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[PC] Introducing Re-engineering!

ambassadorkael#6946 ambassadorkael Member, Administrator Posts: 2,674 Community Manager
Got an item you love but don't like the mods? Soon you can re-engineer them!

Full details here:

https://www.arcgames.com/en/games/star-trek-online/news/detail/10764734
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    sirdante77sirdante77 Member Posts: 9 Arc User
    this is actually great news-one of the best enhancements so far besides r&d system imho, do you mind implement some system like, discard old ships for salvage,r&d materials and dil?
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    ltminnsltminns Member Posts: 12,569 Arc User
    For those that had any notion that Pet Tabs was the most clamored for change, now you see what was really the most asked for change. How could you possibly think otherwise? ;)
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
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    borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    Good morning folks! I have a few quick responses to share, to some of the questions asked here and elsewhere. Hopefully this sheds more light on this exciting new system.

    1) Salvaging items also provides a small amount of crafting materials, in addition to the new Salvage numeric. The amount and type are determined by what it would take to craft the associated item. This automated system is also why only loot drops may currently be salvaged. We're investigating what it might take to allow additional items to be salvaged, and would like to expand this functionality in the future.

    2) Though the pictures in the blog don't show it explicitly, you can choose which mods to re-roll from within the interface. When you first plop an item in there, all mods are locked. Then you unlock the ones you wish to randomize.

    3) All costs are seen as placeholder at the moment, and quite likely to shift. But we believe we're in the right ballpark.

    4) As stated in the blog, I want to reiterate that we're actively working on allowing more items to work with the Re-Engineering system. We know that this functionality has been asked for by players specifically in regards to high-end gear such as Reputation Sets and Featured Episode Sets, and we want to be able to deliver on that. Consider this initial release as just the first steps of that journey.

    This system will be appearing very soon on Tribble. We'd love to get as many eyes and hands on it as possible, both to give feedback on general functionality like UI flow, prices, and feel, as well as "brute force" item database testing. Keep an eye out on the Tribble subforums for the patch that puts this system into your hands!
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
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    cidstormcidstorm Member Posts: 1,220 Arc User
    I remember when the devs said we had too many currencies. People are already skipping over item pick ups because it interrupts their dps. We don't need more reason or inconvenience holding new players back from playing the game or getting rewarded. Please just remove salvage and replace it with cheap crafting materials. This system should have been a part of revamped crafting from the start but now we're being asked to gamble, AGAIN.
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    leemwatsonleemwatson Member Posts: 5,344 Arc User
    edited January 2018
    cidstorm wrote: »
    I remember when the devs said we had too many currencies. People are already skipping over item pick ups because it interrupts their dps. We don't need more reason or inconvenience holding new players back from playing the game or getting rewarded. Please just remove salvage and replace it with cheap crafting materials. This system should have been a part of revamped crafting from the start but now we're being asked to gamble, AGAIN.

    The vast majority don't care about their upper dps. EC from item drops in very much needed over a few DPS. And what exactly is holding new players back!? This game has a great learning curve and introduces new players to more advanced mechanics and systems as they level, not all at once!

    I love the Re-Engineering system already. It's a great system.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
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    iamynaughtiamynaught Member Posts: 1,285 Arc User
    cidstorm wrote: »
    I remember when the devs said we had too many currencies. People are already skipping over item pick ups because it interrupts their dps. We don't need more reason or inconvenience holding new players back from playing the game or getting rewarded. Please just remove salvage and replace it with cheap crafting materials. This system should have been a part of revamped crafting from the start but now we're being asked to gamble, AGAIN.

    I agree. Adding yet another currency, even if it is being called something else, really seems strange at this point. And by the looks of it, it's still a gamble that we'll get the mods we want.

    Locking in mods we already have on the item, great. Playing Russian Roulette on the hope of getting a good mod instead of simply picking the mod we want, even if it would cost a bit more, I think I'll pass. At least for now.

    It does sound like the system isn't locked in just yet so things can change, hopefully for the better.
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    dracounguisdracounguis Member Posts: 5,358 Arc User
    edited January 2018
    This is what crafting should have had at the start. Salvage = disenchanting, bold move there. :D
    I'm glad we can change things, but not happy that the evil of RNG continues to spread like a plague.
    RNGesus does NOT love me.
    Freaking mod slot machines? ...sigh...
    Glad our engineering skills are so OP that we can make something w/o knowing what the freaking end product is!
    The cost of this gambling better not be too high. I'll get enraged if I reroll 10x and the same ACC pops up 10x.

