RNG Crafting is a good idea

More power to you. I don't enjoy it. Should we go into a casino and have everyone to play a space sim to modify the outcome of the roulette wheel?

Both things are fine. Even both things combined are fine.

But starting expressly with one thing and then later tacking the other on top of it.

I mean, I am not surprised that it isn't the holy grail of gaming. It expected it to be meh, after how powerplay turned out. But powerplay was a sideline thing, an option you could gently ignore and keep going your merry way. Engineers not so much, this is a sudden 180° paradigm shift at the very core of the game.
Why should you not be able to ignore the Engineers?
 
Why should you not be able to ignore the Engineers?

Because other ships, NPCs included, will have the modified gear. 2.1 is meant to buff high rank NPCs. Of course that means they will also have very good rolls on engineer mods included in those difficult NPCs. You have to take part in it just to maintain the status quo.

Which btw is the essence of most MMOs with escalating level caps and gear stats.
 
I sometimes wonder how some of our forum friends manage the adversity of daily life considering their reactions to not having 100% control over everything 100% of the time.

Indeed I often just get on random buses on my way to work, I dont care where I end up cause I just walk into a random office and do a random days work. Similarly when my car needs fixing I take it to a random garage and just get them to roll a dice to see what they do.

Control, meh its over rated
 
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Nice, classic response.

I'll play whatever I :) like.

WEll c'mon it's a bit of a silly statement.

If you're playing with other people I think you have to expect some might be get lucky with something in game and you don't.

The only way that's not going to happen is if you avoid multiplayer games, or play ED in solo mode where you're guaranteed no-one can "outluck" you.

I remember when we had one UA in the whole of ED, just one.
 
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Deleted member 110222

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WEll c'mon it's a bit of a silly statement.

If you're playing with other people I think you have to expect some might be get lucky with something in game and you don't.

The only way that's not going to happen is if you avoid multiplayer games, or play ED in solo mode where you're guaranteed no-one can "outluck" you.

*Points at emblem in sig*

And yet it still bothers me.

I already avoid other players!
 
Other people being luckier than ourselves is something we have to struggle against in real life.

That's just a fact of life, why are you struggling against it?

I like the idea. I'll wait to see how it works before thinking about it any further.

To be honest, I'm more concerned that they're using the term "recipie"!
I mean, what the fudge?! We're upgrading guns, engines, shields... not soufflé!
 

Deleted member 110222

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That's just a fact of life, why are you struggling against it?

I like the idea. I'll wait to see how it works before thinking about it any further.

To be honest, I'm more concerned that they're using the term "recipie"!
I mean, what the fudge?! We're upgrading guns, engines, shields... not soufflé!

I'm sorry, I didn't realise this game is life.

People accuse me of taking it too seriously, yet they're the ones saying this game should be treated like life?!

Okay...
 
I for one am very much looking forward to these additions. Lots of people have been wanting the ability to tweak and fine tune every single part of their ship to make it their own. And I've seen lots of complaints lately about "cookie cutter builds" and how there's only one optimal weapon and ship for use. I think this solves both of those issues beautifully.

Also, in case you guys didn't notice, in one of the screenshots it showed a progress bar showing the number of modifications you've unlocked (I imagine based on your reputation), it was at 58/100. That's just for ONE engineer! I'm just speculating, but I imagine you can select a specific part of the module you want buffed (ie, rate of fire for pulse lasers, top boost speed for thrusters, etc), and the other stats will move around somewhere within the blue/red range it shows. It's the only way I could imagine every engineer offering 100 different upgrade options for the few modules they specialize in.

Edit: everyone wants to have their Millenium Falcon: their one ship that they're constantly tinkering with and adjusting over the years. Well, that's just it: Han Solo was always seen constantly tinkering and adjusting and fixing things on the Falcon. He didn't just pick the best upgrades possible from a menu and be done with it. I know some people might not like it, but I think RNG just might be the best way to achieve that kind of thing.
 
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That's just a fact of life, why are you struggling against it?

I like the idea. I'll wait to see how it works before thinking about it any further.

To be honest, I'm more concerned that they're using the term "recipie"!
I mean, what the fudge?! We're upgrading guns, engines, shields... not soufflé!

Agree with all your points! Random offsets in resulting effects is a very good idea and brings some needed unpredictability into the game.

And the "recipe" term also struck me as odd and unfitting. Let's hope it's just a placeholder string.
 
Indeed I often just get on random buses on my way to work, I dont care where I end up cause I just walk into a random office and do a random days work. Similarly when my car needs fixing I take it to a random garage and just get them to roll a dice to see what they do.

Control, meh its over rated

It's not quite the same, I payed for a custom overclocked chip, each chip varies slightly. If you custom tune engines you will see a variation in the amount of performance. Really don't see what the big deal is.
 
Because other ships, NPCs included, will have the modified gear. 2.1 is meant to buff high rank NPCs. Of course that means they will also have very good rolls on engineer mods included in those difficult NPCs. You have to take part in it just to maintain the status quo.

