Engineers Experimental Effects roll seems rigged

And we all know how WoW has turned out...

Not sure if the triple dots imply sarcasm or not... Buying abilities was one of the earliest things in WoW so firstly I wouldn't use it as a measure to it's success, and secondly if it had anything to do with it, it would suggest a contribution along other factors to having made it the #1 mmo in the world lol.

They started giving them out at some point, which on the other hand ( probably just a correlation as-well ) was on it's down slope.
 
Not sure if the triple dots imply sarcasm or not... Buying abilities was one of the earliest things in WoW so firstly I wouldn't use it as a measure to it's success, and secondly if it had anything to do with it, it would suggest a contribution along other factors to having made it the #1 mmo in the world lol.

They started giving them out at some point, which on the other hand ( probably just a correlation as-well ) was on it's down slope.

Uhoh, someone-being-serious alert!
 
Also, since you point that "We don't have to touch the engineers", don't you think it's kind of a shame to see this long awaited update as optional?
It is then pretty normal for some players to be upset.
 
Unless you want to PvP against skilled commanders, and expect a fair fight.

It's going to be fun seeing this forum explode again once the weapons modded NPC's are re-introduced, and non-modded CMDR's are given a one-shot consignment ticket to the void. Afraid the arms race is inevitable if you have just a little hope of gaining Elite combat rank. Guess it's already now getting really tiresome and not fun to flee instead of fight. A bit curious to see how 1.6 CMDR's will be dealt with...
 
I am not even going to bother or worry about weapon upgrades until they release the update to let us pick weapon sfx in trade for reputation with the eng. I'll chase the other eng upgrades until then.

I may do some low level weap upgrades, but I'm not spending any rare mats/commod for now.
 
I am not even going to bother or worry about weapon upgrades until they release the update to let us pick weapon sfx in trade for reputation with the eng. I'll chase the other eng upgrades until then.
Which is why in the meantime I am gathering exploration data to get grade 5 access with some engineers, then bounty vouchers for Mr. Todd, then collect the materials I need...

...and by the time I am done, hopefully FD will come up with a way to let us choose special effects...I hope they will get it right though...
 
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It is clear that a regenerative beam (for instance) should be eventually granted by pure luck rather than letting players organize themselves and designate one wingman as a healer, right?
(sarcasm again)

I'm one of those people who wants to be a dedicated healer/support ship. As a beta participant and experienced PVP'er... Modifications offer an amazing experience to high level PvP. edit: But I feel they are entirely too uncommon considering how insane their impact on gameplay is. With just one thermal shock beam laser I'm cooking NPC ships so much that if they use shield cell banks, their hulls are at 40% before the shields even drop. With just ONE laser.


Which is why in the meantime I am gathering exploration data to get grade 5 access with some engineers, then bounty vouchers for Mr. Todd, then collect the materials I need...

...and by the time I am done, hopefully FD will come up with a way to let us choose special effects...I hope they will get it right though...

I hope so too. I'm also doing the same. Focusing entirely on getting access to specific engineers and building reputation and actually getting my modifications (especially weapons) is only a secondary goal.

I'm also finding that the randomness is modules stats leaves me discarding about 90% of what I generate. Most of the time being that the penalties are too harsh on the lower tier modules for the marginal improvements provided. Which again just leaves me with my primary goal being to focus on opening up my choices in which modifications are available. As far as looting is concerned I'm only looting rares unless I need commons for reputation grinding with a specific engineer.

I've also done my exploration trip for access to our special friend and have a boat load of data stored up to slam his rep and get access to his top tier immediately. ^_^
 
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With just one thermal shock beam laser I'm cooking NPC ships so much that if they use shield cell banks, their hulls are at 40% before the shields even drop. With just ONE laser.
Thanks for reminding that, I have created a thread.
From what I could read back in beta 4-6, whether you use or face this overpowered thermal attack, it is simply not fun.
 
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The whole thing is moving from one slot machine to the other. Before the engineers it wasn't a big deal. Drive along a planet, hit a node. It wasn't a big deal. Now, it's in our face. You pull this slot machine, to get a token to move on to another. Sure there are doors. Do "X" and it'll open the door to another set of slot machines.

This style of gameplay isn't new or ground breaking. It's been around forever. Most crafting system in video games are based on this. Regretfully if you want to use the engineers . You have to enjoy gambling. I've left games because of these kind of loot/crafting mechanics. The key for Frontier is to now either stand by the current "odds" and let the house (game) win. Or fix the odds on the side of the player.

The engineers in my opinion has always been a obstacle disguised as a upgrade system. Or the beta would have involved more testing of drop rates and loot mechanics than weapon abilities.

It's up to us as a player base to let them know when the odds aren't in our favor. I think there needs to be a huge improvement to how the materials are organized within UI. I'd personally like to be able to see ALL of the upgrades an engineer has without having to fly to the engineer's base. Also, we should be able to "queue" a material search like in Fallout or Skyrim. to help with locating those materials.

Then we leave the rest up to RNG and hope for the best. Happy Gambling CMDRS!
 
we leave the rest up to RNG and hope for the best. Happy Gambling CMDRS!
RNG regarding weapon/module stats is fine to me. Low grade mod may be good or bad. High grade mod may be good or great. But at least, the mod you choose goes into the direction you expect.

But RNG for special effect is a non sense since you may end up with something completely different than what you wanted, never get it or even worse, have no use for it.
 
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You rolled 50 times for something that had 6% chance of happening, meaning you only had a 3% chance of getting it in 50 spins.

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RNG regarding weapon/module stats is fine to me. Low grade mod may be good or bad. High grade mod may be good or great. But at least, the mod you choose goes into the direction you expect.

But RNG for special effect is a non sense since you may end up with something completely different than what you wanted, never get it or even worse, have no use for it.


It actually doesn't always go in the direction you expect. For example: Why does a range increasing mod DRASTICALLY reduce accuracy? That mod is literally set up to defeat itself.
 
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It actually doesn't always go in the direction you expect. For example: Why does a range increasing mod DRASTICALLY reduce accuracy? That mod is literally set up to defeat itself.
Mmmh...because the engineer screwed up his work and mods come with no guarantee, take it or leave it (at least, you can discard it!) ;)
Not that I like it, but I am OK with that.

However, such a low chance to get a special effect, on a roll with possibly bad stats, is unacceptable, even worse if you get what you would never have asked for.

"Hey, I am done tuning your multi-cannons! You will tear them apart in PvP!"
"...oh and by the way, I managed to implement smart bullets so now you won't hit anyone if you untarget your opponent..."
 
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