Re-Engineering - Thoughts?

Finally the mod re-roll people have wanted. Wonder what the cost will be?

And it says there are a bunch of new mods coming out - very exciting. Wonder what those will be? Could be some new metas coming soon.

Wish they would do away with some of the old mods that are totally worthless.
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Comments

  • saedeith
    saedeith Member Posts: 628 Arc User
    Have to wait and see when it hits tribble to say a whole lot. Sounds like a good idea at first.
  • rattler2
    rattler2 Member Posts: 55,529 Community Moderator
    Might make some niche weapons like the Dominion Polaron more interesting.
    66998372863950ee98cf7da9786e2ea9-db80k0m.png
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
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  • vegeta50024
    vegeta50024 Member Posts: 2,304 Arc User
    Finally the mod re-roll people have wanted. Wonder what the cost will be?

    And it says there are a bunch of new mods coming out - very exciting. Wonder what those will be? Could be some new metas coming soon.

    Wish they would do away with some of the old mods that are totally worthless.

    From the blog, the mod re-rolls will cost dilithium and a new currency called salvage. The dilithium cost from the blog starts at 1050, but decreases as you choose the mods to randomize. However the salvage increases from 100 to 500 depending on how many slots you want to randomize.

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  • disqord#9557
    disqord#9557 Member Posts: 567 Arc User
    Well, it's not weapon visual overrides, but it's something a lot of people were asking for, so it's something. Will make lockbox drops a lot more interesting, to say the least.
  • sharmutashlikha#2072
    sharmutashlikha#2072 Member Posts: 158 Arc User
    I'll keep an open mind and wait how it works out...
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  • mirrorchaos
    mirrorchaos Member Posts: 9,817 Arc User
    edited January 2018
    looks like a text version of casino slots, and button on the side is the lever to get the slots to spin around. could of been better of if it was a straight drop down of the mods, select each one and commit to a one time cost, no need for the RNG slot machine.
    T6 Miranda Hero Ship FTW.
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  • bwleon7
    bwleon7 Member Posts: 310 Arc User
    edited January 2018
    Just an FYI: They are explaining a lot more about it on the STO reddit. If you go down the tread the names with red titles are people from Cryptic.

    https://www.reddit.com/r/sto/comments/7p87ed/introducing_reengineering/

    It will also be shown on this week's Twitch live stream. 4pm PT on Wednesdays.



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    Mr. Spock: And the ways our differences combine, to create meaning and beauty.

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  • mirrorchaos
    mirrorchaos Member Posts: 9,817 Arc User
    edited January 2018
    bwleon7 wrote: »
    Just an FYI: They are explaining a lot more about it on the STO reddit. If you go down the tread the names with red titles are people from Cryptic.

    https://www.reddit.com/r/sto/comments/7p87ed/introducing_reengineering/

    wish they were this communicative on this forum. :tongue:
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
  • bossheisenberg
    bossheisenberg Member Posts: 602 Arc User
    azrael605 wrote: »
    > @vegeta50024 said:
    > bossheisenberg wrote: »
    >
    > Finally the mod re-roll people have wanted. Wonder what the cost will be?
    >
    > And it says there are a bunch of new mods coming out - very exciting. Wonder what those will be? Could be some new metas coming soon.
    >
    > Wish they would do away with some of the old mods that are totally worthless.
    >
    >
    >
    >
    > From the blog, the mod re-rolls will cost dilithium and a new currency called salvage. The dilithium cost from the blog starts at 1050, but decreases as you choose the mods to randomize. However the salvage increases from 100 to 500 depending on how many slots you want to randomize.

    Salvage will come from breaking down loot drop items, and some mats will come with that too.

    Finally something to do with all that useless space garbage!!!


  • smokebailey
    smokebailey Member Posts: 4,429 Arc User
    I'm fine with or without. I'll see how it is once it happens. :)
    dvZq2Aj.jpg
  • warpangel
    warpangel Member Posts: 9,427 Arc User
    I'd rather they give me a reason to care about the mods first.
  • vegeta50024
    vegeta50024 Member Posts: 2,304 Arc User
    warpangel wrote: »
    I'd rather they give me a reason to care about the mods first.

    Why do you need a reason to care?

    I personally run with whatever mods I get on my items. I get by most of the time just fine with what I have on my main character.

