RNG Crafting Critical.

Variation is good. This gives some and makes your ship unique. When we can name them it will be sweet. I don't care for maxing it out immediately, hell I'm still flying a Cobra, so from my own point of view the slow burn of getting this stuff, randomly or otherwise will be good fun.
 
only to those that don't understand what random means.

...

Or to those who would like a specific effect that there is only a random chance of getting and because of random chance happen to not get it even though they've worked quite hard to.

I would think that it's pretty obvious that some people might get frustrated with those kind of results, even though they knew there was a chance they might not achieve their objective, regardless of how much effort they put into it.

Emotions and actions aren't always based off of a purely logical thought process. People have passion, desire, greed, and so on. A good game designer designs games accordingly, and an ethical game designer doesn't needlessly torment a portion of their customers.

[video=youtube;SqFu5O-oPmU]https://www.youtube.com/watch?v=SqFu5O-oPmU[/video]
 
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So when you can with 0,001% of change to get 10 ly increase to your FSD jump range. Will that be fun? Is it fun to possible try 100 000 times to get that. On anaconda with FSD boost that would mean over 100 ly jump range. You know that it would be essential for players who like to explore edges of galaxy. Or 0,001% change to get E8 cargo rack witch can hide stuff inside it from scanning npcs or players. That would be the module for robigo grind.
 
So when you can with 0,001% of change to get 10 ly increase to your FSD jump range. Will that be fun? Is it fun to possible try 100 000 times to get that. On anaconda with FSD boost that would mean over 100 ly jump range. You know that it would be essential for players who like to explore edges of galaxy. Or 0,001% change to get E8 cargo rack witch can hide stuff inside it from scanning npcs or players. That would be the module for robigo grind.

Yeah, because '75%' as shown in the newsletter is totally similar to '0.001%'. Leave the hyperbole out of this, please...

I prefer a fixed grind wall (or more ideally a dynamic one with guaranteed results upon successful completion of all necessary components) over a random grind wall where people aren't sure that their efforts will gain them anything more than what they're already able to get.

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That's fair, but some people will subject themselves to these sorts of things. I'd at least prefer if their efforts had some guarantee of success.

This kind of a thing will drive some people nuts. You guys might say, "oh well, sucks to be them," while I'd rather not have them tormented needlessly in the first place.

And on the other hand, as I mentioned, I personally would rather not have an unfair advantage over others just because I happened to get a lucky roll of the dice.

They are not 'tormented needlessly', because the alternative would be a predictable meta grind that would be 'tormenting' to others. Grinding is a choice, and should not be required for most people wanting something positive out of engineers. The few who cannot handle non-perfection will jyst have to accept the needs of the many outweigh theirs. As a 'hardcore' gamer I am more concerned about including casual players properly than satisfying the needs of 24/7 grinders.

Btw, I dont get why people think experimental mods can only be gained by luck, the newsletter doesnt say that at all...
 
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Yeah, because '75%' as shown in the newsletter is totally similar to '0.001%'. Leave the hyperbole out of this, please...



They are not 'tormented needlessly', because the alternative would be a predictable meta grind that would be 'tormenting' to others. Grinding is a choice, and should not be required for most people wanting something positive out of engineers. The few who cannot handle non-perfection will jyst have to accept the needs of the many outweigh theirs. As a 'hardcore' gamer I am more concerned about including casual players properly than satisfying the needs of 24/7 grinders.

Btw, I dont get why people think experimental mods can only be gained by luck, the newsletter doesnt say that at all...

Random amount of meta grind with no guaranteed success vs. nonrandom amount of meta grind with guaranteed success upon completion of requirements.

No one has to do the grind either way, they have a choice whether or not to, but with one of the above options, at least people will be rewarded for their efforts.

Heck, you could even make elements of the nonrandom grind random to spice things up a bit, if you wanted to.
 
So when you can with 0,001% of change to get 10 ly increase to your FSD jump range. Will that be fun? Is it fun to possible try 100 000 times to get that. On anaconda with FSD boost that would mean over 100 ly jump range. You know that it would be essential for players who like to explore edges of galaxy. Or 0,001% change to get E8 cargo rack witch can hide stuff inside it from scanning npcs or players. That would be the module for robigo grind.

I am sincerely sorry for you but you are dreaming and this never be the case.

All modifications are include in a range value pattern to not waste completely the game.
 
Random amount of meta grind with no guaranteed success vs. nonrandom amount of meta grind with guaranteed success upon completion of requirements.

No one has to do the grind either way, they have a choice whether or not to, but with one of the above options, at least people will be rewarded for their efforts.

Heck, you could even make elements of the nonrandom grind random to spice things up a bit, if you wanted to.

As pointed out, thats simply not true. You will be rewarded. Saying you're not rewarded because you dont get the theoretical best is nonsense. Your idea of 'randomness discount' doesnt work either: within weeks we'll be back to the 2.1 equivalent of raillancers and stealthfas when you can bruteforce your way to the next cookie-cutter build: You're just adding more grind to get the same endresult. Use RNG semi-dependently on all parameters while retaining an overall average increase and ships will be equivalent yet unique, and combat will be more varied.

