Developer Blog from September 29: Improvements in module upgrade system

Hi there!

I have some questions about this topic and the upcoming update.

First af all, a very important request. What about if, instead of a single whatsoever object that becomes upgraded at a time, you allow the players to select a certain number of weapons/modules/modifiers that will be upgraded simultaneously? You (devs) could add a table or a window where the player can select up to 14 weapons/modules/modifiers (depending upon the rank) that will be upgraded simultaneously or consequentially. Let me explain. In the first method your selected weapons/modules/modifiers recieve an equal amount of “experience” after each battle and they slowly level up all together. This method involves greater times to obtain a single maxed weapon/module/modifier but allow the players to not check his progression for very long periods. The second method upgrades a single weapon/module/modifier at a time and when it is maxed (or when it reaches a determined level) it does the same thing with the second one, then the third etc untill the last one.

These two methods are only designed to give the player the opportunity to not be forced to get back to the hangar after each battle to check his weapons/modules/modifiers progression, that’s it.

 

Second: What if Iridium could be used (for the first time in this game) to both buy gambling containers (as you already planned) for a determined price AND to buy precise base materials (Crystal-Shards; Impure-Osmium/Silicon/Vanadium/Graphite/Neodium/Beryllium; Monocrystals) at a definitely higher price? In addiction to this you add another type of container (GS price) in which you can find a random amount of Iridium. It would be an awesome revolution!

 

On 28/9/2016 at 5:13 PM, CinnamonFake said:

Remains of the Precursor culture, Iridium, is becoming one of the most important resources in Star Conflict

Third: Will Iridium become the new crafting element for Rank 14 Destroyers Internal Structures???

 

 

Thank you very much and have a nice day, Aulex.   ![:01212:](<fileStore.core_Emoticons>/emoticons/01212.png “:01212:”)

There is a screenshot of a hull repair kit in the first post. It is updating from mk2 to mk3. I’m a bit concerned because stats of “new” module are equal to “old” module at the same level. So if we get 3 upgrades instead of 4… Are the new modules going to be less effective than old ones? 
 

1 hour ago, Aulex95 said:

Second: What if Iridium could be used (for the first time in this game) to both buy gambling containers (as you already planned) for a determined price AND to buy precise base materials (Crystal-Shards; Impure-Osmium/Silicon/Vanadium/Graphite/Neodium/Beryllium; Monocrystals) at a definitely higher price? In addiction to this you add another type of container (GS price) in which you can find a random amount of Iridium. It would be an awesome revolution!

+1 You have my vote. 

To Cinnamon: You said previously that vouchers from contracts would go to the pool and vouchers from battles would go to the module. What do you mean? Will there be an alternate method to gather vouchers now? Or do you mean the extremely rare voucher loot from loot spots?

1 minute ago, TheDarkRedFox said:

To Cinnamon: You said previously that vouchers from contracts would go to the pool and vouchers from battles would go to the module. What do you mean? Will there be an alternate method to gather vouchers now? Or do you mean the extremely rare voucher loot from loot spots?

The daily mission where you send your ships for around 6 hours -> Go to the pool.

Casual missions go to the module.

9 hours ago, MightyHoot said:

so niri, you died before newbie like that?

hahahahaha that was awesome. Altough thats a spectate camera, only possible to team-mates.

11 hours ago, MightyHoot said:

so niri, you died before newbie like that?

Kind of. Till this moment I had some kills and killed enemy captain…

@CinnamonFake

Some more relevant questions:

Let’s take only rank 12-15 modules. We get 2 components from those, for each, ranging from 1-6x2 items per each item. Green kits, purple kits, green equipment, purple equipment, etc.

You say that you will make Mark 1 equipment or kits salvageable. So, how much will they give, compared to current Mark 2 kits and equipment? I suppose much, much less.

There is also a problem with the looting then. I wouldn’t like to get much less valuable items now, especially, if salvaging only provides 1 component instead of 2, or if the number is greatly reduced as well.

This will probably impact Mark 4 equipment and kits as well. We used to get quite a lot of Iridium - 18,25,36 Iridium for salvaging one such component for rank 15, for example, along with rare components, like screened batteries and processing blocks. How will this change impact those resources? Will some resources be reduced, or entirely removed?

Iridium cost will be decreased as well from those?

I think the new patch is the biggest bullshit you ever did… I´m not surprised that many complain before release and you shouldn´t too.