    I better get to the Exchange before all the crappy modded good weapons are bought up... B)
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    borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    In terms of cost, our aim was to make this method comparable, or slightly more efficient, than the old "Craft Mk2 and upgrade" method.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
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    dkeith2011dkeith2011 Member Posts: 595 Arc User
    Unless there is an option to pick exactly what mods I want you can count me out.
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    sinn74sinn74 Member Posts: 1,149 Arc User
    Introducing even more RNG to upgrading items was never really asked for, and was always the crappiest part of crafting items to begin with. At 1000 dil for one mod change, just picking one and being done with it would be far, far more desirable.
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    derrico1derrico1 Member Posts: 281 Arc User
    cidstorm wrote: »
    I remember when the devs said we had too many currencies. People are already skipping over item pick ups because it interrupts their dps. We don't need more reason or inconvenience holding new players back from playing the game or getting rewarded. Please just remove salvage and replace it with cheap crafting materials. This system should have been a part of revamped crafting from the start but now we're being asked to gamble, AGAIN.
    actually gambling is against cryptic rules other wise they would have placed poker in game as we asked for years

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    frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited January 2018
    In terms of cost, our aim was to make this method comparable, or slightly more efficient, than the old "Craft Mk2 and upgrade" method.

    So you gave me exactly what I didn't want: a chance to roll for a random modifier in exchange for dilithium. Unless we can choose exactly the mods we want for a reasonable price, I think I'll skip this too — the same way I skipped the upgrade system. No, I don't consider the old "Craft Mk2 and upgrade" method to be reasonable or cost-effective.


    EDIT: Deleted my previous question. For some reason, the video in the blog post didn't play for me; it must be one of my browser settings. I had to dig through the source to find the video. Here it is for other people who might be having the same issue:

    https://i.giphy.com/media/3ohc16ecbLFBmyAWBy/giphy-hd.mp4
    Post edited by frtoaster on
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    gaevsmangaevsman Member Posts: 3,190 Arc User
    In terms of cost, our aim was to make this method comparable, or slightly more efficient, than the old "Craft Mk2 and upgrade" method.

    Borticus, the cost of the system will be lower if the item is in low level?, for example MkII vs MkXII?
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    agarwaencranmalk#7586 agarwaencranmalk Member Posts: 25 Arc User
    edited January 2018
    derrico1 wrote: »
    cidstorm wrote: »
    I remember when the devs said we had too many currencies. People are already skipping over item pick ups because it interrupts their dps. We don't need more reason or inconvenience holding new players back from playing the game or getting rewarded. Please just remove salvage and replace it with cheap crafting materials. This system should have been a part of revamped crafting from the start but now we're being asked to gamble, AGAIN.
    actually gambling is against cryptic rules other wise they would have placed poker in game as we asked for years

    Explain Lootboxes... I mean lockboxes and dabo by this logic please :)
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    saedeithsaedeith Member Posts: 628 Arc User
    Will rerolling mods cause the item to become bound if it wasn't already? I certainly hope not.
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited January 2018
    I saw..Rep Items were included..We talking the Rep stor Items or say the Advanced Thoron Beam from the Delta Rep or the Experimental Romulan Plasma Beam Array?

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    doublechadoublecha Member Posts: 241 Arc User
    It's a great system but it should have appeared at the same time as R&D.
    Several years and players have been lost because of that.
    Qapla'
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    mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    Good morning folks! I have a few quick responses to share, to some of the questions asked here and elsewhere. Hopefully this sheds more light on this exciting new system.

    1) Salvaging items also provides a small amount of crafting materials, in addition to the new Salvage numeric. The amount and type are determined by what it would take to craft the associated item. This automated system is also why only loot drops may currently be salvaged. We're investigating what it might take to allow additional items to be salvaged, and would like to expand this functionality in the future.

    2) Though the pictures in the blog don't show it explicitly, you can choose which mods to re-roll from within the interface. When you first plop an item in there, all mods are locked. Then you unlock the ones you wish to randomize.

    3) All costs are seen as placeholder at the moment, and quite likely to shift. But we believe we're in the right ballpark.

    4) As stated in the blog, I want to reiterate that we're actively working on allowing more items to work with the Re-Engineering system. We know that this functionality has been asked for by players specifically in regards to high-end gear such as Reputation Sets and Featured Episode Sets, and we want to be able to deliver on that. Consider this initial release as just the first steps of that journey.

    This system will be appearing very soon on Tribble. We'd love to get as many eyes and hands on it as possible, both to give feedback on general functionality like UI flow, prices, and feel, as well as "brute force" item database testing. Keep an eye out on the Tribble subforums for the patch that puts this system into your hands!

