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Cryptic Studios Team
Join Date: Jun 2012
Posts: 160
Please post here for all feedback and bugs regarding the new crafting system Research and Development.

Revamped Crafting System “Research and Development”:
  • The new Research and Development system will allow Captains to use materials they’ve gathered throughout the galaxy along with Duty Officers to create powerful gear to use.
  • Captains will craft items throughout a choice of 7 schools using Duty Officers to complete the project as well as increase the change of creating a higher quality item depending on the Duty Officers used.
  • At launch, we will have 7 schools each of which have 20 levels.
    • Tier 1 is levels 0-4, Tier 2 is levels 5-9, Tier 3 is levels 10-14, and Tier 4 is levels 15-20.
    • Your skill at making things depends on your level in the school from which you are crafting, and the difficulty of your task depends on the level of item you are trying to create.
      • As long as you have the materials, you can try to create Mark XII items at School Level 1 but your chance of creating a Very Rare will be nonexistent due to the task’s high difficulty and your low starting skill.
      • As you progress by crafting items, your Skill Rating increases, causing the overall quality of the items you craft to increase on average.
      • By the time you hit the maximum level of any school, you’ll regularly craft Rare and Very Rare items, and you’ll completely eliminate Common items from your potential outcomes.
    • Crafting Schools
      • Beams:
        • Beam Arrays, Dual Beam Banks
        • Beam Consoles – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: On activating Beam skill, gain 2% Beam damage for 20 sec. Stacks x3.
      • Cannons:
        • Dual Cannons, Turrets, Single Cannons, Dual Heavy Cannons
        • Cannon Consoles – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: On activating Cannon skill, gain +1 Turn Rate, +1 Inertia for 20 sec. Stacks x3.
      • Projectiles:
        • Torpedoes and Mines
        • Projectile Consoles – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: Your Torpedoes and Mines penetrate an extra 10% of your target’s shields
      • Shields & Arrays:
        • Shields
        • Ground Shields – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: Activating a Shield Heal gives the target 99% Shield DR for 1 second
      • Science:
        • Deflectors
        • Science Consoles – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: Your Particle Generator skill gives up to 25% bonus crit chance on Science powers (at 100 PartGens)
      • Engineering:
        • Impulse Engines, Warp Cores, Singularity Cores, Ground Armor
        • Engineering Consoles – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: Activating any Engineering Bridge Officer ability gives 100% dodge chance with 20% deflect for 3 seconds.
      • Ground Weapons:
        • Basic Ground Weapons
        • Advanced Ground Weapons – Unlocks at Tier 2
        • Dilithium Components – Unlocks at tier 3
        • Trait: All of your ground weapon attacks penetrate 10 armor rating.
  • Components are required to build items
    • Components are built from Materials.
    • Materials are found throughout the galaxy where harvesting nodes previously were.
    • Materials can also be collected through Duty Officer assignments and PVE Queues.
    • All Components and Materials can be traded or put up on the exchange.
  • The following is a list of each general type of recipe that can be created, and which Duty Officer you’ll need to slot to make that kind of item.
    • All Schools:
      • Energy Credit Components
        • Fabrication Engineer
      • Dilithium Components
        • Matter-Antimatter Specialist
    • Beam School:
      • Beam Weapons
        • Energy Weapon Officer
      • Consoles
        • Technician
    • Cannon School:
      • Cannon Weapons
        • Energy Weapon Officer
      • Consoles
        • Technician
    • Shield/Arrays:
      • Space Shields
        • Shield Distribution Officer
      • Ground Shields
        • Assault Squad Officer
      • Consoles
        • Systems Engineer
    • Projectiles:
      • Torpedoes
        • Projectile Weapons Officer
      • Mines
        • Armory Officer
      • Projectile Consoles
        • Security Officer
    • Engineering:
      • Impulse Engines
        • Systems Engineer
      • Warp Core
        • Warp Core Engineer
      • Ground Armor
        • Security Officer
      • Singularity Core
        • Warp Theorist
      • Engineering Console
        • Damage Control Engineer
    • Science:
      • Deflectors
        • Deflector Officer
      • Science Consoles
        • Research Lab Scientist
    • Ground:
      • Ground Weapons
        • Assault Squad Officer
Lt. Commander
Join Date: Jul 2012
Posts: 244
# 2
06-19-2014, 03:50 PM
That beam trait should be reworked - FAW and Beams do not need more damage buffs.
Commander
Join Date: Jun 2012
Posts: 416
# 3
06-19-2014, 03:51 PM
Copied from my reply in the Patch Notes thread:

So my question is this...

