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Random Crafting is horribly innefficient

drbiteydrbitey Member Posts: 57 Arc User
just made 4325 mk ii antiproton dual heavies with lvl 19 cannon r&d skill, purple doffs. got 5 mk ii [crtd]x3 proc, was after only crtdx4 upon upgrading, they are all junk. everyone is trying so hard doing the same thing i am, therefore all items are valueless according to exchange. i cant even give em away! Random proc crafting is the weakest thing ive ever done here in 6 years. (and i spent 3 months hanging with slamek and neelix) please burn it down and design a new idea. (this all means im starting the same process again, here we go, hope im not wasting tons of time and currency.
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  • prierinprierin Member Posts: 7 Arc User
    edited April 2015
    drbitey wrote: »
    just made 4325 mk ii antiproton dual heavies with lvl 19 cannon r&d skill, purple doffs. got 5 mk ii [crtd]x3 proc, was after only crtdx4 upon upgrading, they are all junk. everyone is trying so hard doing the same thing i am, therefore all items are valueless according to exchange. i cant even give em away! Random proc crafting is the weakest thing ive ever done here in 6 years. (and i spent 3 months hanging with slamek and neelix) please burn it down and design a new idea. (this all means im starting the same process again, yay here we go, hope im not wasting tons of time and currency.


    First off, is that a typo or HOW did you make over 4000 cannons? Where would you even store them? Lastly, if so, they still sell as junk and at that number you're still looking at MILLIONS of ec.

    Secondly, I agtree, crafting needs a tewak. I'd like to see the option to choose your procs (on a succeed/fail) but that opens the possibily that a fail would mean the consumables are used bt the craft is trashed, so it's kind of a double-edged sword there.

    I'd also REALLY like to see the option to reverse engineer items to lean new (advanced) recipes, including the fames corrosive plasma, piercing tetryon, etc.
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  • drbiteydrbitey Member Posts: 57 Arc User
    edited April 2015
    prierin wrote: »
    First off, is that a typo or HOW did you make over 4000 cannons? Where would you even store them? Lastly, if so, they still sell as junk and at that number you're still looking at MILLIONS of ec.

    Secondly, I agtree, crafting needs a tewak. I'd like to see the option to choose your procs (on a succeed/fail) but that opens the possibily that a fail would mean the consumables are used bt the craft is trashed, so it's kind of a double-edged sword there.

    I'd also REALLY like to see the option to reverse engineer items to lean new (advanced) recipes, including the fames corrosive plasma, piercing tetryon, etc.

    days n days, the amount of junk items was a major hangup, i trashed most of it but even thowing it all away took time ynow, and yes more recipes:)
    ive leveled and bought great doffs for at least 12 alts all schools above 17 on each, each alt has 1 school at 19
    my goal is to be a crazy good crafter
    i used fleet assistance to help destroy/ use some too (delegation is a good thing)
    now they are all starting to make mass amounts of garbage trying to get that 90%crtd with the possibility of more when upgraded.
    it was easier to buy a t6 bug ship then make a weapon i want lol
  • outlawgraphixoutlawgraphix Member Posts: 36 Arc User
    edited April 2015
    Under the old system, we were able to craft exactly what we wanted from the items available. Under the new system, it's left up to random chance.

    I would suggest the following for consideration:

    1. A choice of available procs that can be guaranteed to produce
    2. Different 'recipes' in order to create the items as we want/need them.

    As a 'real life' fabricator, I know exactly what I'm building/creating, and get the appropriate materials. I'd really hate to find out that I intended to create a part for a '66 Mustang and ended up with a deck lid for a '72 Pontiac!
  • xapocalypseponyxxapocalypseponyx Member Posts: 577 Arc User
    edited April 2015
    At this point, I'd be thrilled if they just got rid of the PVP mods. At least let us opt-out if we are only trying to create PvE weapons.

    That right there would at least increase the chances of you getting what you want. Slightly.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited April 2015
    Lol, I bet if they ever add proc choosing, they would put a high dil tax on it. A random VR doff is taxed at 5000 dil since season 6 (Plus sacrificing 5 blue doffs). I bet it would be 50K dil per mod on gear, lol.
  • jjohnson1777jjohnson1777 Member Posts: 22 Arc User
    edited April 2015
    The new crafting system is terrible. A little while ago I crafted 4 very rare MK IV warp cores all with a slipstream modifier of some kind.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited April 2015
    drbitey wrote: »
    just made 4325 mk ii antiproton dual heavies...

    I kinda know what you mean. I have attempted to craft over 100 Phaser Beam Array Mk II with one of the following combos that I deem to be acceptable:

    [CrtD]x2 [CrtH]
    [CrtD]x2 [Pen]
    [CrtD]x3

    You know how many of them I managed to craft? Zero.

