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R&D System Material Cost Adjustments

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  • ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited November 2014
    Decent changes. Looking forward to them being implemented.

    Stopping all crafting until it's done as I just produced over 500 superior upgrades from scratch. Doh!
  • hyplhypl Member Posts: 3,719 Arc User
    edited November 2014
    I think I would have preferred better availability of materials over reduced inputs. Stuffing very rare materials behind queues that no one plays doesn't help things. But I guess this will do.
  • starfish1701starfish1701 Member Posts: 782 Arc User
    edited November 2014
    While this is a step in the right direction, it's the Upgrade System that needs to have costs dramatically reduced. My first foray in that system was such a bad experience I haven't touched it since.
  • gorngonzollagorngonzolla Member Posts: 172 Cryptic Developer
    edited November 2014
    Is that a typo, or is the cost of superior upgrades going up from 15,000 EC to 25,000?

    Good catch. It was a typo. The EC cost remains unchanged.
  • smeeinn1tsmeeinn1t Member Posts: 618 Arc User
    edited November 2014
    Thanks great Cheesy one, this Is 100% my favourite thread atm.
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  • wanderintxwanderintx Member Posts: 144 Arc User
    edited November 2014
    Welcome changes as I have been slowly upgrading items on one character. I was thinking about change I would like to see in the system:

    1. Mark upgrades require one tech upgrade a piece. So you can go from Mk XII to Mk XIII with a basic tech upgrade. However, if you use an improved or better upgrade you will reduce the dilithium cost to upgrade significantly and gain youself a higher chance at upgrading the quality of the item.

    2. Scaling dilithium cost. Upgrading becomes more expensive going from Mk I to XIV of course but this would make totaling the costs involved easier to see. I want to upgrade all my Mk XI rare beams, I can quickly total the costs and play or pay to make it happen. Going from a common Mk item to the next level should cost less then upgrading a very rare Mk item of the same level.

    3. At Mk XIV, all upgrades applied increase a chance at rarity upgrade much as they do now, so that remains unchanged.

    4. Possible option at Mk XIII and below to skip upgrading a Mk and gamble on rarity/mods instead. Much like they do now, people can spend dilithium/upgrades on low level gear trying to get the mods they want before upping the Mk level. Get the gear you want at ensign and upgrade its levels as you go. (Really, would be better to pay for the mods you want but that does not appear to be happening soon.)

    I can't speak for everyone of course, but I would be willing to invest more in the upgrade system across all my characters if the system were streamlined a bit and the costs were more obvious, much as I did and do with the reputation and fleet systems. As it stands, it is not friendly to running multiple characters and multiple builds on each character.
  • originalkaticoriginalkatic Member Posts: 81 Arc User
    edited November 2014
    What I don't get is, why put Dilithium directly in the Crafting Recipes at all?

    I mean, gathering materials is already going to require plenty of playtime and/or investments in EC, so you've got your time sink already built into the system, not even getting into the delay timer and Dilithium bypass (which is fine, Zen -> Dilithum is supposed to be the way to bypass excessive time gate through cash infusion, we get that, really). But why shove yet another Dilithium tax into a system in addition to all the other grinding they already have to do?

    Here's an idea, give us a Dilithium Component (Starfleet Engineering) shop that lets us bypass the materials grind, Dilithium for components, selling common components for 150Dil, uncommon components for 300Dil, rare components for 450Dil, and very rare components for 600Dil, that way you (PWE/Cryptic) get your encouragement to go the Zen -> Dilithium route, players tired of grinding can bypass the Material hunting/Component crafting grind, and those opposed to grinding for Dilithium get to craft without being forced to replay (and replay and replay and replay) the missions that reward Dilithium.

    It's win-win-win really.
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  • cidstormcidstorm Member Posts: 1,220 Arc User
    edited November 2014
    Take down the Dili price of upgrading color and wel talk.
  • hfmuddhfmudd Member Posts: 881 Arc User
    edited November 2014
    IMO, it's unlikely that the dil costs will be lowered any time soon.

    Grind, monkeys, grind.
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  • arrmateysarrmateys Member Posts: 466 Arc User
    edited November 2014
    it would also be nice if each school's blue components used all different materials.

    for example, beam's ones, firing sequencer and power surge generator both use rubidium, which considering how much will be used due to all the beams and tac consoles still puts a huge strain on it.

    there are 4 blue materials, so i could see for example power surge generator's rubidium be replaced with the material that isn't used here, the tetrazine gas.
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  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    edited November 2014
    Changes look good, but who knows if this is how it will actually break down.

    After what we were told about the skill point change and what we actually received, my trust level is at an all time low.
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  • whitemaggot1whitemaggot1 Member Posts: 7 Arc User
    edited November 2014
    Nice,

    Now can you look into reducing the Tech Points to upgrade stuff.

    Thanks
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited November 2014
    The first ships to be able to be crafted in this new system should be a fleet line of gorn ships.

    Would be called a special event of everyone's favorite holo novel Gorns gone wild starring Gorngonzolla.
  • pashganpashgan Member Posts: 9 Arc User
    edited November 2014
    Very interesting change. People with 1-2 playable characters will be happy.

