RNG Crafting Critical.

As opposed to providing you with an "I win" button to push? Of course, then we'll hear complaints that they can't be bothered to push it.

Want something, work for it. It's a simple saying that many people have forgotten in this instant satisfaction world of ours.
I totally agree.

Why don't we wait until the livestream, and then the beta to find out how exactly it will work? We only just got this newsletter.
Absolutely and quoted for truth.

The idea that people are complaining about something that has yet to be confirmed in either a stream or by the release itself is quite astounding in my opinion.

Are people who are this afraid of a potential (and I stress the word "potential" as in it hasn't happened yet) game mechanic based on an RNG system that hasn't actually been announced really enjoying the game? If not perhaps they need to find something else to play.

The 1990's were great. People used to play games and enjoy them instead of complaining about stuff that hasn't happened yet.

@Brimstone: Where can I get one of those sigs?
 
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RNG crafting is defacto grindwall awfulness. A better approach would be to dump it and tie loot to rare, DIFFICULT quests that are part of a storyline.
 
Why don't we wait until the livestream, and then the beta to find out how exactly it will work? We only just got this newsletter.

Hopefully they'll address faction and power play decals, as well as personalized pilot federation plates for our ships!

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I am perfectly fine with the way it appears this will work, in fact I am more intrested than ever now. I mean seriously, the one graphic says 75% chance of effect being applied, the component cost is minimal and people are getting bent out of shape?

Some folks want the world handed to them on a plate with zero effort; 2 weeks after 2.1's launch you will all be back to whining there is nothing to do.


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Sound like it'll be as much fun as grinding endless USSs to complete a mission.

Frontier seems to be stuck in the 1990s when it comes to game play sometimes...

Elite Dangerous feels like it is being designed by a bunch of middle aged dudes who haven't played a video game in the past decade. The target audience seems to be the very same demographic.

Powerplay, CQC, and RNG crafting (in their current forms) are garbage in terms of modern game design. 2 of the 3 patches I just mentioned involve a senseless grind with no real control over the outcome of said grind, which will simply invoke more senseless grind as players try to achieve what they want.

Someone needs to lay off the space loach and get their head in the game. Stop trying to be edgy.
 
The randomness comes across as a bit like overclocking your PC. There are no hard stats about the speed increase you might see, every component varies slightly from one to another across different machines. Plus the experimental nature of these ingame modifications assumes that there could be a bit of voodoo involved. Just because these guys are 'engineers' doesn't mean they have wacky ideas about how to do something.

I like the idea that everyone's mods will vary slightly. And at the level of a dogfight these slight differences shouldn't mean too much. It will be more psychological than anything.
 
Here's my suggestion for a solution that I posted in the other thread...

I think I have a solution here, or at least some of one that's hopefully a fair balance...

Keep the random chances in the game for those who like to play the lottery and charge significantly less in the form of materials, credits, merit, or whatever, or...

Charge significantly more for a sure thing (engineer has enough extra material, compensation, and desire to keep working at it until they get it right) for those who don't like playing the lottery and don't want an unfair advantage over others in the off chance that they don't "win." You get to actually work for what you want and be rewarded for it!

Some people can have it lucky, but everyone can accomplish the same thing as long as they work hard enough for it.
 
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Hey! Just what we needed. A second thread on the same subject!

Wheeeeee!

Get into Beta and let FD adjust it based off of testing.
Simple.
 
The randomness comes across as a bit like overclocking your PC. There are no hard stats about the speed increase you might see, every component varies slightly from one to another across different machines. Plus the experimental nature of these ingame modifications assumes that there could be a bit of voodoo involved. Just because these guys are 'engineers' doesn't mean they have wacky ideas about how to do something.

I like the idea that everyone's mods will vary slightly. And at the level of a dogfight these slight differences shouldn't mean too much. It will be more psychological than anything.

The problem with cherry picking analogies to try and prove your argument...

Funny thing is for 10 USD you can OC your 1,000 USD CPU however high you want and if it doesn't perform well enough to your standards and you burn it out, you get another one for free. (I wouldn't actually do that though, as I'm not scum.)

Real Life > Video Games :cool:

...they aren't entirely apt just because you want them to be.

- - - - - Additional Content Posted / Auto Merge - - - - -

Hey! Just what we needed. A second thread on the same subject!

Wheeeeee!

Get into Beta and let FD adjust it based off of testing.
Simple.

Looks like they came out of the gate at the same time too. I checked. So, "no foul play," here. :p
 
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I think introducing a random element into crafting is one of the best design decisions FD made lately. It brings a much needed element of unpredictability to the game, that would otherwise be way to deterministic and formulaic. This makes the whole process much more interesting, IMHO, because even when you get the needed materials for some modification, you still don't know how successful exactly the engineer will be. You could get below average stats in your mod, but you might receive a nice surprise in the form of an additional special effect, too.

After all, CPUs of the same model today can often be over clocked to different degrees, so there is some kind of random factor there, too ;)
 
If the only way to get "the bests loot" is subjecting players to a random chance of getting it, I won't partake in attempting to get it. I don't like playing games with unfair advantages. This isn't a threat or anything like that; it's just my take on these sort of things. I don't use jumponium either. What it is is a shame.

I understand the fun of the luck of the draw and the reasoning behind the random element to a degree, so I'm not against that specifically.

I tried to find a common ground that works for everyone and makes sense in my post on the former page.
 
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Yeah, but your CPU, when overclocked does not start calculating using Quantum theory does it? At most you get a plus or minus variation, not an additional feature! Welcome to World of Elite-craft...
 
I like the idea from the newsletter very much. Then again, I dont care about grinding to get the best rolls that support the latest pvp meta at all. If this idea makes ships have their own little quirks and unique set of properties I am all for it. I know some cant live with the idea a better roll was possible, abd I wish thwm lots of luck doing it over and over again. ;)
 
I like the idea from the newsletter very much. Then again, I dont care about grinding to get the best rolls that support the latest pvp meta at all. If this idea makes ships have their own little quirks and unique set of properties I am all for it. I know some cant live with the idea a better roll was possible, abd I wish thwm lots of luck doing it over and over again. ;)

That's the thing though, I actually don't want an unfair advantage, so I won't participate in it if the quality of the results are based on luck instead of skill and hard work.
 
I think introducing a random element into crafting is one of the best design decisions FD made lately. It brings a much needed element of unpredictability to the game, that would otherwise be way to deterministic and formulaic. This makes the whole process much more interesting, IMHO, because even when you get the needed materials for some modification, you still don't know how successful exactly the engineer will be. You could get below average stats in your mod, but you might receive a nice surprise in the form of an additional special effect, too.

After all, CPUs of the same model today can often be over clocked to different degrees, so there is some kind of random factor there, too ;)

I second you on that. After all, is customisation, not mass production of some kind of industrial product. It's all about experiencing various elements to boost a certain characteristic, sometimes it works well, sometimes not. I am totally agree with the RNG introduced there. Some spicey results ;)
 
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Ok, suit yourself.

What else would I do? Try and get FD to fix a perceived potential flaw in the game so that I could enjoy that aspect of it, of course! :)

Hopefully they're made aware of the issue and work toward resolving it. If not, I'll deal with it.

Cheers.
 
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