Join Date: Aug 2012
Posts: 805
# 21
06-19-2014, 03:55 PM
I'll certainly be testing this like crazy once tribble patches, gonna be a lot of testing to do.
As someone who has 2 manned KAGE, 3 manned IGE and CGE, got 8:50 left on the clock (we've since beaten it) as our IGE Speed Run time, been here longer than my join date suggests and put in the effort to learn the game for myself, I would like to put it to you that I know what I'm doing.
Join Date: Aug 2012
Posts: 56
# 22
06-19-2014, 03:56 PM
Can you tell us if secondary deflectors are planned for 9.5?
Career Officer
Join Date: Mar 2013
Posts: 173
# 23
06-19-2014, 03:58 PM
The UI for the RD is great, easy to understand and follow

Although more detial, ie Tooltip before we craft an item would be helpful

I would like to know what my def is going to boost, and or maybe chose the boost like PG or GG

Last edited by hajmyis; 06-19-2014 at 04:01 PM.
Career Officer
Join Date: Jun 2012
Posts: 2,009
# 24
06-19-2014, 04:01 PM
Originally Posted by entnx01 View Post
...My concern comes in the form of the word "regularly."

If I can't guarantee a Mk XII Rare or Very Rare item, this system is of no use to me. I'll spend my hard-earned Dilithium on guaranteed Mk XII Very Rare items from the Reputation system and Mk XII Elite-level equipment from the Fleet stores.
This +1,000,000.

When XP earnings during a Double-XP Weekend still feel like I'm underperforming,
there's something terribly wrong with the reward system...

You can find/contact me in game as @PatricianVetinari. RIP Terry Pratchett. Original Join Date: Feb 2010.
Join Date: Jun 2012
Posts: 2,084
# 25
06-19-2014, 04:02 PM
Originally Posted by adjudicatorhawk View Post
Your old items still exist, but they're not used in the new system.
So what are people supposed to do with the common and uncommon unreplicateable materials? Is there a conversion?

Off-topic: I would appreciate it if you would look at the following two threads when you have the time.

Quality and Mk of modules that come with trade-in kits
Damage of turret modules still too low
Career Officer
Join Date: Jun 2012
Posts: 462
# 26
06-19-2014, 04:07 PM
i expected a carbon copy of nw crafting. this sounds a little toned down though.

not too thrilled on the trait per school but its an interesting approach. just not thrilled on doing this per toon.

Trait: Activating a Shield Heal gives the target 99% Shield DR for 1 second
not very useful too short. what about 50% at 5-10sec?

Trait: Activating any Engineering Bridge Officer ability gives 100% dodge chance with 20% deflect for 3 seconds.
looks like a ground ability. could be interesting
There is no QA there is only ZUUL

Join Date: Nov 2012
Posts: 23
# 27
06-19-2014, 04:12 PM
I had a feeling damage traits etc would be near the end of the crafting trees.

Well played/sneaky.
Join Date: Nov 2012
Posts: 1,583
# 28
06-19-2014, 04:12 PM
Originally Posted by adjudicatorhawk View Post
Your old items still exist, but they're not used in the new system.
And can the Unreplicatable Materials be traded in (like the other crafting bits) for the refined dilithium spent to acquire them (or a portion thereof), or are those items simply defunct?

Originally Posted by meimeitoo View Post
I do not like Geko ether.
Originally Posted by gavinruneblade View Post
So I know exactly why we're not being asked to pay to hear the voices.
Career Officer
Join Date: Sep 2012
Posts: 93
# 29 awwww!!
06-19-2014, 04:15 PM
i really liked memory alpha for the roleplaying aspect

other then that i like the crafting revamp
Join Date: Jun 2014
Posts: 28
# 30 Can't convert in bulk?
06-19-2014, 04:18 PM
The first thing I've noticed is that you apparently can't convert old items to new in bulk--if you have a magnificent hoard be prepared for a LOT of clicking.

It's going to take some time to figure out fully.

Exciting though. :-)

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