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  • silverlobes#2676
    silverlobes#2676 Member Posts: 1,953 Arc User
    warpangel wrote: »
    I'd rather they give me a reason to care about the mods first.
    [Rapid] is all the reason I need :sunglasses:
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  • markhawkman
    markhawkman Member Posts: 35,231 Arc User
    rattler2 wrote: »
    Might make some niche weapons like the Dominion Polaron more interesting.
    So much this! Well assuming it actually works on special gear. :/ The blog had a list of things you can't re-engineer, and FE rewards was included.
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  • bossheisenberg
    bossheisenberg Member Posts: 602 Arc User
    warpangel wrote: »
    I'd rather they give me a reason to care about the mods first.

    Why do you need a reason to care?

    I personally run with whatever mods I get on my items. I get by most of the time just fine with what I have on my main character.

    uhhh because they actually affect gameplay? People spend countless hours fine tuning their builds. Why even care about anything in the game then? Good god. :|
  • crm14916
    crm14916 Member Posts: 1,434 Arc User
    Another dil sink... whoop de doo...

    As if we didn’t spend enough dil upgrading... Now we spend MORE on the same item to “roll” for a “chance” at a better mod...

    Nice! Honestly, any improvement is welcome... And I mean that...

    CM
    "Equipped with his five senses, man explores the universe around him and calls the adventure science." - Edwin Hubble
  • echatty
    echatty Member Posts: 5,718 Arc User
    Going with whatever mods I get doesn't affect my gameplay at all. Maybe it might affect PvP, but not normal gameplay.
    Now a LTS and loving it.

    Just because you spend money on this game, it does not entitle you to be a jerk if things don't go your way.

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  • bwleon7
    bwleon7 Member Posts: 310 Arc User
    Here are a few things they have stated for those that dont want to head over to Reddit.
    The blog primarily is referring to Set items. I believe that the items you get from the Rep Stores, and Rep Reward Boxes, can be R-E'd (or, that functionality will come soon, if not). Most lobi items will not be eligible for R-E right away.

    The shorter, more "rule of thumb" way to answer this is as follows:

    Items that have mods listed in brackets (ie, [Acc] and such) should be eligible for Re-Engineering, so long as they have the correct number of mods for their quality/color.

    0 White, 1 Green, 2 Blue, 3 Purple, 4 Ultra, 5 Gold

    If they either have too many or too few mods, or their names do not reflect any mods (as in most Set items), they will not be eligible for the system at this time.

    Much like when we rolled out the Upgrade system a couple years ago, we'll continually be expanding the functionality of Re-Engineering to encompass more and more items as time goes on.

    Q - If I'm reading this right then that means the likes of Romulan Plasma weapons from the rep store won't be eligible since they technically don't have the right amount of mods for their rarity (since one is used up for the disruptor proc). Correct?

    A- For the initial roll-out, that's correct. What you'll see in the future is that items of this nature will have a new [Proc] mod appear on them, for the sake of fitting the R-E structure.
    Q- I'd like to ask, assuming this technology eventually allows us to rejigger Reputation items, is there any way it could allow us to, say, make a Combat Impulse Engine into a Hyper-Impulse Engine?

    A- Highly unlikely. Those are different base items, not just attachments to an item.
    Q- ) Why did the team opt to go with a random system instead of say; using craftable/lockbox/reputation mod "tokens/componants" to replace a mod?

    A- To be honest, there were way too many considerations that went into this decision to allow me to provide a simple answer. The simplest is to list just a few: Long-term economic impact, Item desirability, Reward itemization, and much more.

    Q- How does this system interact with crafted weapon modifiers like [Pen] and [Over]?

    A- Crafting-only mods remain crafting-only, and cannot be rolled into. They CAN be rolled OUT of, at which point they are currently lost (the lists don't have them as an option), so roll with care when one is present.

    They are still limited to once per item.

    Q- Can crafted consoles like the Conductive RCS be able to have its UR modifier re-rolled in this system?

    A- Most consoles will not be eligible for Re-Engineering at the initial roll-out, as they don't match the model we're initially targeting. That model again is:

    Items that reflect a number of [Mods] in their name that match the expectations for their current quality/color: White 0, Green 1, Blue 2, Purple 3, Ultra 4, Gold 5
    Q- I'm curious how these will work exactly. [Ac/Dm] gives 10% Accuracy, 6% final damage and no cat1 damage boost. So it's kind of like 3 mods but without any of the cat1 boost the [Acc] mod would give. Are the others going to act like 3 mods' worth as well? Or will those that don't have Dmg in them give cat1? i.e. will [Ac-2] give 30% accuracy, or 20% accuracy and 2.5% cat1? Is that the difference between "CritH" (with the i) and "CrtH" (without the i)?

    A- In the case of weapons, we noticed the "it's actually 3 mods, not 2" issue awhile ago, but decided it was best not to yank that away from players after they'd had access to it for so long. To keep the new mods competitive, I believe they all possess an effectively-invisible DMG aspect to them, to match the effectiveness of the existing [Ac/Dm] mod.

