You aren't meant to search for them. They are clearly designed to be obtained via just playing the game normallyIndeed.
You aren't meant to search for them. They are clearly designed to be obtained via just playing the game normallyIndeed.
Just play the game and these materials will come to you. Searching for them is both boring and pointless
Indeed.
By playing normally I would NEVER come across wake scan materials.You aren't meant to search for them. They are clearly designed to be obtained via just playing the game normally
Exactly, it shouldn't be.
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!By playing normally I would NEVER come across wake scan materials.
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".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 wasn't disagreeing at all - hence the last sentence.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".
You aren't meant to search for them. They are clearly designed to be obtained via just playing the game normally
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.
I agree same problem try to find mercury on 15 planets and im never found it.[down]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.
Ouch, I've come across more mercury that I need while looking for tin :xI 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.
From what I remember was it most common for me in these metallic meteroid things, these copper colored pointy chunks.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.
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)
I make a poll with a idea here, please help me to become reallity....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...
Wrong.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.
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.
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.