Which btw is the essence of most MMOs with escalating level caps and gear stats.
We don't know of course, but I highly doubt it. I'm confident that standard weapons will still be able to destroy other ships just fine.

And given the requierments not everybody will be able to get every modifiction, and of course it takes time to be able to get them. Quite a lot in some cases I would guess when you for example need a Elite ranking or high military rank, so I doubt they balance the game in a way where you need that stuff to survive. If they do its silly and I'm with you.
 
I love the Idea, I make a few modifcations on a Ship and then I have a very unique ship with its own quirks, a Ship nobody else has! Thats awesome in my book.

^^^ This.

Now you truly have a chance to own your own Millennium Falcon. I have no problem with what FD are doing here.

It reminds me in a good way of Diablo III - you could take a chance and make an existing weapon more powerful, but the actual buffs received and the extent of those buffs were random.
 
Other people being luckier than ourselves is something we have to struggle against in real life.

Games aren't real life, and should be fun.

Losing a wheel-spin that you have no control over isn't fun.

Hagglebeard already kind of addressed it in an earlier post but if it was the case that a 'fail' in this scenario resulted in you getting nothing I would agree with you completely.

As I understand it though (and none of us have had the chance to try this out for real yet) if you want to improve say the thrusters on your Mk4 then when you get to the appropriate engineer he will definitely improve the thrusters on your Mk4 and in fact you will get the chance to dictate what areas of thruster performance you want him to focus on too, giving a fairly decent amount of control over the process. The only RNG elements will be in where exactly within a bracketed range of improvement of a particular attribute you happen to 'roll' and whether some cool and unexpected feature is created in addition to the basic changes you were attempting.

So in short if you want to make your Mk4 faster and accept a loss of heat efficiency in order to do that, you tell baldy that's what you want him to do and he will definitely make it faster, only sometimes it would end up a bit faster than other times depending on the 'roll' and he will definitely offset that by making it less heat efficient but sometimes the loss of heat efficiency would be a bit greater than other times depending on the 'roll'. However on top of that, he might tighten a couple of widgets and unexpectedly your engines will gain a 25% increase in boost speed for 5 seconds at the expense of taking 10% module damage, or something.

Believe me I am a veritable magnet for bad luck so it's certainly not the case that I'm anticipating glorious success with every visit to the engineer. It's just that 'losing' in this process doesn't actually appear to be 'losing' in the sense that would infuriate me, i.e. making the whole thing a complete waste of time because I received no gain whatsoever. The addition of variable elements within controllable overall parameters would seem to just add a little interest to the process.

Not directing this at you, you seem to be a fairly reasonable person, but I'm sure someone else will be along shortly (possibly in the two pages of the thread that I haven't looked at) to tell me that if they took their car to the garage and said they wanted an oil change and blah blah blah. Truthfully, I'm so sick of the endless whining on here that I won't even be reading it.

Edit: Yeah, I just saw 777Driver quoting the exact post I anticipated above. Couldn't make it up, it's like dealing with a bunch of five year olds. Reductio ad absurdum in three moves or less.
 
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I like this feature... a lot.

Its not just good gameplay but its realistic as well.

When you work on something your resaults are not allways going to be the same and in some cases they will be better or worst.
And sins the resault is mostly going to allways be positive thats fine.

And in my opinion this would not count as grinding... unless you hate playing the game...
 
We don't even know yet how the RNG will work, from the way the sliders indicate, it would seem to me that it is the pool rng, meaning a weapon has x stat points, how they are placed is random.

Say you get +1 damage, -1 rate of fire, +1 cooling
would a 0 damage, 0 rate of fire, +2 cooling, be actually 'better' damage wise?
Or would it simply make you tweak your combat approach slightly?

It wouldn't be very random if the generated variables are evaluated on circumstance. RNG systems typically use time as a pseudo random generator; they don't try to make people that can't cope with losing a winner.
 
EDIT: To clarify, you buggers, I don't believe just because you purchased this game, you are entitled to every single upgrade at your choosing, or at all. The rarity and difficulty of finding the materials for the weapons, which shouldn't be as difficult as 2.0, will most likely make this game great again.

Firstly I'm not a       , you rude, Capt Pugwash wannabe :D..never been that way inclined! Anyway..I agree, let's hope sourcing the materials isn't like 2.0..When I first started I thought this is great - go collect some from a planet, synthesize & hey presto..30% increased damage for my DBS m/cs (handy for PvP against the usual suspects FAS/FDL)- Happy days!

..now I was prepared for a little work to get these benefits, but 12 hrs later visiting every different type of planet, crater, mountains, canyons etc, I still had no Antimony & I later realised I would need loads of it to buff each m/c, not just one that buffs the lot!!! Hence I abandoned the foraging using my own cost/benefit analysis ie it is not worth it for 5 mins combat and then start all over again..I'd rather just get blown up with my pathetic, easy to replace ammo, thanks!

Having said all that, I love the ideas revealed so far, an element of RNG is good within certain parameters, the bases look fantastic..so all well & good in theory, let's see how the practice pans out!
 
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