    However I'll wait either for free XIII-XIV items or 5x drop in dil cost of upgrades - because cost of upgrades for my 6 toons is a bit too high (2M+ dilithium).
  • nbs2vipernbs2viper Member Posts: 12 Arc User
    edited November 2014
    NOW it would be nice if you could make it to where you can get those duty officers you need to make high end items. you've made it to wear a choice few that spend a lot more money and by chance got them in lock boxes are the only ones to build them.AFTER MOUNTHS of religiously doing R & D duty officer missions to get infamous level 15 in R & D!!!! I find out I need a special duty officer "ONLY AVAILABLE IN THE XENDI LOCK BOXES"!!!
    I feel as if I've just got slapped by these devs again and my monthly subscription and the loyalty I've showed this game sense the days of beta testing were all in vein..... AGAIN..

    How about the next expansion you guys say you need a special ship to go thru a wormhole. but the ship has to be built at a level 5 fleet base.. but the special secondary deflector needed to create the wormhole will only be available in a lock box???

    P.S. thanks for dropping the needed requirement aterials " AFTER I'VE BUILT 30 OF the darn things!!!!
  • johnluckpicartjohnluckpicart Member Posts: 68 Arc User
    edited November 2014
    Great news!
    "Insanity is doing the same thing over and over again and expecting different results."
  • ashkrik23ashkrik23 Member Posts: 10,809 Arc User
    edited November 2014
    Very good!
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  • xablisxablis Member Posts: 236 Arc User
    edited November 2014
    so the date/time on the OP was after yesterday's patch and nothing about this in the patch notes for yesterday, when can we expect it to actually become a reality on holodeck?
  • mightybobcncmightybobcnc Member Posts: 3,354 Arc User
    edited November 2014
    Give it a week or two.

    Joined January 2009
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  • giveroffacialsgiveroffacials Member Posts: 0 Arc User
    edited November 2014
    Hi all,

    After careful analysis of our existing material costs on crafting components, we've decided to make some reductions in material input requirements. Some are relatively minor, where others are fairly significant. Here's what will be changed:

    Reduced the uncommon material costs of uncommon components slightly.
    • -Uncommon components that previously required 5 uncommon materials now require 3.
    • -Uncommon components that previously required 8 uncommon materials now require 7.

    Reduced the rare material costs of rare components moderately.
    • -Rare components that previously required 5 rare materials now require 3.
    • -Rare components that previously required 8 rare materials now require 5.

    Reduced the very rare material costs of very rare components significantly. Dilithium costs have been left unchanged.
    • -Very rare components that previously required 5 rare materials now require 1.
    • -Very rare components that previously required 8 rare materials now require 2.

    Our goal here is to make the input requirements for R&D recipes to more closely match the level of availability of the materials needed to make them. This resulted in a decrease in material cost for all uncommon, rare and very rare components. The hope is that this makes crafting higher Mk items easier and more palatable.

    To give you an idea of how this would affect making a Mk XII Beam Array item in terms of materials used to make components:

    BEFORE CHANGES
    • -20 Common Materials (4 components)
    • -13 Uncommon Materials (2 components)
    • -13 Rare Materials (2 components)
    • -13 Very Rare Materials (2 components)
    • -4500 Dilithium

    AFTER CHANGES
    • -20 Common Materials (4 components)
    • -11 Uncommon Materials (2 components)
    • -8 Rare Materials (2 components)
    • -3 Very Rare Materials (2 components)
    • -4500 Dilithium

    Here's how the material costs would look on a Superior Tech Upgrade Kit:

    BEFORE CHANGES
    • -13 Rare Materials (2 components)
    • -1 Very Rare Material
    • -15,000 Energy Credits

    AFTER CHANGES
    • -8 Rare Materials (2 components)
    • -1 Very Rare Material
    • -15,000 Energy Credits

    As always we'll be listening to your feedback and hope you enjoy the changes listed above. You should be seeing this hit Holodeck in either the next patch or the one after.

    Best Regards,

    Phil "Gorngonzolla" Zeleski

    Cryptic Studios

    Lead Systems Designer

    Wow, that's actually a welcome change.
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  • fuglassfuglass Member Posts: 95 Arc User
    edited November 2014
    Thanks for good news...we (the Players) certainly appreciate it. If you have anymore good news please don't keep it to yourself!!
  • sfcpoeticsfcpoetic Member Posts: 16 Arc User
    edited November 2014
    YOU DUMMBBBBBBB A.**'SSSSSS DIDNT REDUCE THE MOST INPORTANT PART THE DILLITH COST IN UGRADES OR CRAFTING SO YOU STILL GOT THE SYSTEM SCREWED ALL UP.:mad::mad::mad::mad:
  • edited November 2014
    This content has been removed.
  • jellico1jellico1 Member Posts: 2,719
    edited November 2014
    step in the right direction very positive
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  • gaevsmangaevsman Member Posts: 3,190 Arc User
    edited November 2014
    I like the changes.. dont care about the dilithium costs, as i refine 8000 dil per char every day.. in a matter of minutes.. anyway, im my fleet crafter, so this changes are incredibly welcome!!