You told us people are getting confused due to all the types of loyalty, yet your info showed that we would maintain all the types, I asked about that, twice, but got no response. It is live, and the system still apparently only uses the loyalty of a specific type, so that’s going to avoid the confusion of before how? The total loyalty costs are by the looks of it higher than before, plus contracts look like crap now (only can be done with rank 13+ ships, when all my active ships are rank 8, or 9, and I’m working on a rank 9 module, why?) only being offset by the added loyalty gains in matches, but not open space, the total credit costs look higher than before, Iridium is only used to buy some BS random box, and upgrade kits have been rendered useless, plus now give us less than what they did before when salvaged (if they no longer drop, why bother changing that at all, comes off as a jerk move). Wow, in what way is this system an improvement over what we had!?! Just scrap it, switch it back to the way it was, and give us back all the kits we just spent entirely too long salvaging (why is there no “salvage all” option?).

2 hours ago, Phoenix_Shi said:

You told us people are getting confused due to all the types of loyalty, yet your info showed that we would maintain all the types, I asked about that, twice, but got no response. It is live, and the system still apparently only uses the loyalty of a specific type, so that’s going to avoid the confusion of before how? The total loyalty costs are by the looks of it higher than before, plus contracts look like crap now (only can be done with rank 13+ ships, when all my active ships are rank 8, or 9, and I’m working on a rank 9 module, why?) only being offset by the added loyalty gains in matches, but not open space, the total credit costs look higher than before, Iridium is only used to buy some BS random box, and upgrade kits have been rendered useless, plus now give us less than what they did before when salvaged (if they no longer drop, why bother changing that at all, comes off as a jerk move). Wow, in what way is this system an improvement over what we had!?! Just scrap it, switch it back to the way it was, and give us back all the kits we just spent entirely too long salvaging (why is there no “salvage all” option?).

“your info showed that we would maintain all the types” You answered yourself. The idea of having the R13+ contracts allow for a much faster way to get something similar as you would get before by completing all contracts per subfaction. So if you care about vouchers, you can play into the ranks you have achieved. If you want to play other ranks, you can still do so and you will earn a decent amount of vouchers per game once the research has been activated for a module/weapon.

Loyalty in OS remains almost the same: you get a good amount with spat scanner. You can still salvage by paying less creds, but using vouchers too…We never had a salvage all option, if i recall correctly due to a big info overload (too many rewards per kit/module).

Im seing we are getting worse loot from trophy search, although we now get electrum from A. Gage foward fleet missions. Voucher gain is faster now as well. I would like seing how many vouchers im spending from the pool when clicking into upgrade (as it was before), not only seing the credit price. And yeah iridium containers are overpriced for their reward imo.

For now i cant tell if this system is faster or slower in terms of farming.

2 hours ago, Papitas said:

“your info showed that we would maintain all the types” You answered yourself.

No, I didn’t. It was stated that they thought multiple faction types were confusing players, and that supposedly the change would help with that, yet they kept them all. If they wanted to help with that, the logical course of action would be to bundle all the different types into one single loyalty pool, make that stored pool size six million, and presto, no more confusion. Except they didn’t, so I asked how they figured this change was supposedly going to help with the confusion, when they did nothing to help with that confusion.

 

2 hours ago, Papitas said:

The idea of having the R13+ contracts allow for a much faster way to get something similar as you would get before by completing all contracts per subfaction. So if you care about vouchers, you can play into the ranks you have achieved. If you want to play other ranks, you can still do so and you will earn a decent amount of vouchers per game once the research has been activated for a module/weapon.

 

The new contracts give more, but at the same time take far longer to complete. Also the old ones started at early ranks, so some could be completed in rounds of pretty much any rank, the new ones are only for the last three ranks of ships, with this overall change supposedly being “especially” helpful for new players, how is a contract system not available to new players helpful? Then as I said, the loyalty gained in rounds only works to offset the overall increased cost, so at lower to mid ranks was of zero overall benefit.

 

2 hours ago, Papitas said:

Loyalty in OS remains almost the same: you get a good amount with spat scanner. You can still salvage by paying less creds, but using vouchers too…We never had a salvage all option, if i recall correctly due to a big info overload (too many rewards per kit/module).

