Engineers The problem with RNG upgrades...

30+ hours to get 3 mods. 2 of them I sold as they were actually worse than the default component. powerplant upgrade 20.40 org to 20.46 modded with way more weight and something else that made my ship worse. I had to spend the resources that took me at that time 20 hours to get 1 roll. they should be able to Roll without the use of the resources so you can get what you want(mostly) in a timely fashion. I still well after about 36 hours now, have not found conductive components for a rank 2 engine upgrade. my clean engine upgrade was good at 1.1% gain and much better heat. thank god. but there I am loving that 1.1%....should have been at least 2.5%....grrrr

BTW it took me 10 min to source samarium in the real world in my city at a gem and metal dealer. used in magnets I guess. took me HOURS and HOURS in a 3300 century environment. humm

We're talking about a game world where they've never heard of radar, gyro stabilizers, tracking systems, or basic mass. When a projectile in space loses velocity it just makes me cringe, let alone in a second or two. And the fact that a viper 4 can ram an anaconda to death? I loved this game but FD have just broke the crap out of it in so many different ways.

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Well luckily as it was only 5 minutes it wasn't too much time and effort wasted then, was it?

Wasted time and effort is still wasted, isn't it?
 
The problem with this RNG retardation they spent 5 minutes on implementing is that it is not only lazy, a waste of time and effort, and the biggest joke I've ever seen; but it's also not possible to even call it crating as by definition crafting requires human agency. Since we have zero input and can control zero aspects of the crap outcomes this is simply gambling, not crafting, and most definitely not at all what they said they would be giving us prior to beta.

Everyone who isn't happy with wasting their time with this garbage has been saying the same thing as OP since beta1 first dropped. And since FD have a massive reputation for leaving things half finished (missions, instancing) I can only hope they simply remove the engineers with the delete button for all the good it is. And their proposed turning rep into a currency for the special effects is just as much of a joke excuse for introducing another time sink for no benefit since it won't even guarrantie that you get a special effect, only that you will get a certain one IF you get one at all.

I don't think that Frontier will remove the engineers. Sometimes, I feel they live in their own bubble. I'm pretty sure that the next newsletter this Friday will mention that 2.1 and the engineers has been a total success, with thousands of commanders taking advantage of these incredible upgrades...
 
I don't think that Frontier will remove the engineers. Sometimes, I feel they live in their own bubble. I'm pretty sure that the next newsletter this Friday will mention that 2.1 and the engineers has been a total success, with thousands of commanders taking advantage of these incredible upgrades...

surprise me. While technically true it is all too easy to ignore the issue and sweep the 60-70% of players under the rug so it seems everything is rainbows and happiness. On another note, they need to fix the forum too, I'm tired of it constantly moving my curser when trying to reply.
It wouldn't
 
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99% of the players probably have no opinion and certainly won't come to the forums to express it so they can claim its a great success if they like, though i'd love to know how many extra commanders have died from the AI update ;)

The engineers need some of the components sorting out but the module RNG is ok with the exception of the special effects roulette wheel, which just looks spectacularly offensive, the regular upgrades are always upgrades they just have varying degrees of it. I really don't mind a bad upgrade because its still an upgrade :p
 
they could keep the whole RNG gambling process, but all we ask is either a limitation to the negative results (better minimum result) or a tiny more control over it (prioritize our wanted stats, or moving around the 'base' minimum/maximum slide)

Edit: another major problem is that finding materials is also 100% RNG, RNG to roll the RNG, then Secondary roll RNG, too much RNG ><
 
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they could keep the whole RNG gambling process, but all we ask is either a limitation to the negative results (better minimum result) or a tiny more control over it (prioritize our wanted stats, or moving around the 'base' minimum/maximum slide)

Edit: another major problem is that finding materials is also 100% RNG, RNG to roll the RNG, then Secondary roll RNG, too much RNG ><

I would be happy with that.
 
