I don't mind a bit of a grind wall. It beats the heck out of a pay wall any day, but then, I don't really consider it a grind as I don't set out strictly to acquire materials for upgrades.
It is also good to recognize there are two different and very seperate engineering concepts implemented in the game.I think the main problems with engineers, if we ignore the loud extreme people on both ends are
1. It's not fun or engaging.
2. To go along with number 1, kind of, the time necessary is ridiculous (grindy).
3. For most players, figuring out how to "do" engineers is extremely obtuse.
These types of absolute comments gets me going ,that's for sure. If one thing, it's far, far from impossible to make progress. I'll even say you're doing it wrong and get good. In fact, just by playing most of what the game offers I get everything I need. Then again, I have no need to engineer 4 ships, 10 suits and 20 weapons within a week, for me to feel some kind of accomplishment..I think the base idea behind engineers is good and I think most players could like it. As it is currently, it's impossible to make progress because, like everything else in this game, the implementation is so divisive it becomes toxic and the two extreme camps are the loudest.
(..)
That is an interesting concept... Is that an absolute statement?Currently the people that want to keep engineers as is like it because they like the fact that so many won't engage with it.
I agree. That would be very useful.The bartender trading needs a buff, to include DATA imho.
Yes, in the dedicated thread.FD repeatedly asked for input on engineers because they too feel it can be improved. No offense, but if you don't want players to discuss suggestions at least have the basic decency not to try chase them away. Go read something else instead, there is no need for space-MAGA.
Go read something else instead, there is no need for space-MAGA.
I play this not just for the beauty, the game play, but the challenge as well. I don't want it to be easy. Did you ever play FE2? If not, then that game was hard, Oh and dead was dead, no insurance nonsense.I agree, engineering is a horrible experience, they need to eliminate the grind altogether. If you're missing mats they just need to add a "buy missing materials" button when you're at the engineers workshop.
Probably not the same situation as even assuming your hull and hrp were engineered I’m still at least twice your hull strength. Not much to be done about the reverbs (an AX build can’t afford the PD/ECM, and a cutter isn’t moving at +250mps into a station if it wants to dock). The alpha that followed it up was… Incredible. I wonder if it might have been a penetrating torpedo that did I me in. In any event, the point was dealing with gankers is quite a bit more involved than “anyone can do it in an unengineered type-6, here go watch a video and get good.”It isn't a Type-6, but I occasionally take out a Type-9 into at CG's. It isn't engineered, except for its FSD, and I've encountered the exact same situation you describe above. Except in my case, my Type-9 was able to absorb the alpha-strike and survive, and docked fast enough that the PK exploiting the rather well known safe spot in the docking bay couldn't get in a second volley. Of course, it wasn't one of those aluminum foil transport ships that the "how to play the game" guides recommend. It had military grade armor, 7A shields, two shield boosters, point defense, and chaff. I also sacrificed six tons of cargo for some hull reinforcement.
In that case... What game? The game is ABOUT striving to gradually improve your ships, weapons, etc - unless you think it's about gaining credits and climbing a rank ladder. There's no character development, except what you make yourself (roleplaying).Engineering (and every ship) should be just bought with (literally) a few credits. Then even new players can have everything in the game's engineering loadouts even before leaving the starter zone.
Then players can enjoy the game in every type of ship, fully engineered, virtually from day 1.
(yes, I'm being facetious, I think...)
Yeah, funniy, innit?In that case... What game? The game is ABOUT improving your ships, weapons, etc - unless youthink it's about gaining credits and climbing a rank ladder. There's no character development, except what you make yourself (roleplaying).
Players gaining "end game" large ships in a matter of hours is already ruinous.
I agree. Selling all sorts of modules and ships from my carrier is nice, but I can only sell them more expensive than on any regular starport. The option to sell things cheaper is not available. That sort of personal market doesn't make any sense.You have these magic space gurus...
To me, it's more like they're giving us illegal access to military technology. And i suppose that adapting these techs on a device that is not designed for them while making them invisible to scans and accepting the risk of being caught or denounced must not be within anyone's reach. So, for ship engineers, that might make sens.You have these magic space gurus, the only dudes in the galaxy who know the hidden secrets of how to get the most out of your modules and weapons... except somehow the entirety of the Federal and Imperial Navies having access to these secret tinkering techniques as well. Not to mention, these modifications are so common that even some dinky little pirates have them! And out of nations of trillions, apparently only a few dozen know how to pop the hood of your ASP Explorer and fiddle with the engine. They must get a ton of business if literally millions of pilots are popping by on the daily, and it's totally immersion breaking in that regard.
