Engineers Lack of direction on where to find each material = FRUSTRATION and BORING GAMEPLAY

Just play the game and these materials will come to you. Searching for them is both boring and pointless
You aren't meant to search for them. They are clearly designed to be obtained via just playing the game normally
By playing normally I would NEVER come across wake scan materials.
And by searching for various things I'm coming across pretty much everything I don't need.

So it's nice that the system works for you guys, but stop implying that your approach works for everyone.
 
By playing normally I would NEVER come across wake scan materials.
In all fairness they are barely challenging. I had a nice hour sitting outside a busy spaceport's no fire zone scanning everyone's wake as they left, was quite relaxing. Now I can sell this virtually worthless-to-me piece of kit and get on with my life!
 
In all fairness they are barely challenging. I had a nice hour sitting outside a busy spaceport's no fire zone scanning everyone's wake as they left, was quite relaxing. Now I can sell this virtually worthless-to-me piece of kit and get on with my life!
I didn't say that they're that challenging, I said that I would never come across them in the first place if I were to follow this "solves all issues with engineers" suggestion of "playing normally".
 
I didn't say that they're that challenging, I said that I would never come across them in the first place if I were to follow this "solves all issues with engineers" suggestion of "playing normally".
I wasn't disagreeing at all - hence the last sentence.

Edit> tea?
 
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You aren't meant to search for them. They are clearly designed to be obtained via just playing the game normally

ummm... I agreed with you?

Not to mention you're saying the same thing I said in a old post I even quoted in the one just before you posted.

But... uhhh... Ok?
 
Yep its way way to long drawn out to find things. most of us don't have 20 hours in 2 days to play..er hum..like I just did. to get a crap level 1 engine mod that I wanted to re roll and lost by clicking mouse badly. and a shield booster that rolled 1.5 out of 35 possible bonus points. that puts me at the bottom 5% gain for 20 hours of work. im done.
 
Yep its way way to long drawn out to find things. most of us don't have 20 hours in 2 days to play..er hum..like I just did. to get a crap level 1 engine mod that I wanted to re roll and lost by clicking mouse badly. and a shield booster that rolled 1.5 out of 35 possible bonus points. that puts me at the bottom 5% gain for 20 hours of work. im done.

If it honestly took you 20 hours dedicated to finding materials for a rank 1 engine mod, then you're really really doing something wrong.
 

palazo

Banned
If it honestly took you 20 hours dedicated to finding materials for a rank 1 engine mod, then you're really really doing something wrong.
I agree same problem try to find mercury on 15 planets and im never found it.[down]

Im use all info on the forums and posts, but is useless, no materials on last 12 hs.

Im think them need fix it im not waste more time on this.

If any like form a big wing for find the materials im agree.
 
I agree same problem try to find mercury on 15 planets and im never found it.[down]

Im use all info on the forums and posts, but is useless, no materials on last 12 hs.
Ouch, I've come across more mercury that I need while looking for tin :x

Sigh, this is why RNG is such an annoyance. It CAN be nice, but most of the time, it isn't.

Wish I could tell you which planets I was on while finding it but I don't remember...

Oh here's an idea: how about the ship's computer would track the planets on which we found materials? Pen and paper yeah I know, it's 3302, so F that I say : /
 
I've spent a few days trying to find Arsenic. It's incredibly boring. We need a better way to at least figure out where to find materials that are only found in mining or planetary prospecting. Surface scanner would be a great option. I wish people would quit saying you can find all the materials just playing normally... Arsenic cannot be found by doing combat, which is my normal game play.
 
I've spent a few days trying to find Arsenic. It's incredibly boring. We need a better way to at least figure out where to find materials that are only found in mining or planetary prospecting. Surface scanner would be a great option. I wish people would quit saying you can find all the materials just playing normally... Arsenic cannot be found by doing combat, which is my normal game play.
From what I remember was it most common for me in these metallic meteroid things, these copper colored pointy chunks.
Trying to aim for their signature while roaming the surface is as much as an advice I can give there :x

I think their signature was two close thick blips on the bottom of the spectrum. No idea which planet type though but I guess metallic.
 
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I've been talking a lot in my sleep lately. Apparently muttering loudly and incoherently but with occasional clear outbursts like 'specialised legacy firmware!' and 'degraded emissions detected!'.

My psychiatrist said I should stop seeing Felicity; that there's more to life than grade 2 thruster upgrades. But maybe I could check just one more signal source. Just... One... More...
 