    Now, please make the inventory blink when upgrades are ready!!, that helps a lot when you upgrade with a lot of chars!!

    Thanks!!
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  • thunderfoot#5163 thunderfoot Member Posts: 4,545 Arc User
    edited November 2014
    The changes are appreciated. Thank you.

    But adding a Dilithium cost to crafting has been a source of irritation to players since it was first added way back when. I understand the need for a Dil sink. I really do. But the Dil requirements which are part of the new crafting system are a Dil sink on steroids. They are so over the top, it has caused me to not bother with crafting except for a very few things I really wanted. And these wound up costing me enough Dil that I wonder if they are actually worth it.
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  • sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    edited November 2014
    If they were so much of a dil sink the exchange would be nearing 100 now.

    The possible explanation is that not enough people are doing it - or that it's not that expensive compared to the vast hoards of dil that exist.

    I've halted upgrades for 2 reasons: the ec cost of the materials - specifically rubidium and to an extent argonite. And because there's no point to it. Epic 14 will not help me free 15 borg or 3 warbirds or 6 scientists by myself.

    This changes addresses reason 1 but doesn't touch reason 2 so my huge tracts of dilithium will remain untapped.
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  • gaevsmangaevsman Member Posts: 3,190 Arc User
    edited November 2014
    If they were so much of a dil sink the exchange would be nearing 100 now.

    The possible explanation is that not enough people are doing it - or that it's not that expensive compared to the vast hoards of dil that exist.

    I've halted upgrades for 2 reasons: the ec cost of the materials - specifically rubidium and to an extent argonite. And because there's no point to it. Epic 14 will not help me free 15 borg or 3 warbirds or 6 scientists by myself.

    This changes addresses reason 1 but doesn't touch reason 2 so my huge tracts of dilithium will remain untapped.

    This!, so much, and i can say my dilithium production havent diminished with all this changes.. it just increased the time amount by 10 additional minutes...
    The forces of darkness are upon us!
  • dreaper1985dreaper1985 Member Posts: 29 Arc User
    edited November 2014
    Ah very cool. This will reduce he strain on the rubidium. I appreciate this.

    So instead of fixing the QUES to make thme playable with other builds other then High DPS or damn Aux2Bat the two builds that lead to this wtf thx for listening to whole community NOT. Not all play that style and this make me less inlined to come back to STO 10 days into my SWTOR sub and it feels 10 time better then sto at least they listen to the community oops sorry that isnt your jb right, to make money but to TRIBBLE over anything that isnt popular so vampire bullds, tanks and cc as most the nps now run funking
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  • curedmencuredmen Member Posts: 215 Arc User
    edited November 2014
    Hi all,

    After careful analysis of our existing material costs on crafting components, we've decided to make some reductions in material input requirements. Some are relatively minor, where others are fairly significant. Here's what will be changed:

    Reduced the uncommon material costs of uncommon components slightly.
    • -Uncommon components that previously required 5 uncommon materials now require 3.
    • -Uncommon components that previously required 8 uncommon materials now require 7.

    Reduced the rare material costs of rare components moderately.
    • -Rare components that previously required 5 rare materials now require 3.
    • -Rare components that previously required 8 rare materials now require 5.

    Reduced the very rare material costs of very rare components significantly. Dilithium costs have been left unchanged.
    • -Very rare components that previously required 5 rare materials now require 1.
    • -Very rare components that previously required 8 rare materials now require 2.

    Our goal here is to make the input requirements for R&D recipes to more closely match the level of availability of the materials needed to make them. This resulted in a decrease in material cost for all uncommon, rare and very rare components. The hope is that this makes crafting higher Mk items easier and more palatable.

    To give you an idea of how this would affect making a Mk XII Beam Array item in terms of materials used to make components:

    BEFORE CHANGES
    • -20 Common Materials (4 components)
    • -13 Uncommon Materials (2 components)
    • -13 Rare Materials (2 components)
    • -13 Very Rare Materials (2 components)
    • -4500 Dilithium

    AFTER CHANGES
    • -20 Common Materials (4 components)
    • -11 Uncommon Materials (2 components)
    • -8 Rare Materials (2 components)
    • -3 Very Rare Materials (2 components)
    • -4500 Dilithium

    Here's how the material costs would look on a Superior Tech Upgrade Kit:

    BEFORE CHANGES
    • -13 Rare Materials (2 components)
    • -1 Very Rare Material
    • -15,000 Energy Credits

    AFTER CHANGES
    • -8 Rare Materials (2 components)
    • -1 Very Rare Material
    • -15,000 Energy Credits

    As always we'll be listening to your feedback and hope you enjoy the changes listed above. You should be seeing this hit Holodeck in either the next patch or the one after.

    Best Regards,

    Phil "Gorngonzolla" Zeleski

    Cryptic Studios

    Lead Systems Designer

    No no and no! You guys dont seem to get it right at all. Its not about how much it costs. Its the damn LOTTO SYSTEM you have all over this game. Get rid of it and let us craft what we want /need.
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