You give an acceptable answer yourself : "How the did they get all that polonium anyway without being classed a security risk?"You're telling me that there's entire industries around building ship parts, software companies writing code for ship systems (that can magically be transferred to a USB drive by just scanning something) and yet you can't just go into any station and just buy them? How the do these parts enter the market in the first place? What sort of rubbish proprietary contracts and space-DRM prevents me from walking into a Core Dynamics station with my billions of credits and just securing a contract with them to supply my magical spaceshipmancer with all the materials they need to make my FSD suck less? If I need a specific material why are the only options farming them myself or trading them like Pokémon cards?
If engineers need these materials, why don't they arrange a contract with the manufacturer and just bill us for the cost? Material traders would only work in practice if they're sitting on an unlimited amount of materials, so why are they trading a small amount of their unlimited stash of G5 mats to add to their unlimited pile of G1 mats and not trading something universally useful like, oh I dunno, credits? How the did they get all that polonium anyway without being classed a security risk?
Yep, ok on that, the gameplay loop to get mats (grind and regrind) is bad. Very bad. And, indeed, it's just a make up to avoid spending crédit in-game for theses. But the overal idea beside ship engineer and the justification is not so bad.Nothing about the mat grind makes any sense and that's why it's so frustrating. The only purpose it serves is preventing CMDRs with fast stacks of credits engineering their way to the max without any difficulty, but really it just makes engineering unnecessarily tedious for everyone. It's rubbish, it doesn't make any sense both in-universe and out, and it's also a major reason why people don't stick with the game and just needs to go.
I understand the concept, and it's not a bad idea. My criticism lies in its execution.To me, it's more like they're giving us illegal access to military technology. And i suppose that adapting these techs on a device that is not designed for them while making them invisible to scans and accepting the risk of being caught or denounced must not be within anyone's reach. So, for ship engineers, that might make sens.
But for on-foot engineers, most of the "exclusives high-end secrets techs" are just absurd.
Because that would require him to have his own smuggling network. That's not the engineers' job and they probably don't want to take that much risk, event if he may has enough time left over from his official, unofficial jobs and family stuff. This is really not the same as just replacing stolen stock.I understand the concept, and it's not a bad idea. My criticism lies in its execution.
Give me the chance to pay 100,000,000 credits to the engineer on duty for 1 mod, and have him do the grind, get the materials and everything needed for the job.
This is definitely a YMMV kind of thing, especially since there are multiple ways of engaging with engineering. Only one of those ways of engaging with engineering I think most would agree is not fun. And yet it’s by far the most popular way of doing so, which seems bizarre to me. But it is a well know phenomenon among game developers. Some players will choose the slowest, most boring way of accomplishing their goals in a game… as long as it has zero risk or mental effort on their part.I think the base idea behind engineers is good and I think most players could like it. As it is currently, it's impossible to make progress because, like everything else in this game, the implementation is so divisive it becomes toxic and the two extreme camps are the loudest. This is like everything else in life.
I think the main problems with engineers, if we ignore the loud extreme people on both ends are
1. It's not fun or engaging.
Again, this is a YMMV thing. In my experience, when it comes to the current engineering loop, the time required is fairly trivial… if you pursue engineering alongside normal gameplay, rather than instead of normal gameplay. The closest thing to going out of my way to acquire engineering data are wake scans. Personally, I’ve found that scanning one on my way out of a station’s mass lock to be pretty good flight-assist off target tracking practice, and it’s at least something to do between exiting the station at high rates of speed, and starting my jump out.2. To go along with number 1, kind of, the time necessary is ridiculous (grindy).
3. For most players, figuring out how to "do" engineers is extremely obtuse.
Wanting to fix those two things does not mean someone wants to get rid of engineers entirely, or that they are some sort of "carebear" or want "participation trophies" or whatever the toxic elements of the community think. You can have progression (engineers) and have a decent compromise that everyone can enjoy. Currently the people that want to keep engineers as is like it because they like the fact that so many won't engage with it. They obviously won't say it, but it creates a system of haves and have nots. It gives them a huge advantage over others who don't have the time or desire.
I don't have a solution, but I'm not a game designer. I have to imagine that there are multiple ways to keep engineers (game progression) while making it more fun and engaging for the vast majority of the community.
There is a very simple solution to that, one which I, and apparently a few other, found...But when sitting at a site and logging out, and then logging back in so you can recycle the junk you have to collect is considered "gameplay"