Engineers No Station Storage + Engineers = BAD/"Un-Fun" Focus on Ship Cargo Space

Yep I remember those threads. I think all we got in response was "Its coming in a future update." How you can actually release an update of this complexity without such a basic ability as storage is mind boggling in its stupidity. The update should never have gone live without this obvious problem being sorted.

I agree. It's totally illogical.
 
Common FD... you can't have missed that while designing this part of the game... that's a game breaking issue.
It's not game breaking, it's working as intended, as in punishing us for keeping the things around for later or not doing so and having to hunt them again later.

That's the only reason I can think of how they could have thought that this design would be good ._.

Seriously, they bumped up the material space to 600 (2x) and then also add cargo bay materials while there's no way of storing them for later short of carrying them around with yourself all the time? It has to be some kind of punishment.
Ah well, more space for materials atleast yay.

Well, one upside does the cargo crap have though, you could trade it.


WTB material trading portal.
 
OP is right, i did the same post in beta, now everybody are forced to have a large ship with multiple collectors if they want to grab every materials/cargo for engineers, it's hurting non multi-purpose ships.

They should make "only materials" recipes.
 
OP is right, i did the same post in beta, now everybody are forced to have a large ship with multiple collectors if they want to grab every materials/cargo for engineers, it's hurting non multi-purpose ships.

They should make "only materials" recipes.

All the low end recipes I've seen for FSD, Thrusters and Power generators have been materials and data only.

Can only image the commodity requirements are either for higher tier modifications only or for a niche group of modifications... perhaps just those that can roll enhancements?
 
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Just to clarify, we can switch our cargo to a ship we own when we want to fly it?
Ie, 80T of palladium in current ship, dock and switch ships which has 200T free, and can do so?
If so, FINALLY!
Yes, this is finally a thing. Haven't done it myself yet but when trying to change from ASP with 4 cooling hoes to Vulture (0 cargo pure combat) it told me I'd need 4t more free space to switch.

Before 2.1 it just yelled at me: "THY POSSESS CARGO AND THUS SHALT NOT PASS".


Indeed an elegant solution, OP. Perhaps FD was taken by surprise that someone would actually take the Engineers seriously and didn't think this feature would be needed so soon.
Rep for giving causing a chuckle. Even if the reason for it was a sad one but whatevs.


All the low end recipes I've seen for FSD, Thrusters and Power generators have been materials and data only.

Can only image the commodity requirements are either for higher tier modifications only or for a niche group of modifications... perhaps just those that can roll enhancements?
G5 FSD range needs some cargo material too. Only 1 unit though and it's even a buyable one as I recall, so not the biggest issue.
The real issues are the mission only ones, otherwise just ignore them and buy them when needed, might mean going across half the bubble but it'd beat carrying them around all the time.

Also blowing up ships hoping for them to drop the right materials is no fun either. Went to a nav beacon for an hour or two, scanning high wakes and killstealing (from npcs) wanted ships and I got an abundance of materials now that are not needed for any modifications I'm interested in, and found 1 single material actually useful to me in all that time : /

I'd love to just forget about all this and ignore it but I've had a range upgraded ASP in the beta and I want that back T_T screw the other upgrades but atleast my 35ly range again...
I can only hope we get some means of trading materials, then it might even become interesting since that way works for other MMOs too.
 
I didn't read the whole thread so pardon me, but it has to go without saying this is without a doubt one of the biggest design flaws I have ever seen in any game. You !NEED! to be able to run regular missions while collecting engineering crafts as you get parts / crafting needs from completing mission goals along with sourcing / mining them. The more you get, the less you can store. and so one. so in effect you can only work on one craft / mod at a time, maybe a couple. but you can't plan passed that. AGAIN IN GAME FUTURE PLANNING AND DOWN THE ROAD THINKING IS NOT AN FD STRENGTH! *SEE: multiple posts about missions not having ANY bearing on ultimate goal outcome, and so on and other such thoughts.* And NOW missions do matter to engineering BUT AGAIN by dying and losing everything, that fact is outweighed by no future plan.

Even in reality, which the games tries to get near, STORAGE would be the first thought in ANYONE'S plans. Corporations, governments, individuals, blah blah blah. Storage on planets, ships, bases, blah blah blah. IN 2.1 THAT SHOULD HAVE BEEN THE NEWEST BIGGEST FEATURE to move the game from a run and gun to a future planning long term goal game.

Yesterday while headed to The Dweller I decided to do a CG and run some missions in order to make some credits. I was also amassing parts and other mission rewards that may be useful in crafting. who can tell. I was interdicted, again by, what I like to refer to as, a super NPC, doesn't show up on radar and no matter how long you are in the blue target zone you don't build blue on the escape bar. needless to say I was interdicted. My asp explorer was stripped for speed and running cargo. I was near empty 15 tons plus my newly aquired parts and mission rewards, a couple more tons. The eagle that interdicted me immediately begins relentlessly shooting the newly upgraded missiles into me. no amount of speed, jinking or dodging has any effect. every single missile hits. I can't outrun the Eagle even at full boost. the missiles just keep coming. very shortly, before my FSD is ready for jump, my thrusters go, then engine. I'm a sitting duck. at which point the NPC changes to lasers and very very slowly reduces my ship to nothing.

Now I can take this with a grain of salt. NPCs have been too easy for a long time. BUT and here is the kicker, I have lost ALL my mission rewards and cargo. MEANING WHAT IS THE POINT of saving for engineering if you lose everything at any death! Unless you are making a beeline to an engineer with full compliment of a specific craft material. THERE IS NO POINT!

