No excuse. We need commodity storage quickly.

The cargo racks on my Eagle already did. ;)

Trouble is, if I want a shield gen and an SRV then my max cargo is 2t.
I already had to temporarily sell my shield and replace it with cargo to complete a data delivery mission which had a 4t reward, sell the reward, then buy back my shield gen.
Crafting adds some pain that could have been avoided by using only mats.
 
lol

The speed at which some people go from "I disagree with this opinion" to "therefore the person must be LYING ABOUT IT! No one would ever disagree with what I think about this!" is both hilarious and sad.

And...? Why would it bother you if someone else hoarded materials and commodities so they didn't have to hunt them down again piece-meal when they could actually use them?

Why disagree with it?

And, yes, I think you're lying. But, no, I don't care.
 
Theres a pretty good excuse. Time. These things take time to make I guarantee you its on their to-do list. If it bothers you so much apply for a job and do it for them frontier is hiring. Whats your excuse?
"It takes time" is a valid excuse when a key feature of the game doesn't depend on it existing.

They chose to go live with Engineers with out Module or Commodity storage.

That makes criticizing their decision fair game.
 
Trouble is, if I want a shield gen and an SRV then my max cargo is 2t.
I already had to temporarily sell my shield and replace it with cargo to complete a data delivery mission which had a 4t reward, sell the reward, then buy back my shield gen.
Crafting adds some pain that could have been avoided by using only mats.

You knew you were getting 4 tons of rewards before accepting the mission, right? They didn't just spring it on you randomly. (if they did spring it on you, then surprise rewards you can't hold is what needs fixing, imo) Basically you're saying "I equipped my ship to not carry 4 tons of cargo, and then I couldn't carry 4 tons of cargo". And so my response is just "Yes". It's like the people who complain that when they load down their Corvette with ultra-heavy internals, they get a miserable jump range. Er... Then don't load down your Corvette with ultra-heavy internals?

I get arguing for buffs or whatever from a more detached point of view, but even if I agree with a proposed change, I'm always going to dislike an argument of "I chose to equip my ship to not do this thing, then it couldn't do it".

Why would it bother you

Unless you can stop trying to put words in my mouth, you're not really worth responding to further on this topic.
 
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100% in agreement on station storage, picked up some rewards that now occupy the cargo space in my Asp Explorer, went to switch to my Vulture to go out and farm some high RES, only to be reminded my Vulture has no cargo space, unable to switch ships unless I sell this "engineer" cargo.
I just did the exact same thing. Had to sell everything. bummer... :(
I then went bounty hunting to work out my frustrations. :)
 
You knew you were getting 4 tons of rewards before accepting the mission, right? They didn't just spring it on you randomly. (if they did spring it on you, then surprise rewards you can't hold is what needs fixing, imo) Basically you're saying "I equipped my ship to not carry 4 tons of cargo, and then I couldn't carry 4 tons of cargo". And so my response is just "Yes". It's like the people who complain that when they load down their Corvette with ultra-heavy internals, they get a miserable jump range. Er... Then don't load down your Corvette with ultra-heavy internals?

I get arguing for buffs or whatever from a more detached point of view, but even if I agree with a proposed change, I'm always going to dislike an argument of "I chose to equip my ship to not do this thing, then it couldn't do it".



Unless you can stop trying to put words in my mouth, you're not really worth responding to further on this topic.

I think if we could forego the 4 Tons of commodities instead of having it shoved down our throat by the mission giver it would help a lot. Not quipping your ship to carry 4 tons of cargo and taking a 4 tons of cargo shipping run is different than taking a kill mission for a nice sums of credit and not being able to accept those credits because you can't get those 4 tons of random cargo that is part of the reward.
 
You knew you were getting 4 tons of rewards before accepting the mission, right? They didn't just spring it on you randomly. (if they did spring it on you, then surprise rewards you can't hold is what needs fixing, imo) Basically you're saying "I equipped my ship to not carry 4 tons of cargo, and then I couldn't carry 4 tons of cargo". And so my response is just "Yes". It's like the people who complain that when they load down their Corvette with ultra-heavy internals, they get a miserable jump range. Er... Then don't load down your Corvette with ultra-heavy internals?

I get arguing for buffs or whatever from a more detached point of view, but even if I agree with a proposed change, I'm always going to dislike an argument of "I chose to equip my ship to not do this thing, then it couldn't do it".
.

I didn't know - because I didn't realize it was part of the new mission structure.
Sure, I agree, it was my fault.
Now I know, and I'll check in future - but equally, maybe FD could have marked that mission as 'unavailable' since I couldn't complete it without changing my ship config.
They do that with a mission that requires me to CARRY 4t of cargo, right?

So the argument is not "I equipped my ship to not carry 4 tons of cargo, and then I couldn't carry 4 tons of cargo" so much as "I equipped my ship to not carry 4t of cargo, don't offer me missions with rewards of 4t of cargo".

Again, this complexity goes away if you make engineer commodities mats, instead of cargo.
Or give me the option to complete the mission but not accept the cargo reward.
Or only rewards that are equal to or less cargo than the amount required for the mission.

In short, I'm not saying that I should be able to do EVERYTHING with a cargo capacity of 2t, but that FD reduce some of the hoops we have to jump through - especially with regards to Engineers upgrades.
 