I honestly don't mind the grinding too much for the required materials to give the engineers. The problem I have is that I like bounty hunting in my vulture. It is setup specifically for it. Now, as is, my vulture is pretty much maxed out module wise with un-modified modules, exception being an upgraded power plant, which has higher output. Even so I still have to prioritize them and can't run all of them on priority 1. Really, I did the rng craft just to try the crafting system out, had no idea. To be perfectly honest, there is no incentive to upgrade my modules because I want to keep my power, integrity, etc. where it is. Can't afford to have my modules impacted negatively. The only part I like is the on ship crafting; FSD injection, ammo upgrades, srv repair and what not. I'm not much of a gambler anyway.
 
Edit: another major problem is that finding materials is also 100% RNG, RNG to roll the RNG, then Secondary roll RNG, too much RNG ><

This! As if a few levels deep of RNG-riddled gathering (for materials) wasn't enough, they had to make the end result RNG-based as well: that's just a cheap shot at anyone who can't spend 12 hours a day, every single day, playing ED. :mad:
 
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Here how i see RNG reworks :

What it will be nice, is that the equipments upgrade is based on a simulation. Before to proceed to any upgrade, we could ask engineer to use an update simulator. This simulator could show the stats result. If the player think that those stats are acceptable, then, player could ask engineer to proceed to the upgrade and then use materials.

If not, player could ask a new simulation, in cost of reputation or credits (less hard to get).
 
Here how i see RNG reworks :

What it will be nice, is that the equipments upgrade is based on a simulation. Before to proceed to any upgrade, we could ask engineer to use an update simulator. This simulator could show the stats result. If the player think that those stats are acceptable, then, player could ask engineer to proceed to the upgrade and then use materials.

If not, player could ask a new simulation, in cost of reputation or credits (less hard to get).

Good idea :)
Added to the OP :)
 
Here is my take what could be improved :

  • Possibility to exchange lower grade stuff for higher grade (e.g. 3 worn shield emiters for 1 shield emiter ), and vice versa (high grade -> low grade)
  • Match missions rewards to pined blueprints materials requirements.
  • Remove negative secondary effects. These really can screw upgrades hard. Make it an only positive "chancy" buff.
 
Here is my take what could be improved :

  • Possibility to exchange lower grade stuff for higher grade (e.g. 3 worn shield emiters for 1 shield emiter ), and vice versa (high grade -> low grade)
  • Match missions rewards to pined blueprints materials requirements.
  • Remove negative secondary effects. These really can screw upgrades hard. Make it an only positive "chancy" buff.

Good ideas, all three of them :)
Added to the OP :)
 
How about having a few Stations dotted around that accept and resell engineer items as commodities. So people who don't want/need certain items can sell them there in a few central locations; and other people who need them can buy them at a small markup.
 
How about having a few Stations dotted around that accept and resell engineer items as commodities. So people who don't want/need certain items can sell them there in a few central locations; and other people who need them can buy them at a small markup.

Brilliant idea! :)
Added to the OP :)
 
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Where is idea about unlocking grades for Rear Admiral or Duke?
Where is idea about unlocking grades if you are dangerous, deadly, elite?
You know i mean unlocking grade at appropriate rank.
Unlocking ability to buy upgrades or to buy materials at appropriate ranks.
Again, i mean... ranks could come handy if Engineers could use em.
Yes, engineers are hidden form outside world but they should respect Elite more than Master you know.
All ppl spent time for ranking up should get some yield from game.
 
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This +1.

An elite explorer should get the rep for rank 3 access no question asked with exploration themed engineers.
Same for trading and combat rank with the coresponding themed engineers.

Oh well.
 
How about having a few Stations dotted around that accept and resell engineer items as commodities. So people who don't want/need certain items can sell them there in a few central locations; and other people who need them can buy them at a small markup.

Nice idea but I think that would go against the RNG policy at Frontier.
 
Engineer Materials\Components:

Given that the list of materials huge, I would like to see them more concentrated per source, for example, USS - Degraded Emissions, would drop up to 5 specific materials at random but only from that pool of 5. USS-Encoded Emissions would drop a different group of 5 materials from it's pool, and always have a Private Data Cache available to scan which in turn would have its own specific pool of 5 data scans.

This would help alleviate the sheer frustration for players in trying to find the materials/components as they would know that a specific source, signal, base, or loot from ships will always drop what they need. Even though this is still random, it is only from a pool of 5 materials per source which greatly reduces the enormous RNG of finding materials.
 
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