Captain
Join Date: Jun 2012
Posts: 1,670
I think the devs mentioned that a crafting revamp is coming. This thread is for suggesting changes to the crafting system that we would like to see.

1. Allow us to choose our own modifiers. I think a dev mentioned that there were too many possible combinations and adding all off them would clutter up the UI. Rather than allowing us to choose only preselected items, it would be better to create a UI that would allow us to select the item type, mark, and up to three modifiers.

2. Since a level cap increase is coming, I presume that higher marks of equipment will become available. Right now, the highest mark in the game is Mk XII, and the highest we can craft is Mk XI. If higher marks become available, then we should be allowed to craft higher marks as well. For example, if the highest mark in the game becomes Mk XIV, then we should be allowed to craft at least Mk XIII.

3. Currently, we can craft very rare Mk XI weapons, but only rare Mk XI consoles. I don't see any reason why consoles are restricted to rare.

4. Allow us to upgrade our existing items. Provide a way to increase the mark or rarity and to add or change modifiers.

5. Consoles are the only normal items in the game that are character-bind-on-equip instead of account-bind-on-equip. I think that when account-bind-on-equip items were introduced, consoles were accidentally left out.
Captain
Join Date: Nov 2012
Posts: 1,223
# 2
02-28-2013, 10:53 AM
Until I can craft Mk XII purples I don't see any reason to touch crafting, personally.
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Captain
Join Date: Sep 2012
Posts: 3,404
# 3
02-28-2013, 11:06 AM
1 give it multipliers that make it more likely to fail the same way as doff assignments where critical fail evaporates your dil & data samples
fail looses half what you put in
success gets you what you want
critical gets you a special modifier, [critc] becomes [critx] etc


2 nope @ mk xiii gear,
this sort of continuous buildup in games leads to a collapse in the quality of play as people with the highest level gear just win by rule of calculator.
crafting an xii out of an xi for dil and data samples, thats something.
specialist gear would be better, for example, the breen set would become the ultimate set for a drain build.


3 if you could craft your way directly to the top then you have pay to win
the current system in place subverts that by letting you buy your way to good gear, but making you play for the best.

4 resurrecting the old method for getting the rom set gear would do that

5 really?

Last edited by skollulfr; 02-28-2013 at 11:08 AM.
Lt. Commander
Join Date: Jan 2013
Posts: 203
# 4
02-28-2013, 11:08 AM
I always feel that crafting should be "modules"

What the heck does that mean?

Well, lets say I want to craft a Plasma Turret MK XII [DMGx2] [CTHx2]

First would be the weapon type module. It will have a cost for that. I can choose from Turrets, DHC, phaser banks, pistols, blade etc etc.

Then I would choose my grade. This will create a base Turret MK XII (common)

now I can create another module plasma damage type. This will have a material cost.

now I can create DMG modifier module. Again, its cost and Critical to hit has the same thing.

Now I will go to a special station in memory alpha to combine my modules. Lets say that

[Base damage] + [Weapon Type] + [modifier] will cost EC and some extra materials (could be rares)

now if I want to add another base damage, this is where dilithium will come into play or another modifer

to max would be [base damage] + [base damage] + [weapon type] + [modifier] (upto 4)

but at 2 cost 10k dil, 3 cost 30k and 4 cost 50k dil

You could reduce cost when you have an option for BoP (bind to YOU)
normal cost for BoE (bind on equip)
x2 cost for BoA (bind to account)

This method would have tables for all the materials can what modules it could make which CAN open BREAKING down current weapon to recover modules (small chance) or materials (better chance)

You could also use existing weapon as a "base weapon" but all damage and mod will be override with your NEW mods and damage (have to fill at least one of each)

I think this can work.
***
Growing old is inevitable. Growing up is optional.
Captain
Join Date: Oct 2012
Posts: 1,181
# 5
02-28-2013, 11:12 AM
Right now their is little worth crafting because of all the time to get the particles in addition to dilithium needed to buy uncommon unreplicateable materials needed to craft stuff. Greatly reduce the amount of uncommon unreplicateable materials needed and more people would start crafting stuff. Also having MK XII very rare stuff to craft would also get more people into crafting as well.
Captain
Join Date: Jun 2012
Posts: 1,670
# 6
02-28-2013, 11:48 AM
Quote:
Originally Posted by skollulfr View Post
2 nope @ mk xiii gear,
this sort of continuous buildup in games leads to a collapse in the quality of play as people with the highest level gear just win by rule of calculator.
crafting an xii out of an xi for dil and data samples, thats something.
specialist gear would be better, for example, the breen set would become the ultimate set for a drain build.
I said this in case they are introducing Mk XIII and Mk XIV gear anyway. I have a feeling that they will, because we are getting a level cap increase. If that happens and you can only craft Mk XI gear, crafting will quickly become obsolete. It is already moribund.

