PSA: If you have Checkerboard Rendering off, it may disable biological/geological material variety. (IE, "Why am I only getting Polyporous Growths?")

So about 850 relog to desktop to tank up! :D
I'd though I'd check the shutdown time stamps as re-logging is around a 4 minute process at best from one shutdown to another and I was pleasantly surprised I've recon about 82 times, so even if I got a couple wrong, it's still less than 100.

I think the bonus here is the spawn rate on most of the materials is between 3 and 6 and sometimes 7 items, that equates to between 9 and 18 and sometime 21 materials. I can easily do 50 materials with a 20 minute timer, if the timer is 28 minutes, then roll on and farm like there's no tomorrow. CDC's are the more rare, hence I did do 5 different systems, but that was enough for me.
 
Imho the real problem is that they've only figured out how to prevent people cheating with relog exploits with Ody settlements and they need to do signal sources next.
Yeh lets make the game even more difficult for the players, I would rather they left it alone, it's not hurting anyone as the reason for the materials is generally for Guardian stuff, and there is already a 40 minutes mini game for that per blueprint.
 
I'd though I'd check the shutdown time stamps as re-logging is around a 4 minute process at best from one shutdown to another and I was pleasantly surprised I've recon about 82 times, so even if I got a couple wrong, it's still less than 100.

I think the bonus here is the spawn rate on most of the materials is between 3 and 6 and sometimes 7 items, that equates to between 9 and 18 and sometime 21 materials. I can easily do 50 materials with a 20 minute timer, if the timer is 28 minutes, then roll on and farm like there's no tomorrow. CDC's are the more rare, hence I did do 5 different systems, but that was enough for me.
It may be 82 times to fill up one other category, but to fill all 10 categories you need 10185/3 = 3395 drops of Imperial Shields, and the average is 4 per instance. I've never seen 7 drops, even 3 is more common than 6.

It's kinda the same thing with Encoded Materials, where you can only realiably farm Jameson's, but at least that only takes 10 minutes per fill, so about 2 hours for each other category there.

Let's face it, the only properly balanced type is Raw Material with HIP 36601.
 
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The best way is to collect materials when you don't need them. I try to regularly run missions that give biotech conductors and exquisite focus crystals so I always have something to trade over. If I come across a HGE I drop in and collect, but I don't hunt them, and I don't relog on them.

I rarely have my G5 bins anywhere near half full, I make a plan what I need for my current engineering and trade over just what I need. There is no gain in having full G5 bins apart from bragging rights and maybe the immediate ability to fully engineer a boat from scratch. Which I rarely do.

When I engineer a new ship, I usually borrow parts from my other ships to see if I like it. If I do and the new ship goes into steady rotation, I put the parts back into the donor ships and engineer what I need. Also, I try not to waste G5 materials. I rarely do more than four G5 rolls unless I am swimming in materials. Four rolls get you to 75%. I have loads of modules where I stopped there because the gain to roll further is miniscule for my needs. Pareto is your friend.
 
Every percent counts, every 0.01ly more range from light weight mods, every 1 m/s speed, being able to boost speed every 5 seconds, being able to tank incoming damage.
I always max everything out to 100% G5. Except for the PP, that only needs enough to be able to run everything.
 
Horses for courses, of course, of course... but 0.01 ly jump range or 1 m/s isn't worth hours of material collection. There are too many other factors that have greater impact than an engineering stat at the second decimal place.

You can do what you do, but then you have lost the privilege to complain about "grind" ;).

Edit: And for what it is worth, I never bother with lightweight engineering on stuff like life support or sensors for my explorers. On most ships this gains so little it is just.not.worth.it. But I also don't fly Jumpacondas that cannot boost or land on planets with more than 0.5g without exploding :).
 
It may be 82 times to fill up one other category, but to fill all 10 categories you need 10185/3 = 3395 drops of Imperial Shields, and the average is 4 per instance. I've never seen 7 drops, even 3 is more common than 6.

It's kinda the same thing with Encoded Materials, where you can only realiably farm Jameson's, but at least that only takes 10 minutes per fill, so about 2 hours for each other category there.

Let's face it, the only properly balanced type is Raw Material with HIP 36601.
I suggest FD double the caps on material storage. That way people who like complaining about grind will be twice as happy. ;-)
 
I have every right to complain about a completely unreasonable grind. And I don't use Anacondas either, they're way too unwieldy, it's like driving to holiday resort for vacation with a 40 ton trailer truck.
 
I suggest FD double the caps on material storage. That way people who like complaining about grind will be twice as happy. ;-)
That would actually be a good idea, because then you need to grind only half as often. The 1000 item limit for on foot mats is way too small too, I'm always at the limit and have to chuck stuff before being able to board my ship.
 
They key seems to be Checkerboard Rendering. When I have it off, I only get Polyporous Growths. When I have it on(and then leave the planet entirely and reland), I get everything I'm supposed to be getting. No idea why a rendering option would effect biological spawn rates, but there you go.
Holy fup, this is beyond insane. If I hadn't seen some crazy bugs in ED (and yeah ship kits and caustic damage = no words) then I'd be saying this is impossible and your experiences have just been pure coincidence. But yeah, ED, so maybe.
However, the link the checkerboard specifically seems like the symptoms are the wrong way around. If you ENABLE checkerboard you should have more CPU free time so you should get MORE time free for those sacrificial things like generating exobio.
That is what the OP has said though, isn't it?

@DemiserofD - do you have any test sites that you can suggest? If you can establish some spots (by reviewing your journals probably) where you know that there was no variety on offer and other commanders (who have never previously visited the sites) can fly in with checkerboard rendering either on or off, a pattern should quickly emerge. (Either the "on" people will be more likely to see variety relative to the "off" people, or not...)
 
That would actually be a good idea, because then you need to grind only half as often. The 1000 item limit for on foot mats is way too small too, I'm always at the limit and have to chuck stuff before being able to board my ship.
This reminds me of some guy on Reddit complaining about how hard it was to fill their stock of Pharmaceutical Isolators and it's like... My brother in Steven... what you gonna do with 150 PIs. They aren't even hard to come by (unless you grind for them).
 
I have G5 dirty on all of my main ships including the Beluga and I'm absolutely the opposite of a grindboi
I meant that the reason you need 100 PIs all at once is that your going to G5 the dirty thrusters on 10 ships all at once!

Personally I collect as I play, so it's normally not an issue when I build a ship, and most of them have fully G5 dirty drives too.
 
I agree entirely.

Oddly though, it is the player who makes the decision to grind, an individual choice... does that make the player unreasonable?
I think so. Nobody is forcing them to relog, yet they will literally say they're forced to relog.

They just need to pull relog exploits from the game entirely imho.
 
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