Planet Materials are not so much of a problem, they are in known locations. Having to scour a specific planet for a few tones of stuff really isnt too grindy. If you need to know what planets to search, see the Monster in my Sig (or the Canonn Material and PPOI for easier reading)

...but if you simply don't enjoy driving around throwing the surface material spawn dice over and over? Hour after hour? (eg: See post #172)



I understand FD have tried to put threads of gameplay through the game to try and stitch The Engineers through loads of areas in an attempt to make more of them (more) appealling. My issues are:-
  • The gameplay they've added is generally simple and unchallenging. So rather than enticing CMDRs into areas of the game with +ve experience, they're almost forcing them into areas just for farming purposed (if they wish to craft). Ultimately, you have to wonder is it actually worth developing such gameplay at the expense of what could have been added elsewhere (which could have added more depth/challenge)? eg: Is making players sit outside a station for hours wake farming a positive move for gameplay? Is that a good use of development time?
  • I do wonder if the entire crafting side of things has been overblown/overdone. ie: Made too complicated, and ultimately just given too much ingame importance. I can't help but wonder if it should have (initially) been toned down, such that it was simpler affair done in Outfitting, and the development time saved then used elsewhere for other improvements. ie: At least just to test the premise of it, before then investing more time/effort/value in it.
  • Ultimately, if crafting is there to allow people to have fun modding their modules, and to add variety to combat (etc), then why not them do that more easily, instead of hiding it behind hours and hours of farming? Alot of which is within mechanics/gameplay players may find somewhat repetitive and unchallenging.

ps: And of course, the jury is still out of course what all these "improved" modules and their new side affects will do to balancing. I'm still concerned there might be a balancing nightmare out of the back of this. But's that's another discussion I guess...
 
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Either missions need to give out boatloads of materials, more loot drops per ship/POI, more places to find same materials, or just give a player material trade options/a broker.

I'm not too keen on assaulting bases, but unless RNGesus decides to bless me with a mission that only pays out in (only one) firmware, that's literally the only place I can find it. Finding loot off traders, pirates, authority is fine because they're easy to find reliably. Mission rewards are not.


It's far too difficult to go after specific things. "Oh but just play the game and you'll get it naturally." Except about the part where I don't do certain activities because they don't interest me (like "prospecting" as well. SRV is fun to drive around, not for 5 hours only getting a few worthless pebbles every 10 minutes) and how could I get materials that are pretty much only found in that activity? I also don't like blowing up innocent traders, but low and behold I broke my "morals" and went on a rampage in an anarchy system. I'll probably never do that again unless I need the specific materials from that. That's not normal gameplay for me.

I'm just glad there's a way to raise rep without crafting junk you know you're going to replace, because theirs an upgraded version about to be unlocked. I hate wasting things.
 
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palazo

Banned
...but if you simply don't enjoy driving around throwing the surface material spawn dice over and over? Hour after hour? (eg: See post #172)



I understand FD have tried to put threads of gameplay through the game to try and stitch The Engineers through loads of areas in an attempt to make more of them (more) appealling. My issues are:-
  • The gameplay they've added is generally simple and unchallenging. So rather than enticing CMDRs into areas of the game with +ve experience, they're almost forcing them into areas just for farming purposed (if they wish to craft). Ultimately, you have to wonder is it actually worth developing such gameplay at the expense of what could have been added elsewhere (which could have added more depth/challenge)? eg: Is making players sit outside a station for hours wake farming a positive move for gameplay? Is that a good use of development time?
  • I do wonder if the entire crafting side of things has been overblown/overdone. ie: Made too complicated, and ultimately just given too much ingame importance. I can't help but wonder if it should have (initially) been toned down, such that it was simpler affair done in Outfitting, and the development time saved then used elsewhere for other improvements. ie: At least just to test the premise of it, before then investing more time/effort/value in it.
  • Ultimately, if crafting is there to allow people to have fun modding their modules, and to add variety to combat (etc), then why not them do that more easily, instead of hinding it behind hours and hours of farming? Alot of which is within mechanics/gameplay players may find somewhat repetitive and unchallenging.

ps: And of course, the jury is still out of course what all these "improved" modules and their new side affects will do to balancing. I'm still concerned there might be a balancing nightmare out of the back of this. But's that's another discussion I guess...
I make a poll with a idea here, please help me to become reallity.

https://forums.frontier.co.uk/showthread.php?t=258294
 
I think missions should give materials related to you pined recipe.

That way you don't force players into doing stuff they are not interested to just
to craft stuff. Also, it would make finding that last material you miss much less
of a frustrating hastle.
 
Apparently selling exploration data allows to increase the rank with the FarSeer engineer - bypassing the intended gameplay of crafting to increase rank. It's completely ridiculous.
Wrong.

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

Yep its way way to long drawn out to find things. most of us don't have 20 hours in 2 days to play..er hum..like I just did. to get a crap level 1 engine mod that I wanted to re roll and lost by clicking mouse badly. and a shield booster that rolled 1.5 out of 35 possible bonus points. that puts me at the bottom 5% gain for 20 hours of work. im done.

See your problem is right here. If its fun instead of work you wouldn't care how long it took.
 
No, it's not fine. It's just your luck.

Apparently selling exploration data allows to increase the rank with the FarSeer engineer - bypassing the intended gameplay of crafting to increase rank. It's completely ridiculous.

It is working as intended. As is selling commodities with some engineers or turning bounties with others. This gives us an alternative to the mindless craft & trash system that we would
have to use otherwise. (There are a few worthwhile lvl1 blueprints, but most are close to useless).
 
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