From what I understand of the patch notes, the crafting system sounds like Console Crafting DOFF missions that take Strange Alien Artifacts.

What I mean is, I input this expensive item and try to get the best DOFFs for it...yet I can still get Mk XII Uncommon/Green consoles fairly regularly.

This system sounds the same.

"As you progress by crafting items, your Skill Rating increases, causing the overall quality of the items you craft to increase on average.
By the time you hit the maximum level of any school, you’ll regularly craft Rare and Very Rare items, and you’ll completely eliminate Common items from your potential outcomes."

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.
Career Officer
Join Date: Jul 2012
Posts: 266
# 4 Question...
06-19-2014, 04:00 PM
Quote:
Originally Posted by coldsnapped View Post
Please post here for all feedback and bugs regarding the new crafting system Research and Development.
Hi coldsnapped,
Could you please verify whether Cryptic/PWE wants feedback from the Tribble server, Redshirt server, or both?

Sorry, as I'm not sure which server to log onto, in order to test/provide any feedback.

Also, are there any planned rewards for testing (like Tribble giveaways in past testing efforts)? Or is this strictly pro bono work by the community?

Thanks in advance.
Rihannsu
Join Date: Jun 2012
Posts: 728
# 5
06-19-2014, 04:18 PM
Suggestion: Put Dominion Nanoenergy Cells in the ground weapons school. This would give people an incentive to buy and use the Jem'hadar set and weapons.
Republic Veteran
Join Date: Jun 2012
Posts: 321
# 6
06-19-2014, 04:26 PM
The conversion store needs sliders to purchase more than one material at a time, otherwise people with lots of materials already to hand will find conversion quite tedious. There also needs to be more information as to just what sort of material I am purchasing beyond 'common, uncommon, rare, very rare'.
Captain
Join Date: Jun 2012
Posts: 1,141
# 7
06-19-2014, 04:28 PM
Okay, new UI is pretty but not really functional. Too much wasted space means that on a regular 1080p screen scrolling is painful. This is the same for the DOFF assignment list which is again nowhere near as dense as it is on Live (which is bad!).


I'm not seeing the draw of the new system yet. Nothing's there that I can't get cheaper elsewhere. I thought we were supposed to be getting unique mod options?
Captain
Join Date: Aug 2012
Posts: 12,259
# 8
06-19-2014, 04:30 PM
Quote:
Originally Posted by walshicus View Post
I'm not seeing the draw of the new system yet. Nothing's there that I can't get cheaper elsewhere. I thought we were supposed to be getting unique mod options?
Yep, color me disappointed - or - whatever you want to call it. While it's entirely possible that there is "cool" stuff out there...this is basically crafting vendor trash.

Want to believe that this is just an "early" thing for some "basic" testing and there is "more"...

...somebody tell me that is what this is - please?
Maal, Klingon, Mogh - Vegar, Orion, Marauder - R'ebel, Romulan, Haakona
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Kopor, Nausicaan, Guramba - Nivuh, Ferasan, B'rel - Venit, Lethean, M.Qin
Lt. Commander
Join Date: Jul 2012
Posts: 244
# 9
06-19-2014, 04:35 PM
Where do we get Very Rare Materials? Can't test the system very well without all the ingredients.
Captain
Join Date: Aug 2012
Posts: 12,259
# 10
06-19-2014, 04:40 PM
Material Conversion is...one at a time? I'm going to break my mouse holding down ctrl and clicking.
Maal, Klingon, Mogh - Vegar, Orion, Marauder - R'ebel, Romulan, Haakona
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Kopor, Nausicaan, Guramba - Nivuh, Ferasan, B'rel - Venit, Lethean, M.Qin
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