The change to number of concurrent research projects isn't the real issue. Its just highlighting the heart of the problem. Even casual players get to level 50 and want higher end gear (which you can get with 40 days of easy-to-do reputation projects). Whether you are casual or hardcore though you need to reach 15 to craft…
I personally like the crafting system overall. However, I do know it could use some improvements. I also wanted to reiterate what I had posted on the Tribble forum while testing the R+D system. The XP curve is very steep. That is why the reduction in the number of concurrently running research projects is so unpopular.…
This is a welcome change. Before this I was going through magnesite more quickly than the other white mats. Thank you. :) Also, I like the lowered requirements on the blue and purple recipes. Its nice to get into crafting non-vendor items a little earlier.
That's what I do with my doffs. :) On a more serious note. I'm glad to see the increased quality rates on the crafting projects. The research project and critical XP bonus are both welcome additions as well. The R&D system still has a high XP curve IMO but these changes will help with that somewhat. I think it would be…
The new crafting system seems good to me thus far. There are obviously some bugs to be worked out (like recipes requiring materials that show up as blank or aren't in the game yet). However, there are some things I found that could use some tweaking: 1. Some of the crafting schools require components that are built in…
I don't think its such a bad idea. 1. It makes the ships a little closer to canon. In the shows they launch shuttles all the time from ships that in STO can't launch anything but a torpedo. 2. I enjoy customizing my ships. This would add more options.