Quote:
Originally Posted by skollulfr View Post
3 if you could craft your way directly to the top then you have pay to win
the current system in place subverts that by letting you buy your way to good gear, but making you play for the best.
You can pay to win anyway. Just look at the Mk XII purple consoles on the Exchange. I think crafting Mk XI purple consoles should be allowed. They are not the best, but slightly below. We can craft Mk XI purple weapons. Why were consoles excluded?

Quote:
Originally Posted by skollulfr View Post
5 really?
Yes, really. I've looked at drops, the Exchange, and the crafting system. I cannot find account-bind-on-equip consoles anywhere.
Captain
Join Date: Jun 2012
Posts: 1,670
# 7
02-28-2013, 11:52 AM
Quote:
Originally Posted by sasheria View Post
I always feel that crafting should be "modules"

What the heck does that mean?

Well, lets say I want to craft a Plasma Turret MK XII [DMGx2] [CTHx2]

First would be the weapon type module. It will have a cost for that. I can choose from Turrets, DHC, phaser banks, pistols, blade etc etc.

Then I would choose my grade. This will create a base Turret MK XII (common)

now I can create another module plasma damage type. This will have a material cost.

now I can create DMG modifier module. Again, its cost and Critical to hit has the same thing.

Now I will go to a special station in memory alpha to combine my modules. Lets say that

[Base damage] + [Weapon Type] + [modifier] will cost EC and some extra materials (could be rares)

now if I want to add another base damage, this is where dilithium will come into play or another modifer

to max would be [base damage] + [base damage] + [weapon type] + [modifier] (upto 4)

but at 2 cost 10k dil, 3 cost 30k and 4 cost 50k dil

You could reduce cost when you have an option for BoP (bind to YOU)
normal cost for BoE (bind on equip)
x2 cost for BoA (bind to account)

This method would have tables for all the materials can what modules it could make which CAN open BREAKING down current weapon to recover modules (small chance) or materials (better chance)

You could also use existing weapon as a "base weapon" but all damage and mod will be override with your NEW mods and damage (have to fill at least one of each)

I think this can work.
This could work, but I worry about introducing more items such as modules that take up inventory and bank space. I would rather have a UI screen that has this functionality without having to carry around modules.
Captain
Join Date: Oct 2012
Posts: 1,181
# 8
02-28-2013, 11:53 AM
Quote:
Originally Posted by skollulfr View Post
1 give it multipliers that make it more likely to fail the same way as doff assignments where critical fail evaporates your dil & data samples
fail looses half what you put in
success gets you what you want
critical gets you a special modifier, [critc] becomes [critx] etc
Congrats you just made crafting even more unpopular because of adding randomization to what you get not to mention the chance of getting nothing and losing much of what you spent to craft stuff. Crafting should remain a way to get what you want with 100% success considering all the time it takes to get the particles needed for crafting in addition to dilithium need for uncommon unreplicateable materials that are also needed to craft so much stuff.

With your idea I would not touch the new crafting system at all. At least the way it currently is their are a few things that I have crafted and might craft again in the future.
Captain
Join Date: Jun 2012
Posts: 1,670
# 9
02-28-2013, 11:56 AM
Quote:
Originally Posted by marshalericdavid View Post
Right now their is little worth crafting because of all the time to get the particles in addition to dilithium needed to buy uncommon unreplicateable materials needed to craft stuff. Greatly reduce the amount of uncommon unreplicateable materials needed and more people would start crafting stuff. Also having MK XII very rare stuff to craft would also get more people into crafting as well.
While reducing the dilithium cost will be better for players, I doubt they will do that. They are trying to make money from the crafting system. However, they aren't right now, because most of the gear you can craft is inferior to what you can get on the Exchange.
Captain
Join Date: Oct 2012
Posts: 1,181
# 10
02-28-2013, 12:24 PM
Quote:
Originally Posted by frtoaster View Post
While reducing the dilithium cost will be better for players, I doubt they will do that. They are trying to make money from the crafting system. However, they aren't right now, because most of the gear you can craft is inferior to what you can get on the Exchange.
Yes they are trying to make money with it but they could reduce the cost because the more something costs the less people buy. Cut the required amount of unreplicateable materials needed in half and improve the quality of crafting items and I am 100% certain more people would partake in crafting and they would make more money from it then they do now.

Yes the exchange is the best way to get what you want but it can be extremely costly and only those that sell for crazy prices would be against improving the crafting system to get better gear with 100% success. This game has to much greed in it and doing things to reduce the greed on every persons part would make for a much funner better experience with the game as well as the health of the game.
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