Please use this thread to post feedback and issues found for our new feature Re-Engineering.
New Feature:Re-Engineering:
- Re-Engineering gives the ability for players to re-roll some mods in order to craft and modify certain pieces of Equipment to greater satisfaction.
- A new resource has been added to the game to make this system work: Salvage.
- Salvage is rewarded to Captains from salvaging equipment obtained from loot drops.
- Salvaging a piece of equipment will destroy it and reward an amount of Salvage based on the equipment’s Mark and Quality.
- The cost of Re-Engineering a piece of equipment will be dependent on how many available mods the player wishes to re-roll, with the cost per mod decreasing as the player opts in to additional mod randomization.
- This is still a work in progress.
- For more details, please visit the Re-Engineering blog at: https://www.arcgames.com/en/games/star-trek-online/news/detail/10764734-introducing:-re-engineering!
Comments
This doesn't appear to be the case. Here's what the blog lists as the price of all 5 mods being unlocked:
Here is what is on Tribble as of 1/9/2018:
It appears what we currently have in testing is opposite of what is listed above/intended. One mod is cheaper than rerolling all five, when it should be five mods is cheaper than rerolling one mod.
I'm betting the costs shown were per slot rather than total. That would have been 3,225 Dilithium and 2,500 Salvage.
If that's not the case, it really was bad planning to roll out images that didn't match intended functionality.
You know...I'd kinda second this. But we'll probably get it renamed to something that doesn't imply he/she gets Salvage.
The picture in the blog post is probably an earlier screenshot. As to your question, see Borticus's comment here:
https://www.reddit.com/r/sto/comments/7p87ed/introducing_reengineering/dsfdh51/
EDIT: Deleted my previous question. Never mind. I figured it out myself. 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
I fail to understand why it has to be random. Would it kill you to make it possible to build the gear we actually want? Real research and development is not a random-number function. People do not throw a bucket of dice on the table and build a complex system in that manner. Engineering does not work that way either. Feels like it if you have a TRIBBLE manager, but in general it's a methodical approach that yields predictable results.
Do away with the random factor and allow us to build what we want at a cost, and you'll get a lot further and make a lot more people happy.
While 117 Salvage for Common and Uncommon is kinda pitiful amount aka in terms of the vendor trash you can easily get from missions.
Though I did like you could reroll the Epic Modifier though. That's a nice improvement comparability.
First the good. I'm very glad we can lock in the mods we don't want to re-roll as it would have been a nightmare if this wasn't possible. I also like having a better variety of epic level mods to shoot for now as well. Having options on that final epic level mod is a great thing. As it sits right now cost wise I would drop quite a bit of dilithium on this as it's very cheap to re-roll mods and such. If costs were to increase they don't need to go much higher than what they are now. These are some of the good things I see. I don't think I need to elaborate too much into these as they speak for themselves imo. Now moving on to some of the issues I see.
1: Any item you can use on a ship or ground setup should be able to break down for salvage.
That of course excludes consumables such as hypos, repair parts for ships, holiday items, Subspace Field Modulator and other such items. As a hypothetical lets suppose I get a reputation set that I just absolutely despise and want to get rid of it. I should have the option to sell it to a vendor for a small amount of ec, or break it down for a small bit of salvage. Reputation items and mission rewards could also be adjusted this way to give slightly less salvage than a full on crafted item or lockbox item.
2: Tooltip showing salvage value of items.
I won't rule out the possibility that perhaps I missed it, but having the salvage value of an item listed in the tooltip along side ec value would be a great thing to have. If I missed it then my bad, otherwise I believe determining the salvage value of an item could be displayed easier.
3: All lockbox weapons should be able to re-roll
As it was sitting when I tested earlier I could re-roll my coalition disruptors I had on my test character, but I couldn't re-roll my phased tetryons, which are also lockbox weapons. Whether that's a bug or not I don't know. I do still believe though that all lockbox and crafted weapons should be able to be re-rolled.
4: Spiral Wave Disruptors should be able to re-roll
Since they're not tied to any reputation imo they should be able to re-roll their mods. They require a character to own a Galor or a Keldon before you can purchase additional beams and must be purchased for about 40,000 dilithium a pop at that. Because they get an extra mod compared to other beams they already cost about 800 dilithium extra per tech upgrade than a normal lockbox or crafted beam. A similar cost increase could be applied to spiral wave beams to re-engineer. Or perhaps not allowing the ultra rare or epic modifiers to be re-rolled.
That's some of the main gripes I have. I do see a few folks talking about cost increases, but honestly I think they're fine where they are. If costs are deemed too low I wouldn't raise the dilithium cost any higher than 1600 dilithium per mod at the absolute max. Too much higher than that and very few will be able to do much with the system. Much higher than that and the only folks who could do much with the system are the folks who could fill all 39+ million dilithium it takes to get a fleet to t5 on their own. Ideally imo the costs stay where they are, but if an increase does go through I would like to see it at 1,000 dilithium per mod.
Going to strongly disagree with a cost that high as the only folks who would be able to afford it would be the folks who could dilithium plate their entire account. The only way I would ever see a cost that high being justified is if it straight up let me pick the mod I wanted without any random chance. otherwise that's way too high.
Star Trek Online volunteer Community Moderator
Phased Tetryons are weapons with dual procs, which leaves them in the same situation as Rom Plasma. Borticus commented about that issue on reddit. Basically, they need to have a [Proc] mod added on to help make them compatible with this system.