Theres a pretty good excuse. Time. These things take time to make I guarantee you its on their to-do list. If it bothers you so much apply for a job and do it for them frontier is hiring. Whats your excuse?

I'll see your bizarre demand and raise you with an equally bizarre demand that FD open sources Elite Dangerous so that I can actually perform this task.
 
They should be entangled storage containers, put stuff in anywhere, take it out anywhere. [hotas]

I hope that's the solution. All they need to do then is allow specific 'engineer required' items only and limit the capacity, I guess.
Otherwise, I can see an issue of stacking 300 delivery missions and flying to the destinations with an empty cargo hold to fulfil the missions, thus avoiding all the 'danger' en route, longer jump range and of course, the ability to delivery 10,000,000 tonne of goods in one swoop.
 
Or they could just make the "commodities" that Engineers require be stored with Materials until Commodity storage goes live.
 
"It takes time" is a valid excuse when a key feature of the game doesn't depend on it existing.

They chose to go live with Engineers with out Module or Commodity storage.

That makes criticizing their decision fair game.

The game doesn't depend on it existing. The requirements for all upgrades is less than 25 mats. You can have up to 600. Not counting data storage. If you are struggling its completely your fault
 
The game doesn't depend on it existing. The requirements for all upgrades is less than 25 mats. You can have up to 600. Not counting data storage. If you are struggling its completely your fault

There are currently 74 separate materials used for upgrades. A single recipe can use up to 6 materials, and you can have multiple requirements at different grades for different engineers simultaneously. It's not a trivial problem with the 600-item limit.
 
I didn't know - because I didn't realize it was part of the new mission structure.
Sure, I agree, it was my fault.
Now I know, and I'll check in future - but equally, maybe FD could have marked that mission as 'unavailable' since I couldn't complete it without changing my ship config.
They do that with a mission that requires me to CARRY 4t of cargo, right?

So the argument is not "I equipped my ship to not carry 4 tons of cargo, and then I couldn't carry 4 tons of cargo" so much as "I equipped my ship to not carry 4t of cargo, don't offer me missions with rewards of 4t of cargo".

Again, this complexity goes away if you make engineer commodities mats, instead of cargo.
Or give me the option to complete the mission but not accept the cargo reward.
Or only rewards that are equal to or less cargo than the amount required for the mission.

In short, I'm not saying that I should be able to do EVERYTHING with a cargo capacity of 2t, but that FD reduce some of the hoops we have to jump through - especially with regards to Engineers upgrades.

Totally agree with that, yeah. The mission should be flagged if your ship can't handle the reward. Or better, the mission system could automatically adjust the reward to your current ship.
 
Just another idea, maybe being able to store commodities at the engineers location for use when all other items for a blueprint are obtained. Storage would be limited to modification items only and be limited in amount.
 
They should be entangled storage containers, put stuff in anywhere, take it out anywhere. [hotas]
Exactly. They knew these commodities would take up storage space. They had to of known that their pirate spawning mechanic would make you constantly get interdicted when you have anything in your storage, and they had to of known that having a place to store stuff would be a necessity to many people.

They seem to have also over looked the fact that smaller ships suffer tremendously, you have to sacrifice making your ship even worth upgrading, just to fit on the size of cargo racks required to fit the commodities required to upgrade it. If you gain 10 commodities in your larger ship that are hard to get, and very rare mission only rewards, you can never fly your smaller ship ever again until you use those commodities, which may take weeks or more of finding all the other mats required to spend it..

Monstrous over sight that completely makes them fair game for criticism.
 
I would like to have the ability to declare a station as my home base and have storage space located there. Then at some point if you decide to change homes, you would of course get evicted and have to haul your stuff to the new location. Should be fairly easy to implement and would not affect game balance in any way that I can see.
 
Theres a pretty good excuse. Time. These things take time to make I guarantee you its on their to-do list. If it bothers you so much apply for a job and do it for them frontier is hiring. Whats your excuse?

Great logic.

Implement the activities that cry out for storage before putting storage in place and then argue "not enough time..."

You should fill out an application. Your thought processes would be in perfect alignment with theirs.

It's not a matter of time, its a matter of rational prioritization.
 
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Quite embarrassing from a programmers planner for this games crafting mechanics.
Rule #1 Crafting mechanics must also have an item storage mechanic.
Every crafting game has this ability that I have ever played, how did FD miss this boat?

This is game breaking, and here is why.

Cant hand in missions because my current ship has not got enough storage space for mission rewards.
I don't want to sell my Imperial Courier, as it is the ship I would like to upgrade.
I want to farm crafting materials
I can't buy a cargo hauler because the items are not transferable between ships, ie... I can't just put one item into my Imperial Courier, the game only allows full cargo transfers.
I tried, the game would not let me switch back to my Courier from the Hauler, no options to select cargo transfer.
So now, I am forced to do missions in a cargo hauler just so that I can hand in the missions and collect my rewards, which is not practical and seriously limits my mission choices.
I do not want to upgrade my hauler, but will continue collecting crafting materials from missions because ....well we have to.
I will not just sell them as a work around for poorly thought out game mechanics.


Not logical and quite clearly a poorly executed game mechanic.

I will say this though, well done FD for making the changes so far to 2.1, as 2.1 out of the box was horrendous.
Now at least I actually can do some missions.
 
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