I have not listened to it yet because I'm at work but I guess the latest Priority One Podcast is saying that crafting is being looked at for a revamp. So my question is what do we want from crafting what does it mean to us.
In other MMOs that I played, crafting was something I mainly did for vanity. I would make a cool outfit and or weapons for my character in an attempt to look different from other characters. I think part of a new STO crafting system should allow us to take on crafting projects that unlock new options in the tailor as well as items that have a visible effect on the way our ships look. It's fun to stand out in the crowd and having some cool item, ship or outfit that took some effort to create and is not being worn by every other person can be fun if done right.
Dr. Miranda Jones: I understand, Mr. Spock. The glory of creation is in its infinite diversity.
Mr. Spock: And the ways our differences combine, to create meaning and beauty.
-Star Trek: Is There in Truth No Beauty? (1968)
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Agreed. I dont see why they think crafting needs to be revamped again.
I just found this in the news archive...it hasnt been that long since crafting was revamped. Other portions of the game should be tweaked first, IMO.
http://www.arcgames.com/en/games/star-trek-online/news/detail/5007693
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- melee ground weapons.
- if they won't ever add omni beams for most of the existing lock box weapon types then they should let us craft them.
People would like to be able to get rid of the RNG for choosing mods, but they want it for free and that is not going to happen. Being able to pick your mods by spending dil and/or extra mats would be nice though. Pay a high cost to craft just 1 great weapon instead of crafting and throwing away 100 weaker ones before the RNG hands it to you.
Well thats good to hear then...sounds more like an update then total 'revamp' like a few years back.
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Which is actually the biggest issue with crafting. It's almost as if one guy developed crafting, another one gear upgrades, and they weren't ever allowed to talk to each other.
One way to make crafting make more sense would be to add some pre-applied rarity % to crafted items proportionally to their mark. MKII gets nothing, MKIV-X get increasing amounts, and MKXII gets quite a bit (to compensate the extra dil cost.)
Yes. Making everything not mkII only good for taking up UI space...
So why we can craft them in the first place? "Lulz u n00b, gratz on wasting ur mats?"
Without upgrades, the whole system with higher MK being more expensive makes sense. Without crafting, green and blue upgrades make sense. Put together there's way too many options that are there but are pretty much useless.
Just think... you have those epic AP's with [Dmg]x4 that you sunk tons of upgrades or EC into and Cryptic nerfs the hell out of Dmg. Instead of cursing Cryptic you can now 'tinker' with your weapons to get the new OP buff (while still cursing Cryptic, of course)
-Modifying and/or combining items
-Reverse engineering new recipes from items
-More recipes for items not available anywhere else
-Disassembling items into components and/or materials, prefereably including some that can't be acquired otherwise
Also the UI could use improvements like:
-Having the outcome decided when a project completes instead of when it starts, so we could cancel accidentally started projects
-UI mechanism for one-click crafting multi-stage items (materials > components > items)