Oh yeah. We still need personal storage space for both commodities and ships. Not want. Need! 
Agreed - best thing to come out of Engineers is the potential for player markets for the "hard to find stuff"![]()
Oh yeah. We still need personal storage space for both commodities and ships. Not want. Need!![]()
Reading all kind of discussions, pleas, demands, threads about Engineers it feels like people still don't try to understand it, maybe even just because they are going trough emotions, trying to force it to become what it's not. It happens all the time, but it is very visible with Engineers.
So my opinion seeing how it all works is this - Engineers is side activity (not main one, it is clearly not an mandatory upgrade path) which rewards having varied play style or "life" in ED universe.
It is system designed as anti-thesis of "consuming content". It is not really a content per se, it is mechanism which together with assets adds new gameplay, and thus content. It trades clear min/max paths with variations of outcomes. You get bonus...but you don't know what kind of bonus you get, and grinding for it is quite taunting task. Probability gates are there to avoid players get specific upgrade (as I said, not a mandatory upgrade path), but get upgrade nevertheless.
Why I like it? It doesn't force me into mandatory upgrade mill, yet it can give me boost in interesting ways. I also love collecting materials (I love looting, FD has done it right) and it gives some context and ideas how and why to do it.
Why some people might not like it? Well, min/maxers will definitely not like it, as it is clear anti-thesis of calculated paths towards upgrades, they most likely will struggle to understand concept of this. Pure PvP fans will most likely avoid Engineer mods in combative dogfights as they want equal standing. "Griefers" will loath it and love it in same time, but with buffed NPCs I think they will have more issues on their hands. People locking themselves in specific roles will try to understand why they should bother.
I think main point is - you don't. None of ED systems added are mandatory (same as roles - they arent, so why Engineer mods should be). However, if you hit it right with one of them, you are in treat.
Pecisk, I am absolutely with you here.
The problem is: it is a mind-set. We (and others) share this approach to the game.
Others don't.
And while I personally feel, that they are missing out a beautiful long-term experience by rushing (or trying to rush) towards their desired gear, there is no power in the world to change their perception - at least not by telling them otherwise.
Eventually, they'll find out themselves...
I want to take my time getting upgrades. I want to simply play Elite, and gather the commodities as I go, and not worry about which upgrades I need. However - if I find a very rare commodity but don't need it for weeks / months - where am I supposed to put it in the mean time? The current material limit means I have to pick and choose what to keep, so how do I decide which materials I keep and throw away, if I don't plan my upgrades before hand? How likely is it that I am going to find the rarest data without actually going out and looking for it? Unfortunately the game doesn't currently support the method you and Pecisk are describing. But what you guys are describing is exactly the game I would love to play!
Catch would have to be: deposit only. Once stored, you can't retrieve. It's pledged to that engineer (otherwise the engineer would tell you (s)he's not a storage facility)
The problem is: it is a mind-set. We (and others) share this approach to the game.
Others don't.
More rep for Mr. Ant.If only it was a black and white situation with just two sides.
This thread shows that is not the case though - there are plenty of posts here stating that people are happy for gaining upgrades to take time, and that there is no rush. The problem is that the current game mechanics do not support that approach to the game play.
I want to take my time getting upgrades. I want to simply play Elite, and gather the commodities as I go, and not worry about which upgrades I need. However - if I find a very rare commodity but don't need it for weeks / months - where am I supposed to put it in the mean time? The current material limit means I have to pick and choose what to keep, so how do I decide which materials I keep and throw away, if I don't plan my upgrades before hand? How likely is it that I am going to find the rarest data without actually going out and looking for it? Unfortunately the game doesn't currently support the method you and Pecisk are describing. But what you guys are describing is exactly the game I would love to play!
We are definetly lacking material, module and commodity storage. That doesn't stop you from taking your time though. First thing I did was pinning the blueprints I am interested in, that way I know which materials are interesting for me. If I find rare loot I'll scoop it regardless of pinned blueprints. There is no reason to scoop hundreds of common materials, you'll find them anyway if you really need them.If only it was a black and white situation with just two sides.
This thread shows that is not the case though - there are plenty of posts here stating that people are happy for gaining upgrades to take time, and that there is no rush. The problem is that the current game mechanics do not support that approach to the game play.
I want to take my time getting upgrades. I want to simply play Elite, and gather the commodities as I go, and not worry about which upgrades I need. However - if I find a very rare commodity but don't need it for weeks / months - where am I supposed to put it in the mean time? The current material limit means I have to pick and choose what to keep, so how do I decide which materials I keep and throw away, if I don't plan my upgrades before hand? How likely is it that I am going to find the rarest data without actually going out and looking for it? Unfortunately the game doesn't currently support the method you and Pecisk are describing. But what you guys are describing is exactly the game I would love to play!
Does it matter when:
a) the vehicle you are attempting to upgrade can't carry cargo, and
b) you can't transfer cargo between vehicles?
Pecisk, I am absolutely with you here.
The problem is: it is a mind-set. We (and others) share this approach to the game.
Others don't.
And while I personally feel, that they are missing out a beautiful long-term experience by rushing (or trying to rush) towards their desired gear, there is no power in the world to change their perception - at least not by telling them otherwise.
Eventually, they'll find out themselves...
Or they might contine to 'blaze their own trail'. That's the thing with sandbox games, you can't wave the personal choice aspect around as an attraction and then criticise players or suggest they're somehow doing it wrong when their choices aren't your choices, or mine come to that. There is only one valid way to play this game and it's the way the individual wants to play it.
But they can blaze as much as they like! They might have chosen the stony path, but it's a valid choice nevertheless. The problem starts, if those players demand changes to cater their decision, because of their rough time.
Really Frontier have to act fairly sharpish and conjure up storage by whatever means, even if only as a placeholder feature or the game will become partially unplayable. I am currently flying about with 120 odd in commodities from missions and as a result I cannot trade fully, jump range is reduced, can`t use smaller ships or go to a res site without been attacked. You have to wonder do the devs play the game or how such game mechanic could pass any QA. It's impossible to think that they forgot about such a feature as its pivotal for such a crafting mechanism, therefore I can only conclude that this was excluded by Frontier on purpose and I think that is a perverse situation for players to find themselves in.