    I have such a hard time selling my "failures" at prices as low as 2K EC that I simply sell them to the vendor so that I can make more room in my sell queue for other things that I know will sell at much higher prices like various very rare tactical consoles.

    I ended up buying a set of Phaser Beam Array Mk II [CrtD]x2 [CrtH] for around 20k - 25k each and stored them in my bank just in case [CrtD]x2 [Pen] and [CrtD]x3 continues to elude me.
  • millimidgetmillimidget Member Posts: 0 Arc User
    edited April 2015
    I agree it's atrocious.
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  • tk79tk79 Member Posts: 1,020 Arc User
    edited April 2015
    It's supposed to be inefficient, so you spend more and more until you have to use real cash to buy more resources.

    Working as intended in Cryptic's eyes.
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  • nikephorusnikephorus Member Posts: 2,744 Arc User
    edited April 2015
    Yeah I thought it would be fun to try an dual beam bank build on one of my ships and spent two weeks crafting beams. In the end I had crafted several hundred and ended up with two dbbs with the mods I wanted. I was so annoyed I simply sold them and gave up. While overall I think the crafting system is okay. The lack of customization really sucks. I absolutely hate random chance and gambling. So the crafting and upgrading just annoys me.
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  • drbiteydrbitey Member Posts: 57 Arc User
    edited April 2015
    any change that doesnt involve random chance is ok with me (even being straight up taxed) ill pay for what i want no problem, just dont wanna spend anymore time on what i dont want.
  • drbiteydrbitey Member Posts: 57 Arc User
    edited April 2015
    tk79 wrote: »
    It's supposed to be inefficient, so you spend more and more until you have to use real cash to buy more resources.

    Working as intended in Cryptic's eyes.

    i will never ever run low on resources. even if i beat my head on the wall over this and try making 100000 more dhcs. but i still after upgrading (another chance system) will not own any weapons with crtdx4 proc (the only acceptable outcome for someone like me
  • lianthelialianthelia Member Posts: 7,887 Arc User
    edited April 2015
    Under the old system, we were able to craft exactly what we wanted from the items available. Under the new system, it's left up to random chance.

    I would suggest the following for consideration:

    1. A choice of available procs that can be guaranteed to produce
    2. Different 'recipes' in order to create the items as we want/need them.

    As a 'real life' fabricator, I know exactly what I'm building/creating, and get the appropriate materials. I'd really hate to find out that I intended to create a part for a '66 Mustang and ended up with a deck lid for a '72 Pontiac!

    Umm since when? The old system basically gave you a single version of weapons with no interchangable stats...and the stats weren't even that great if I recall.
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  • dpsloss88dpsloss88 Member Posts: 765 Arc User
    edited April 2015
    It is Efficient for separating players from money......That is what it was designed for.
  • schmedickeschmedicke Member Posts: 229 Arc User
    edited April 2015
    tk79 wrote: »
    It's supposed to be inefficient, so you spend more and more until you have to use real cash to buy more resources.

    Working as intended in Cryptic's eyes.

    Exactly this.
  • valenn1valenn1 Member Posts: 842 Arc User
    edited April 2015
    dpsloss88 wrote: »
    It is Efficient for separating players from money......That is what it was designed for.

    What money? For the resources for MK II weapons you don't even have to open R&D packs, it's just a enormous waste of time with all the useless modifiers.
    Beta, LTA, CE, Multiple preorder Versions, all Addon Packs except AoY, nearly all KDF/Rom and ~50% of all Fedships, over 25 LockboxShips, Endurer of Atari's "Year of Hell", but...
    unfortunately:

    NOT LOYAL ENOUGH!!!
  • weaver936weaver936 Member Posts: 83 Arc User
    edited April 2015
    Crafting MkII items are SO cheap that if you could choose your mods.. EVERYONE would be rocking the best weapons in a short period of time. I like the randomness... that means not everyone will have the best stuff in like 2.5 seconds. Besides.. i like making millions off of the good mods :D.
  • anothervisitoranothervisitor Member Posts: 414 Arc User
    edited April 2015
    tk79 wrote: »
    It's supposed to be inefficient, so you spend more and more until you have to use real cash to buy more resources.

    Working as intended in Cryptic's eyes.

    Amen brother! In a nutshell, you nailed it.
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  • valenn1valenn1 Member Posts: 842 Arc User
    edited April 2015
    weaver936 wrote: »
    Crafting MkII items are SO cheap that if you could choose your mods.. EVERYONE would be rocking the best weapons in a short period of time. I like the randomness... that means not everyone will have the best stuff in like 2.5 seconds. Besides.. i like making millions off of the good mods :D.