Do you practice saying nothing of value? If the OS gains were unchanged, but the overall loyalty costs higher, how was that helpful, allowing for faster upgrades, especially when we could get Iridium in OS, but supposedly can’t any more from what I remember? OS loyalty was always random, if that still just goes straight to our pools, OS is now far worse off than it used to be for upgrading our stuff. That’s what I was getting at with the OS reference in that sentence.

 

Then I know there was no “salvage all” option (I’m also sure you just making up that reason), but since they had to know many people are sitting on tons of those things, you’d think they may want to help us out by adding one, which was why I said it. I also still can see no reason for removing the component gains from salvaged mark four kits, when we can’t even get them any more.

 

2 hours ago, Papitas said:

For now i cant tell if this system is faster or slower in terms of farming.

Depending on what you’re doing it looks slower, to about the same. Only way I can see it being faster is if you do nothing but tier five PvP.

 

1 hour ago, Phoenix_Shi said:

No, I didn’t. It was stated that they thought multiple faction types were confusing players, and that supposedly the change would help with that, yet they kept them all. If they wanted to help with that, the logical course of action would be to bundle all the different types into one single loyalty pool, make that stored pool size six million, and presto, no more confusion. Except they didn’t, so I asked how they figured this change was supposedly going to help with the confusion, when they did nothing to help with that confusion.

Yeah mixing the pools into 1 wouldve been great (and many players suggested it), but it didnt happen. The “less confusing” part is that you place a mod and it starts upgrading gradually and you can see its progress all the time. I dont see much help to decrease the confussion, but instead i see bigger gains. I havent truly assesed the new prices since i spent all upgrading R14 destro mods…and hell they were expensive.

1 hour ago, Phoenix_Shi said:

The new contracts give more, but at the same time take far longer to complete. Also the old ones started at early ranks, so some could be completed in rounds of pretty much any rank, the new ones are only for the last three ranks of ships, with this overall change supposedly being “especially” helpful for new players, how is a contract system not available to new players helpful? Then as I said, the loyalty gained in rounds only works to offset the overall increased cost, so at lower to mid ranks was of zero overall benefit.

I disagree:

ip6Qc15.png

I remember seing R13+ contracts requiring 20k eff score to be completed (granting 12k voucher base). I also remember several missions requiring to win 5 games, some also adding new conditions like: kill a ceptor, fighter and frigate…in PVP, so you definately took more than 5 games, specially when some of those missions dont always progress together idk why. GhostofShell says he finishes the contracts of a station, jump to another (repeats) and then to the 3rd.

The requirement for R13+ is only for you and other players who already reached R13 (just like A. Gage missions and OS dailies). New players have other contracts that require less ranks and give less vouchers ofc. I believe that the point of this is to keep advanced players into high ranks.

1 hour ago, Phoenix_Shi said:

Do you practice saying nothing of value? If the OS gains were unchanged, but the overall loyalty costs higher, how was that helpful, allowing for faster upgrades, especially when we could get Iridium in OS, but supposedly can’t any more from what I remember? OS loyalty was always random, if that still just goes straight to our pools, OS is now far worse off than it used to be for upgrading our stuff. That’s what I was getting at with the OS reference in that sentence.

I missunderstood thats all. TY for being nice.

1 hour ago, Phoenix_Shi said:

Then I know there was no “salvage all” option (I’m also sure you just making up that reason), but since they had to know many people are sitting on tons of those things, you’d think they may want to help us out by adding one, which was why I said it. I also still can see no reason for removing the component gains from salvaged mark four kits, when we can’t even get them any more.

Maybe if people would start salvaging kits they would not have such a big stockpile…i wonder why i have 0 kits. About the new salvage prices i know nothing, i salvaged all i had before update.

1 hour ago, Phoenix_Shi said:

Depending on what you’re doing it looks slower, to about the same. Only way I can see it being faster is if you do nothing but tier five PvP.

Ive been playing PVE and coop only ![:D](<fileStore.core_Emoticons>/emoticons/006j.png “:D”)

I really do like the new system, i upgraded 5 times more modules to mk4, than i could beforehand and i still easily continue to level up modules to mk4 easily then ever before, now it’s all about which rank you play but thats not the correct way on how to judge this updated system. It’s okay but it’s not an objective criticism.

17 hours ago, Papitas said:

I remember seing R13+ contracts requiring 20k eff score to be completed (granting 12k voucher base). I also remember several missions requiring to win 5 games, some also adding new conditions like: kill a ceptor, fighter and frigate…in PVP, so you definately took more than 5 games, specially when some of those missions dont always progress together idk why. GhostofShell says he finishes the contracts of a station, jump to another (repeats) and then to the 3rd.