Your idea shafts everyone but the compulsive grinders, my idea is only 'bad' for the grinders. Different goals.
 
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As pointed out, thats simply not true. You will be rewarded. Saying you're not rewarded because you dont get the theoretical best is nonsense. ...

I disagree. There's a difference between getting something (something which you might already have the equivalent of or better), and being rewarded with what you've worked toward getting.
 
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...

Your idea shafts everyone but the compulsive grinders, my idea is only 'bad' for the grinders. Different goals.

You're apparently misunderstanding my idea then. People will grind either way, some people will not grind either way. The people that don't grind can still get the nonrandom content and have a chance in getting the random content.

The only difference is that in one scenario people are guaranteed a desirable reward for the effort that they've invested in achieving it and in the other scenario people have a chance of not receiving a desirable reward for the effort that they've invested in achieving it.
 
i prefer the random chance method. if you could just go buy the upgrades easily, everyone would have them, this gives a more diverse range of ship type loadouts in the verse. you don,t know what to expect.
 
Sounds rel fun reading this thread. I vote in favour of more grinding instead of fun gameplay. What we need is more routine boring stuff you MUST do in order to compete with the other mindless souls playing this game.
Now we need more persistent "dailies" , the try that FD had with PP was very feeble and ill thought out, it must be done in a manner so it is unavoidable! Make it so we cant fly our ship if we have not done our "dailies", or that get closer to reset by 10 % pr. day if you do not log in!
We need a stronger sense of direction!!















Sarcasm off/

Cheers Cmdr's
 
Sounds rel fun reading this thread. I vote in favour of more grinding instead of fun gameplay. What we need is more routine boring stuff you MUST do in order to compete with the other mindless souls playing this game.
Now we need more persistent "dailies" , the try that FD had with PP was very feeble and ill thought out, it must be done in a manner so it is unavoidable! Make it so we cant fly our ship if we have not done our "dailies", or that get closer to reset by 10 % pr. day if you do not log in!
We need a stronger sense of direction!!















Sarcasm off/

Cheers Cmdr's

No one's making you do any Engineer related stuff. That's entirely optional.
 
only to those that don't understand what random means.

with engineers you don't go to a shop a buy the amazing heating laser.
with engineers you go to upgrade your module to have better stats, and happens that randomly you may get an extra reward in the form of a special effect.

User failing understanding this is what creates the frustration, not the randomness in the proces.

Spot on!

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Yeah, because '75%' as shown in the newsletter is totally similar to '0.001%'. Leave the hyperbole out of this, please...



They are not 'tormented needlessly', because the alternative would be a predictable meta grind that would be 'tormenting' to others. Grinding is a choice, and should not be required for most people wanting something positive out of engineers. The few who cannot handle non-perfection will jyst have to accept the needs of the many outweigh theirs. As a 'hardcore' gamer I am more concerned about including casual players properly than satisfying the needs of 24/7 grinders.

Btw, I dont get why people think experimental mods can only be gained by luck, the newsletter doesnt say that at all...

Even more spot on! :)
 
It'll be interesting to see how it pans out in Beta, and how it's tweaked.
There already looks to be some merit based system determining what engineers are available to you, maybe these missions that the engineers set you shouldn't be just pass or fail - maybe the degree of skill / success (in whatever area it happens to be) could affect the rng values more?
 
I disagree. There's a difference between getting something (something which you might already have the equivalent of or better), and being rewarded with what you've worked toward getting.

You're apparently misunderstanding my idea then. People will grind either way, some people will not grind either way. The people that don't grind can still get the nonrandom content and have a chance in getting the random content.

The only difference is that in one scenario very few grinders are guaranteed a desirable reward for the effort that they've invested in achieving it while leaving everyone else in inferior positions and in the other scenario all people get a comparable improvement over the non-modded module

1) You have a non-modded weapon
2) You mod it
3) Your weapon is now better
4) You have been rewarded with a better weapon

I dont think there really is much point in going into it further if we cannot agree on this basic premise. I fixed your post for you, btw. Your idea is not that hard to grasp, it just something I find the complete opposite of how a game should be created when keeping the playstyles of as many people as possible in mind. My proposal does not allow grinders to end up with objectively superior stuff, it merely gives them more choice of different but equally valuable mods. I want:

1) Everyone to have the ability to improve their modules.
2) 24/7 grinders to be unable to get clearly superior modules over casual players just because of grindwalls, to prevent the boring meta-stalemate in ship customization.
3) Engineers to add variety and a level of uniqueness to each ship, with as much variation available to as many people as possible.

Your idea is the opposite: the more you grind, the more superior your stuff becomes. Its a MMO trope that I find very uninteresting. If someone wants to invest time and become better they should spend that time improving their skills, not grind their way to some +x% bonus that serves no purpose beyond creating an unlevel playing field.
 
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No one has to do the grind either way, they have a choice whether or not to, but with one of the above options, at least people will be rewarded for their efforts.
Statements like this baffle me every time. Is playing the game so little fun that you need to be compensated with rewards for your "efforts"? If you really feel the need to get some rewards in order for the game to be worthwhile for you, are you sure you are enjoying it as is in the first place?
 
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