    The problem is, the way the crafting system currently is, it's a sort of dead end.
    -Only a fool would craft a highlevel item (except for [some] of the special lvl 15 items]) because of that stupid lottery.
    -The Shield R&D DOFFS are a waste of valuable Rooster Space, the have no function at all.
    -Ground Melee Weapons... still MIA
    -Catalysts are capped into uselessness, even with 2 +50 catalysts it's just a .. 46%(?) success rate for the "premium" R&D lvl 15 items.
    -No add-ons since the system was introduces (apart from a halfhearted try tro introduce [cold] based disruptors for the last winter event).
    Beta, LTA, CE, Multiple preorder Versions, all Addon Packs except AoY, nearly all KDF/Rom and ~50% of all Fedships, over 25 LockboxShips, Endurer of Atari's "Year of Hell", but...
    unfortunately:

    NOT LOYAL ENOUGH!!!
  • jellico1jellico1 Member Posts: 2,719
    edited April 2015
    The Mods are horrible unbalanced...Most are trash and cryptic knows it

    They are unwilling to balance them

    So they made the crafting system like it is making the good OP mods very hard to get and the trash mods easy to get
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  • feiqafeiqa Member Posts: 2,410 Arc User
    edited April 2015
    Would have to agree with the Op,crafting system (apart from not being able to choose your mods) isnt that bad.

    Now what bothers me is that you cant actually farm materials like in other games,miss riding around and having to mine or harvest something,hmm that always leaves you with the chance of something happening.

    Maybe you encounter a low level that needs some help,maybe you decide to explore a bit,etc, etc the way the crafting is done in this game is just tedious,you can just be in ESD and not move from the spot and craft over and over...now i know i will be hanged, extradited,spit on,tomatoes thrown to my face and whatever horrible thing you can think of but i have to admit i miss the good ol' days of crafting in SWG.

    Im my humble opinion that game had one of the best crafting designs ever,you could even open a shop to sell your crafted items.

    Hmm, I need to go out to my magnesite mine and see what those lazy romulans are doing so I have my crafting mats.

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  • baddmoonrizinbaddmoonrizin Member Posts: 10,901 Community Moderator
    edited April 2015
    I'd be happy if they made choosing MODs available once you max out on an R&D School.
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  • valenn1valenn1 Member Posts: 842 Arc User
    edited April 2015
    I'd be happy if they made choosing MODs available once you max out on an R&D School.

    Of they could allow us to pick one mod per used catalyst, that leaves one random stat.
    It would make the catalysts usefull again and it would reduce our piles of useless trash.
    Beta, LTA, CE, Multiple preorder Versions, all Addon Packs except AoY, nearly all KDF/Rom and ~50% of all Fedships, over 25 LockboxShips, Endurer of Atari's "Year of Hell", but...
    unfortunately:

    NOT LOYAL ENOUGH!!!
  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited April 2015
    Until I can choose what mods to use, I wont be crafting a thing.

    Better to buy what you want from the exchange, if you can.
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited April 2015
    Under the old system, we were able to craft exactly what we wanted from the items available. Under the new system, it's left up to random chance.

    I would suggest the following for consideration:

    1. A choice of available procs that can be guaranteed to produce
    2. Different 'recipes' in order to create the items as we want/need them.
    About that... the old crafting system always gave you weapons with [Dmg]. So it wasn't always what you wanted.

    I would LOVE for them to add recipes to unlock the alternate damage types for crafting. Crafted Rom-Plas would RULE.
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  • welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    edited April 2015
    To the OP:

    Darth Vader Is Luke's Father
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    Don't pee in the wind!

    ...and other known facts. :P

    This is part of the reason the universally hated and useles [PvP] mods have been intentionally left in.

    Ugh.
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    This content has been removed.
  • drbiteydrbitey Member Posts: 57 Arc User
    edited April 2015
    im super glad a good amount of folks have same issues, and great solutions to this problem. i do hope enough attention is drawn here to get a fix in any fashion. Thankyou to entire player community for the support!
  • sonnikkusonnikku Member Posts: 77 Arc User
    edited April 2015
    Crafting MK2's don't cost much of anything. Certainly not making Cryptic any money. You have to churn out thousands of beams trying to get one set that's optimal and that's not remotely fun. Just ends up being repetitive and grating. The problem here is obvious. Players want to cherry pick their mods without spending all day making thousands of items over and over again while Cryptic wants to make money. Clearly if Cryptic let you pay a dil fee to lock in a mod, escalating with each additional mod, we would have a solution. But as of now there is no option. I'm sitting on boat loads of dil, my resource worth less to me than my time at this point but the best I can do is push a button for a measly 75 dil to spin a slot machine.
  • nimbullnimbull Member Posts: 1,564 Arc User
    edited April 2015
    valenn1 wrote: »
    What money? For the resources for MK II weapons you don't even have to open R&D packs, it's just a enormous waste of time with all the useless modifiers.

    The money in your wallet in your pocket. Not the inventory screens currency tab.
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