You’re comparing them on a 1:1 basis. There was a multitude of them, and if you were doing mid, to high level Co-Op/PvP, you’d be completing a number of them each round, while chipping away at some of the slower ones. That gave you a feeling that you were making progress, and gaining rewards at the same time, and I could get some done with any rank of ship I was using, I liked that. This new one just has a few large ones, only for high levels, so if you’re using anything below rank 13, you make no progress, and if you are in the rank 13+ range, they can be very slow, some just more so than others.

 

Now of course there will be those, as with any game, that grind away more than others, so of course some will be saying they hammer away at them for all stations, each day, the same could have been done before too. Before if you were really grinding at it, you could do them till all the longer cool down ones were done at each station, then go back to the first, by which time the mid length cool downs would have finished, then keep doing that, as you’d always have some you could do as some even had no cool downs. Now each can only be done once a day, so you do them all for a station once, and that’s it till tomorrow, your daily contract gains are completely capped.

 

17 hours ago, Papitas said:

The requirement for R13+ is only for you and other players who already reached R13 (just like A. Gage missions and OS dailies). New players have other contracts that require less ranks and give less vouchers ofc. I believe that the point of this is to keep advanced players into high ranks.

Due to all the benefits of ranking up I doubt most people slowly level up all the available ships before going to higher ranks. I’m going back, and levelling up my older ships, but no longer am getting any contracts for doing so. Loyalty rewards only being in tier five isn’t going to stop me from levelling up my old ships, it’s just going to make doing so feel more of a chore, as it’s less rewarding. It just feels like another case of them removing rewards from the game, which I don’t like.

 

18 hours ago, Papitas said:

Maybe if people would start salvaging kits they would not have such a big stockpile…i wonder why i have 0 kits. About the new salvage prices i know nothing, i salvaged all i had before update.

I always salvaged the ones I didn’t want, but kept the ones I thought I could get some use for later, over the years, that resulted in quite a large stash of upgrade kits. I was expecting the update to come tomorrow, not yesterday, so hadn’t salvaged all the other kits yet.

5 hours ago, Phoenix_Shi said:

Now of course there will be those, as with any game, that grind away more than others, so of course some will be saying they hammer away at them for all stations, each day, the same could have been done before too. Before if you were really grinding at it, you could do them till all the longer cool down ones were done at each station, then go back to the first, by which time the mid length cool downs would have finished, then keep doing that, as you’d always have some you could do as some even had no cool downs. Now each can only be done once a day, so you do them all for a station once, and that’s it till tomorrow, your daily contract gains are completely capped.

I find that getting done these 2 missions per hangar is way faster (by a lot) than finishing all the previous ones. Its more simple, but more repetitive.

5 hours ago, Phoenix_Shi said:

Due to all the benefits of ranking up I doubt most people slowly level up all the available ships before going to higher ranks. I’m going back, and levelling up my older ships, but no longer am getting any contracts for doing so. Loyalty rewards only being in tier five isn’t going to stop me from levelling up my old ships, it’s just going to make doing so feel more of a chore, as it’s less rewarding. It just feels like another case of them removing rewards from the game, which I don’t like.

This is a point i did not noticed. I forgot that since now i only use prem ships T5 to farm free synergy cause i maxed out all std ships (its curious since i took a looot of time to do so and i was always missing vouchers; my priorities have changed certainly). A solution to this would be to add 1 mission (per subfaction) per tier, splitting rewards so when finishing all, you get the same as from completing the current R13+ one.

5 hours ago, Phoenix_Shi said:

I always salvaged the ones I didn’t want, but kept the ones I thought I could get some use for later, over the years, that resulted in quite a large stash of upgrade kits. I was expecting the update to come tomorrow, not yesterday, so hadn’t salvaged all the other kits yet.

I myself stored a lot of kits when i started playing the game, in order to upgrade stuff instead of salvage. The more i progressed the less i needed them, so the amount of them got getting smaller and smaller, untill the point i stopped storing them at all. I never had space issues…from what i see players stock way too much stuff they dont need (like 3 kits of the same mod and rank for a mod they already have 3+ times mk2 or higher). I have a friend that did this: he stored and stored kits and did nothing for them…so he got like the same amount of storage space used and he had 1/4 of the ships i have. More than once i made a “cleanse” to salvage/sell modules he did not need and that really saved him a lot of spaces…and also gave him a nice amount of materials. IMO people should get used to get some sort of order, even at least once a month…otherwise they dont know what they have and give it a proper use/progress faster.