    In other words, while [Ac/Dm] is effectively Acc-Dmg-Dmg, the new [CrtH2] is CrtH-CrtH-Dmg, under the hood.

    Non-weapon Gold Mods didn't have this "hidden bonus" to them.
    Q- I really hope the Salvage currency isn't the real struggle with this. Being able to convert the UR Salvaged Technology R&D Material we (mainly) get from Admiralty or Elite Queues to the new currency would make sense and might be a good alternative option to get Salvage.

    A- In a way, you can exchange all crafting materials into Salvage. Simply craft an item, then salvage it.

    A direct translation for Salvaged Technology is an interesting idea, though. It has some far-reaching economic implications that we'll need to investigate.
    Our aim was to make this method comparable, or slightly more efficient, than the old "Craft Mk2 and upgrade" method.
    As of right now, you can't reroll the mods on Reputation items. But the devs are looking at feedback and working on updating the feature.
    The overall cost still increases if you're rolling, say, 4 slots vs. just 3. It just becomes more efficient (lower cost-per-slot) as you accept the greater risk of increased randomization.
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    Mr. Spock: And the ways our differences combine, to create meaning and beauty.

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  • tigeraries
    tigeraries Member Posts: 3,481 Arc User
    have critH and pay to reroll to acc... so you pay and re-roll again and it goes to back to critH... /bang head to wall

    I can see that happening to some folks.
  • leemwatson
    leemwatson Member Posts: 4,624 Arc User
    tigeraries wrote: »
    have critH and pay to reroll to acc... so you pay and re-roll again and it goes to back to critH... /bang head to wall

    I can see that happening to some folks.

    I've played plenty of games which does this. It's a great system IMHO. Hopefully the 'why aren't your weapons got (X) mods on' trolls don't start popping up now! Lol.
    "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.
  • salazarraze
    salazarraze Member Posts: 3,789 Arc User
    This is great! All of the weapons that I stopped using, but didn't throw away, have a purpose now.
    When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
  • davefenestrator
    davefenestrator Member Posts: 9,788 Arc User
    A- In a way, you can exchange all crafting materials into Salvage. Simply craft an item, then salvage it.

    This is great news if you're crafting a set of Mark II VR items to upgrade since 90+% of them will have mods you don't want and vendoring them gives next to nothing.
  • sovereign010
    sovereign010 Member Posts: 628 Arc User
    In principle it's a good idea- there are items that start off with 3 great modifiers but are suddenly rendered worthless when on becoming UR the 4th sucks. If they're no longer stuck with those modifiers but has a means of changing them it's a good idea.

    Blizzard's Diablo 3 has a similar system when you can re-roll a single trait (which locks whichever others the item has), the cost of which increases each time. It also tells you what the possible outcomes are, and gives you a choice of 3 at the end. From then on, only that trait can be changed and the rest become fixed.

    So as long as you can control which modifier is up for grabs it's a good idea. I'll probably only be doing it for weapons that start out with 3 great mods and want to improve the 4th, since they'll have a good base to start with. If on the other hand it puts traits that I actually want at risk, I won't touch it with a bargepole! :D
  • bossheisenberg
    bossheisenberg Member Posts: 602 Arc User
    Here's a tentative list of the new mods:

    [Ac-2]
    [CrtD2]
    [CrtH2]
    [Ac/Dm] (existing)
    [CritD/Dm]
    [CritH/Dm]
    [Ac/CrtH]
    [CritH/CritD]

    Interesting, but was hoping to see some new stuff, not new combinations of the same old things.
  • jaguarskx
    jaguarskx Member Posts: 5,945 Arc User
    Overall, this is a step in the right direction. It will be limited at first, but that is fine. It should be a good EC sink since players can buy junk from vendors then break them down for salvage parts.
  • zuigje010
    zuigje010 Member Posts: 42 Arc User
    This is yet another step in the wrong direction, how many more of these pointless features are they going to introduce?
    There is hardly anything to do at 60 then old content over and over, every new update/season or what they love to call "expansion" has hardly any playable content, so why introduce this silly idea and on top of that again charge the few players left in this game with dil.....

    It is already a pain to upgrade items and not getting the right mod feels like a waste of time and dil, now introducing this feature seems like an continuous torture of wasting already so much dil.
    And judging by the image, you need to randomize? You mean it's still RNG to get the right mod? You can't even choose?

    Do you hate your small player base that much? You want more people to quit?

    Remove the cost for dil. at least for your players, come on for crying out loud.