WITHOUT THE ABILITY TO STORE MATERIALS, SOMEWHERE, ANYWHERE, makes the whole experiment with engineers a huge failure in my opinion. Some will read this as a gripe post, but that is not my issue, the issue is again FD has brought forward what COULD HAVE been the best game being played and fell flat square on it's face. NO, IN GAME, LONG TERM PLANNING.
 
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PS I am now going back and reading this and other posts, and every other comment I read is, why not....... why not indeed. It is the first and foremost thing that any gamer asks. but apparently the designers of this game never seem to have done on sooooo many issues, ​WHY NOT?
 
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I agree. No storage is god awful.

They've introduced a inventory heavy element to the game, with no where to store or save the items.

I'd love to have storage, go out mining for a few hours and store loads and loads of stuff for future upgrades. Not run a omni-purpose single ship and deal with all the baggage, all the time.
 
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I agree. No storage is god awful. They've introduced a inventory heavy element to the game, with no where to store or save the items. I'd love to have storage, go out mining for a few hours and store loads and loads of stuff for future upgrades. Not run a omni-purpose single ship and deal with all the baggage, all the time.
Can you sell the items?
 
finally, I've my answer, was searching for years, wasn't even able to hand in missions, without a storage.

I say "yes we stóre" "storage is coming" say it loud say it proud XD no storage no more.. no storage abhor... yada yada
 
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The issue is pretty simple:

You need to collect a whole whack of different commodity type cargo to use in the Engineers blueprints, but you can only keep that stuff in your actively flown ship. So, if you want fly one of your smaller ships that either doesn't have a cargo hold or has a smaller cargo hold, you simply can't fly that ship. We're effectively being forced to all fly large ships with huge cargo bays, just to be able to have the variety of cruft that we need for these blueprints or we have to sell stuff we know we will need, because don't have enough room for it. That sucks, a lot.

I propose a simple solution:

Allow us to transfer our cargo to and from a ship that is in storage!


This means we can, for instance, purchase a T6, load it up with cargo bays, and store it. Then we can go out into the galaxy in our other ships and come back to the station where have that T6 stored to drop off or pick up the stuff we need to use in Engineering. It's a straightforward solution that allows we players to, you know, play the game the way we would like to play, rather than the way we are forced to play.

It's a kind of feature who should be done before Engineer. But yes, this kind of content should be the main goal for 2.2 or 2.3.
 
I always look forward to these updates but then it turns out they lack pretty basic, vital things and it's better to just wait for another one ; )
 
TBH I cant believe they would be so stupid as to not think of this. The only conclusion I can come to is they wanted us to grind more....

I mean they are a team of game developers, how the hell would it be possible to overlook this?

I think this is intended for some malign reason.
 
I have no fridge, no clothes, nothing, if I want a potatoe, I go to the market, but then I have no knife or no pot, so to get the knife I've to drop the potatoe, damn how I'm supposed to make this work.... ah I just get a really large knapsack and i will carry this constantly on my back.. with pods and knives and some potatoes, and when I go for a swim, I will keep this knapsack firmly girded. so now I need to get through a hole, to Alice, damn those knapsack it's too large, all I bought my whole life, well I just drop it, who cares, I start over again.
 
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I have no fridge, no clothes, nothing, if I want a potatoe, I go to the market, but then I have no knife or no pot, so to get the knife I've to drop the potatoe, damn how I'm supposed to make this work.... ah I just get a really large knapsack and i will carry this constantly on my back.. with pods and knives and some potatoes, and when I go for a swim, I will keep this cnapsack firmly girded.

Or you could have just built storage.
 
Having played many games that are constantly being updated for both new content and fixes I'm not at all surprised that FD's developers didn't have the common sense to realize that if they were going to add something to the game that takes up space and can not be easily transferred to another ship to create station storage (like in EVE) to store the items. Game developers are the same all over the world. They get a good idea and are unable to think the idea through from start to finish so that glitches like this don't occur. When they do make an error like this one (no out of ship storage) they don't even reply to threads asking the question, treating their customers as if the customer was an idiot for posing the question after the developers realize they made a major mistake.
 
i think its time FD came out with a "WE'RE RELEASING STORAGE SOON" annoucement before the storage threads outnumber all others! :D
 
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The newsletters were full of 2.1 hype for months with info on how this patch was going to enhance the game. Every time I glance through this forum, the Facebook pages and other sites, I read more negative comments from disappointed, frustrated and annoyed players who are desperately trying to let the devs know about AI bugs, mission bugs, game design mistakes and changes that have made a serious impact on the community. If you ignore the praise from the "git-gud" brigade, the general opinion of the majority of players is... 2.1 should have remained in beta for much longer and had the bugs, balance issues and design flaws removed before it hit the streets. To upset a huge cross section of players with either game-destroying AI related bugs, mindless grinding over engineers and now this issue of needing items that use cargo space (which I wasn't aware of) is beyond foolish. This should all have been sorting in beta testing. The beta testers spent far too long playing with fish and messing around making videos of top rated weapon mods to tests the actual mechanics we would all be dealing with in the full release. I know they had to use fish to speed things up but surely someone in the design team must have known adding a feature that limits game play style would not go down well with players? Didn't anyone in FD learn ANYTHING from the "let's charge you a 10% re-stocking fee for modules" fiasco??? Evidently not!
 
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