2 hours ago, Papitas said:

I find that getting done these 2 missions per hangar is way faster (by a lot) than finishing all the previous ones. Its more simple, but more repetitive.

As I said though, while working on the slower ones, you’d also be finishing multiple others, a number of times over for some even, that sense of getting something, while working on larger tasks was something I liked. Now you’re just chipping away at a couple big tasks, which can still only be done in some game modes, and that’s it for contracts. Not everyone plays all that much though, if you just hop in to do a few things each day, it could be days before you finish one now, unless they reset each day, whether you finished them, or not, then you’d never get any done, also then if they reset each time you change hangers, and you do that often, you again may never get any contracts done with the new system.

 

2 hours ago, Papitas said:

This is a point i did not noticed. I forgot that since now i only use prem ships T5 to farm free synergy cause i maxed out all std ships (its curious since i took a looot of time to do so and i was always missing vouchers; my priorities have changed certainly). A solution to this would be to add 1 mission (per subfaction) per tier, splitting rewards so when finishing all, you get the same as from completing the current R13+ one.

What you’re proposing is about the same as what we had, which evidently wasn’t a good thing according to them. Since they seem to only want us to do two, per hanger, per day, they could just leave it to the player to decide which tier of contracts they want to do. Honestly though, I’d rather they just tossed contracts entirely, and fully embraced the gain as you do things system like they added when you get loyalty directly for doing missions now, just need to add a more direct way to open space now, like in its mission system, rather than the randomized drop system.

 

2 hours ago, Papitas said:

I myself stored a lot of kits when i started playing the game, in order to upgrade stuff instead of salvage. The more i progressed the less i needed them, so the amount of them got getting smaller and smaller, untill the point i stopped storing them at all. I never had space issues…from what i see players stock way too much stuff they dont need (like 3 kits of the same mod and rank for a mod they already have 3+ times mk2 or higher). I have a friend that did this: he stored and stored kits and did nothing for them…so he got like the same amount of storage space used and he had 1/4 of the ships i have. More than once i made a “cleanse” to salvage/sell modules he did not need and that really saved him a lot of spaces…and also gave him a nice amount of materials. IMO people should get used to get some sort of order, even at least once a month…otherwise they dont know what they have and give it a proper use/progress faster.

Storage space is cheap, so was never a concern for me, if I was running low, I just bought more. Now I have an insane amount of free storage space.

14 hours ago, Phoenix_Shi said:

What you’re proposing is about the same as what we had, which evidently wasn’t a good thing according to them. Since they seem to only want us to do two, per hanger, per day, they could just leave it to the player to decide which tier of contracts they want to do. Honestly though, I’d rather they just tossed contracts entirely, and fully embraced the gain as you do things system like they added when you get loyalty directly for doing missions now, just need to add a more direct way to open space now, like in its mission system, rather than the randomized drop system.

You would reduce the amount of missions by 3 (15 to 5 if im correct). I also expect to get corp iridium missions back…otherwise dread battles and upgrades are going to get stalled.

12 hours ago, Papitas said:

You would reduce the amount of missions by 3 (15 to 5 if im correct). I also expect to get corp iridium missions back…otherwise dread battles and upgrades are going to get stalled.

Would still work out about the same as before, just somewhat less of them. Iridium evidently got moved out of contracts, and to a reward during the trophy search after a mission, as a reward for owning locations in Sector Conquest, and I’m figuring there’s no separation between corp Iridium, and personal Iridium now.

I thought the same phoenix.
5 Missions each for every tier.
Just different values and rewards, but the core of completition would remain the same(deal damage/get score/etc.).
And to avoid those Q.Q vets/high tier flyers:
10% reward for tier 1 completition.
15% reward for tier 2 completition.
20% reward for tier 3 completition.
25% reward for tier 4 completition.
30% reward for tier 5 completition.
= 100% of those 41,500 loyalty.
Because Tx can be done with Tx+ ships as well, no changes for those that fly r13+ ships as they automatically fulfill all contracts at once with their flying. But lower rank flyer have the possibility to gain loyalty.
Because this system suck currently. I will farm premiums(r8) and can’t gain loyalty because of this fufu system!