1) We didn't put Salvage on the Drozana vendor on purpose, so that you'd need to try out the Salvage mechanic. It needs just as much testing as Re-Engineering, to ensure that it's doing what we expect it to, in as wide a range of scenarios as possible. We may add Salvage packages at a later point in time.
2) I'm not sure if our last round of price tweaking made it to Tribble, but we definitely want to keep each re-roll affordable, to encourage a greater amount of experimentation and interaction from players. As I've said elsewhere, a lot of our price model is informed by what it would previously cost to pursue the "Craft a Mk2 and Upgrade It" method of getting the mods you want on an item. Our hope is that Re-Engineering becomes a preferred method over that one.
3) Nearly everything listed by @darkbladejk is on our long-term list of improvements we're pursuing. You won't be able to Salvage or Re-Engineer a great many items when this system initially rolls out, but we're aware of the types of items listed in this post, and already know what we want to do about them to make them compatible with Re-Engineering. Salvage is a slightly trickier issue, as it uses Crafting Recipes under-the-hood to figure out what to break down into, so we'll need to figure out an alternative solution at some point for items like Rep Sets, Lobi Gear, and many other things, if we want to allow them to be Salvaged.
Keep the feedback coming!
Cryptic - Lead Systems Designer
"Play smart!"
Looks like the OLD Winter weapons are re-engineerable.
I've noticed a couple of items that appear to be modifiable that maybe aren't supposed to be?
For gold items, perhaps it should cost more. For everything else, no. That's too expensive. Now, I've been playing this game for 8 years, so it doesn't matter what it costs because I have a surplus of resources. For everyone else, and new players, that's a bit pricey. There are people smarter than I, so I'll leave the final decision up to them. I'm sure you guys and gals can come up with a price that's affordable for everyone; my 2 cents. Really cool system though!
First, 4 issues:
I found no issues with salvaging or rolling, aside from that two-slot-roll confusion I mentioned.
Next, my suggestions:
Can we have it so it won't roll the same mod you started with currently have?
I've seen it roll the same thing up to 5 times. So if what I ask was implemented and you start with [Acc], you won't get [Acc] on that roll. Say you get [CrtH]. You won't get [CrtH] on the next roll (though you could end up back with [Acc]). This way you are guaranteed to get a different mod every roll, which is what we are trying to do to begin with.
Otherwise, this IS going to be a lot of fun!
As for salvage, I'd agree that having a value on the tooltip would be very helpful. The values for salvage could possibly do well to go up a little bit, as most missions award the basic common-uncommon (But mostly just common) drops, and using only the drops that even can be salvaged (Most of the time items are just commodities or devices) would take a good while to build up. Of course, this is from the standpoint of someone wanting to reroll a bajillion things at once, without having been able to stockpile throughout my character's lifespan.
One last thing. Make it easier to salvage stuff in bulk. There's a replicator tab for selling items for credits, and that is so much more useful than having to agonize over right-clicking every item in your inventory.
Right now on Holodeck, you can reroll just about any weapon's first 3 mods for a big fat goose egg in dilithium. The only mod that actually costs dilithium to get that you might want to change and can right now is the one at Ultra Rare. Since the Phoenix Upgrades came out, the cost of a reroll on that one is somewhere close to 2500 dilithium to upgrade the item to Ultra Rare for the chance. This current version might be a bit low, but 10,000 dilithium per chance would make it way more expensive than it is in the actual game as it is today.
I honestly have no idea what a numeric value for rerolling the Epic mod would be, since those are all set in stone on Holodeck right now.
Cannot be re-engineered:
- Polarized Disruptors
- Phased Tetryons
- Phased Polaron
Can be re-engineered:
- The 18 other types.
As pointed out already the first three are dual procs so nothing unexpected there.
It moves the pre-coalition weapons back out of the 'HA HA! NOPE!' range into something that could be done if you really want to. Still lots of trash opening those early packs you have to discard because none of the lockbox weaponry could be salvaged, not sure if that is WAI or a bug though. Can the new guy who is chained in the lockbox basement allocated some time to finally bring them on par with current weapon packs?
The amount of salvage you get seems to be determinated by mark level and rarity only (i.e. VR mk12 space weapon does give the same amount as a VR mk12 ground weapon), which takes a bit getting used too. So does the fixed re-engineering cost.
From Bort on Reddit (https://www.reddit.com/r/sto/comments/7p87ed/introducing_reengineering/dsfgo80/):
On that note, I've noticed that crafting mods in the current build can *not* be rolled out of. They're locked and have no option to unlock.
Video Proof: https://youtu.be/_aIePjiUliM?t=27m25s (from SOB's stream last night)
If that's a bug, it needs to be fixed.
If that's intentional, this won't replace the "Mk 2 and upgrade" route but will add to it.
Either way, I'll play the slot machines, sure, especially on mods I didn't want anyway.
My only "complaint" so far is that, while Dilithium costs per slot decrease as you go for more slots (500 for 1 slot down to I think 300 per slot for all 5 slots), the Salvage cost is constant per slot. Perhaps a similar type of discount per slot if we go for more slots?
are you KIDDING me??
not with this RNG cr@p!
if its to bne 10K dil i dotn want a RNG roll but a choose to change to tool pff
So... on a salvage/EC scale, buying a ton of Mk III weapons from a vendor gets you the best deal.