News Engineers Blueprints Materials Update

Personally, I don't mind them being hard to get. What I (and many, many others) object to is the RNG aspect. Right now it's "Oh, you want a Class 5 FSD boost? Well, go shoot at hauler craft for eight or ten hours to get the ridiculously rare random bit that you need." Which sucks, because I have no feeling of progression or in some case even know where to go. I'd much rather it be "Oh, you want a Class 5 FSD boost? No problem. I need 2 tons of Unobtanium. You can find it floating around in random locations in the Sag A* system." I know where to go, and I know what is needed, and I know how long it is going to take me to complete.
CMDR grnbrg.

All information gets shared. Anything based on determinism gets spoiled seconds after release. Add the impatience of the modern gamer to the mix, and the tendency to create/read "how to" guides for everything non-trivial, and you get stuff like this.
 
*Slams Head Against Desk*While your rabid fans are all giddy and excited, the rest of us are in absolute dismay that it is taking THIS LONG to make these changes. Oh and if everyone didn't notice, we won't get an "update" on the release date for at least a few weeks. That means our needless grinding will last until at least the second week of August and the 2.2 update isn't coming out until at least mid-August at the earliest and I'm guessing it won't release until the end of August or sometime in September. That also means that the bugs won't be ironed out until Mid-November or early December.Way to keep dropping that ball Frontier. We knew you had it in you.
What needless grinding? You can spend time obtaining the materials you'll need if you wish, but there's no reason that you can't wait to roll for upgrades until after the patch. Or, you can wait to go after materials until after the patch if you want to benefit from the drop quantity increases. No grinding necessary. It's not like the upgrades are required for any existing content.
 
I hope that any future "rebalances" against engineered modules only affect those crafted after this patch. Yes, you have listened to the community but it's going to be a massive kick in the teeth to those that have put in the time and effort previously if you make retrospective changes now,

No way. Grandfathering means "grab OP items before they are nerfed" if you can keep them. That leads to very ugly results. Nerfs and buffs should always retroactively change all items already in existence. Imagine FD nerfing Thermal Shock finally for good - but everyone who already has a Thermal Shock loadout, can continue stay OP as ever...
 
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All information gets shared. Anything based on determinism gets spoiled seconds after release. Add the impatience of the modern gamer to the mix, and the tendency to create/read "how to" guides for everything non-trivial, and you get stuff like this.

Like spoiled kids... "mommy i want this , moommy i want that... but mommy he has more than me!"
 
Greetings Commanders.

You may remember recently that we shared some plans and changes that will be making their way to our next point release (2.1.05) as a direct response to your feedback, thank you again.

You can read the full post here. But as a reminder, the changes included are...

- Adjusting the way the surface scanner works to allow you to see what materials are available from any given planet. This should make locating materials far easier.
- Making a number of changes to the lowest level blueprints. This includes improving the positive effects of low level upgrade results as well as reducing the cost and simplifying the materials needed.
- Increasing the number of units you get for each instance of a material you find. This means instead of getting one unit of a material, you will get multiple units of that material. This will allow you to increase the number of attempts at each Engineer.
- Increasing the number of materials spawned when surface mining. Again, to make the process easier and the materials easier to gather.
- The likelihood of finding rare materials in these instances will also be increased, meaning it will be easier to use higher level blueprints.
- And we will be reviewing the balance and locations of non-planet salvage and reviewing the possible USS locations for each material

Ahead of this update we wanted to share the rebalancing that has been done to the materials required for blueprints to give you information ahead of time so that those of you searching for materials can factor this into your collecting and gameplay.

You can see a full list of the new blueprints requirements that will be added in the next point update (2.1.05) by downloading it from the link below.

http://hosting.zaonce.net/community/newsletter/blueprints_requirements.xls


This point release is still being finalised and we’re hoping to give more details on the exact date in the next couple of weeks. :D

Thanks again for your continued support and patience.

