post edited by Unknown User on

Comments

  • crimpson7crimpson7 Member Posts: 76 Arc User
    edited October 2014
    1st thing about the upgrade system. The cost is way too high. The dil cost for those upgrades should be reduced by half. (i.e. with n improved tech upgrade the dil cost is 950 reduce it to 475).
    2nd thing is the chance for the upgrade to fail. It is disheartening to see an upgrade failing.
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  • montecinommontecinom Member Posts: 1 Arc User
    edited October 2014
    I agree. Having to make hundreds of weapons to hope you get the one you want is a waste. I would also agree that if I could make the weapon I wanted even in a limited amount, bound to my character, I would do the crafting. I find it a waste of time right now. It is very rare for me to make a weapon that comes close to what I wanted or needed.
  • sarosssaross Member Posts: 248 Media Corps
    edited October 2014
    crimpson7 wrote: »
    1st thing about the upgrade system. The cost is way too high. The dil cost for those upgrades should be reduced by half. (i.e. with n improved tech upgrade the dil cost is 950 reduce it to 475).
    2nd thing is the chance for the upgrade to fail. It is disheartening to see an upgrade failing.

    In ways I can see the cost means. It might be a little too high, but they really want you to use the better upgrade kits. As for upgrades failing, They don't technically fail. You either get the MK upgrade an a quality upgrade or just the MK Upgrade. If you get to XIV, you get a Quality upgrade chance that sticks until it upgrades. They used to make you wait for no change to occur, now they don't. Would you rather have that?
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  • norobladnoroblad Member Posts: 2,624 Arc User
    edited October 2014
    The cost to upgrade is high BUT the cost of crafting is high too. It costs 10k dil or something to make an XI item which has a reduced chance to be purple quality.

    Making lower mark items to upgrade is better cost to benefit. A rank 2 item might cost you a few K extra dil to upgrade, but you can make a massive sackful without spending any real resources, and they will be almost 100% purple quality, etc.

    Rank 2 is probably too low. VIII is a good compromise between getting "mostly all purple quality" for "not too many resources" with a "not too harsh of an upgrade cost". The dil you spend upgrading a few of them is far, far, far less than the dil you would spend maknig XI or XII items and throwing away a bunch of them.
  • sarosssaross Member Posts: 248 Media Corps
    edited October 2014
    noroblad wrote: »
    The cost to upgrade is high BUT the cost of crafting is high too. It costs 10k dil or something to make an XI item which has a reduced chance to be purple quality.

    Making lower mark items to upgrade is better cost to benefit. A rank 2 item might cost you a few K extra dil to upgrade, but you can make a massive sackful without spending any real resources, and they will be almost 100% purple quality, etc.

    Rank 2 is probably too low. VIII is a good compromise between getting "mostly all purple quality" for "not too many resources" with a "not too harsh of an upgrade cost". The dil you spend upgrading a few of them is far, far, far less than the dil you would spend maknig XI or XII items and throwing away a bunch of them.

    I agree. I spent 30k at most of Dil to upgrade a MK II to Epic. It became Epic early on on too. But the point is if I am crafting something I know what I want. Why would I aim for a crth, dmg, pen mods when I wanted a Crtdx3 to start with. I have the skills to craft great items, So why not the skills to know what I wanted in the end?

    Look at any Star trek show where an engineer had to make something to suit a particular purpose. They knew their end result, they knew what they they had to do and how to get it. Is this game really that much different where a captain isn't sure of what he wants or how to get said item?
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  • the1tiggletthe1tigglet Member Posts: 1,421 Arc User
    edited October 2014
    crimpson7 wrote: »
    1st thing about the upgrade system. The cost is way too high. The dil cost for those upgrades should be reduced by half. (i.e. with n improved tech upgrade the dil cost is 950 reduce it to 475).
    2nd thing is the chance for the upgrade to fail. It is disheartening to see an upgrade failing.

    Actually what they should have done is this. Not charged but one time for an upgrade to begin.

    This is a very Chinese way of upgrading in that it charges per upgrade you use which is insane. And the thing that makes it insane is this, it's not using other resources it's using dilithium Since when does any race use dilithium to upgrade a deflector for example.
  • sarosssaross Member Posts: 248 Media Corps
    edited October 2014
    Actually what they should have done is this. Not charged but one time for an upgrade to begin.

    This is a very Chinese way of upgrading in that it charges per upgrade you use which is insane. And the thing that makes it insane is this, it's not using other resources it's using dilithium Since when does any race use dilithium to upgrade a deflector for example.

    Another good point. Not everything needed Dilithium to upgrade. If anything it takes Energy to upgrade things. For Cores it makes sense since Dilithium is often the core of their power.
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  • centaurianalphacentaurianalpha Member Posts: 1,150 Arc User
    edited October 2014
    Unless the dev's take the time to work out a reasonable algorithm that assigns values to inputs & outputs, and scales success based on a variable set of design requirements, there will be no predictability in the crafting system. Except that you can predict that the RNG will usually NOT give you what you have been trying for... :mad:

    It would really not be that hard to set up, but being a naked cash grab, there is no incentive to help you get anything that you want apart from a lottery ticket!
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