    This is going to be a two edged sword that will hurt the developers as much as the playerbase from the looks of it.
    it also looks like a text form of a casino slots machine, but for modifications on an item. i wonder how many times the slots machine will have to be played to get the exact mods and how much the costs will come up to?

    i'd rather have a drop down list of exactly what you want in each modification and pay one fixed cost to save on the RNG mechanic which is all too common these days as a form of entertainment, otherwise it could work very nicely on the game.
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    vegeta50024vegeta50024 Member Posts: 2,335 Arc User
    sirdante77 wrote: »
    this is actually great news-one of the best enhancements so far besides r&d system imho, do you mind implement some system like, discard old ships for salvage,r&d materials and dil?

    This will likely never be a thing, considering that with C-store ships, you can dismiss and reclaim them as many times as you want, potentially making this a farming method.
    ltminns wrote: »
    For those that had any notion that Pet Tabs was the most clamored for change, now you see what was really the most asked for change. How could you possibly think otherwise? ;)

    I bet now that this is coming out, Pet tabs are next :smile:
    cidstorm wrote: »
    I remember when the devs said we had too many currencies. People are already skipping over item pick ups because it interrupts their dps. We don't need more reason or inconvenience holding new players back from playing the game or getting rewarded. Please just remove salvage and replace it with cheap crafting materials. This system should have been a part of revamped crafting from the start but now we're being asked to gamble, AGAIN.

    Of course they want to make it a gamble. They don't want it to be easy for you to pick exactly the mods you will get.

    TSC_Signature_Gen_4_-_Vegeta_Small.png
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    fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,788 Arc User
    This is great! It comes with ten million dilithium :D
    And 100 million of what I assume to be salvage.

    Or did I misinterpret something here ;)
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    saedeithsaedeith Member Posts: 628 Arc User
    randomize.

    No one asked for this, no one wants this. Please reconsider.

    It's not ideal since we can't specifically choose the mods we want but at least with this, items with a good base can be reworked into what they want instead of potentially becoming vendor trash as it is right now. It just might get expensive doing it though.

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    sunfranckssunfrancks Member Posts: 3,925 Arc User
    Firstly, is anyone going to fix this forum from deleting a post when you edit it for a typo???????

    Now, once again onto my reply for the umpteenth time..
    Good morning folks! I have a few quick responses to share, to some of the questions asked here and elsewhere. Hopefully this sheds more light on this exciting new system.

    1) Salvaging items also provides a small amount of crafting materials, in addition to the new Salvage numeric. The amount and type are determined by what it would take to craft the associated item. This automated system is also why only loot drops may currently be salvaged. We're investigating what it might take to allow additional items to be salvaged, and would like to expand this functionality in the future.

    2) Though the pictures in the blog don't show it explicitly, you can choose which mods to re-roll from within the interface. When you first plop an item in there, all mods are locked. Then you unlock the ones you wish to randomize.

    3) All costs are seen as placeholder at the moment, and quite likely to shift. But we believe we're in the right ballpark.

    4) As stated in the blog, I want to reiterate that we're actively working on allowing more items to work with the Re-Engineering system. We know that this functionality has been asked for by players specifically in regards to high-end gear such as Reputation Sets and Featured Episode Sets, and we want to be able to deliver on that. Consider this initial release as just the first steps of that journey.

    This system will be appearing very soon on Tribble. We'd love to get as many eyes and hands on it as possible, both to give feedback on general functionality like UI flow, prices, and feel, as well as "brute force" item database testing. Keep an eye out on the Tribble subforums for the patch that puts this system into your hands!

    Will we be able to exchange current materials in for the salvage?

    Only asking, as I don't craft in games with random outcomes, and have full inventories of materials on most of my characters!
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    vegeta50024vegeta50024 Member Posts: 2,335 Arc User
    This is great! It comes with ten million dilithium :D
    And 100 million of what I assume to be salvage.

    Or did I misinterpret something here ;)

    It actually doesn't come with that. That's just how much was on hand when they made the graphic. They won't just hand people dilithium for free. You have to be insane to think otherwise!

    TSC_Signature_Gen_4_-_Vegeta_Small.png
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    nommo#5819 nommo Member Posts: 1,105 Arc User
    I hope I'm incorrect, but this potentially looks like just more of the same random/gamble to eat up resources once again without the desired result but with a slightly different window dressing. The marketing for it, Cryptic, will say it is here to help players get the mods they want. If that was the case the whole crafting system should had been introduced with this component. I'm hopeful that Cryptic is actually trying a method to make it easier & more fun for players, but just because borticuscryptic says so doesn't make it true it makes it hype.
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    ltminnsltminns Member Posts: 12,569 Arc User
    He already said it was done this way (rng) in part for financial reasons.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
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