Fly safe Commanders.

Thanks Zac. Now with an actual list of new blueprint requirements, these coupled with better drop rates and amounts etc. could really remove much of the issues with the grind itself. The power creep stays, but alas, I understand this is the plan, so I guess I have to shrug here.

One big important question I have: will this update also bring all the missing blueprints? For example, beam lasers only have grade 1 and 2 right now, burst lasers grade 1-3, pulse lasers 1-5. Similar for plasma accelerators and several other items. We don't even know if these were left out deliberately or have just been omitted by accident, so I hope it was the latter and the update will rectify that, too.
 
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great news about material. less grind in view.

however, it will be nice to have a word on the RNG system applied on the module update. there many good idea post on the forum. RNG on craft is just oblivious, it needs to be removed !
 

Ozric

Volunteer Moderator
great news about material. less grind in view.

however, it will be nice to have a word on the RNG system applied on the module update. there many good idea post on the forum. RNG on craft is just oblivious, it needs to be removed !

Yay! Who had 3 hours in the sweepstake? :p
 
- Adjusting the way the surface scanner works to allow you to see what materials are available from any given planet. This should make locating materials far easier.
We _know_ where to find the stuff we need. It's well documented at this point. The problem remains that space buggy rock picking is still boring as hell (find one useable rocks between thousands of unusable ones. If asteroid ring mining worked like this, no one would do it either), and it takes way too long to get a few samples.

- Making a number of changes to the lowest level blueprints. This includes improving the positive effects of low level upgrade results as well as reducing the cost and simplifying the materials needed.
Good. The main reason you go 5 or you go home is because it so heavily favors the secondary effects. do a grade 2 one and you end up with a worse module quite often because you get burned on the secondaries.

- Increasing the number of units you get for each instance of a material you find. This means instead of getting one unit of a material, you will get multiple units of that material. This will allow you to increase the number of attempts at each Engineer.
A decent enough bandaid, maybe.

- Increasing the number of materials spawned when surface mining. Again, to make the process easier and the materials easier to gather.
I don't dislike where this is going

- The likelihood of finding rare materials in these instances will also be increased, meaning it will be easier to use higher level blueprints.
I'll give it a try.
- And we will be reviewing the balance and locations of non-planet salvage and reviewing the possible USS locations for each material
This information is rather neutral, but ok.
PDF please?[/URL]
 
While not being perfect, I welcome this rebalance - it was urgently needed. Horrendous time sink coupled with RNG put on the top of RNG was very bad implementation of otherwise interesting idea. Hopefully, this should make it little bit less dull.
 
Yeah, pretty much. I thought the modification were SUPPOSED to be hard and time consuming to get. As usual the complainers win.

There is difference with hard to get and too hard. 20-50 hours is hard. 100+ hours is way too hard, easy would be hour or two. No one want to spend time to do engineers because they aren't the fun stuff in elite or in 2.1. Current grind limit players and make them not enjoy the game like they want to.

Because it doesn make sense to hide weapon modification unlocks behind 100 hours of srv driving or exploration?
 
I hope that any future "rebalances" against engineered modules only affect those crafted after this patch. Yes, you have listened to the community but it's going to be a massive kick in the teeth to those that have put in the time and effort previously if you make retrospective changes now,

This is just silly.

Will some of the overlaps be looked at as well, as some of them a pretty extreme such as the FSD Long range blueprints. Apart from that, all looking good.

Not particularly necessary since you can roll over and over now.

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We _know_ where to find the stuff we need. It's well documented at this point. The problem remains that space buggy rock picking is still boring as hell (find one useable rocks between thousands of unusable ones. If asteroid ring mining worked like this, no one would do it either), and it takes way too long to get a few samples.

If you fly around the bubble wherever reddit tells you and space buggy rock pick just to pick bits out of rocks I suppose it would be boring, but you set yourself up for it, no one else to blame. If you do surface missions (skimmer kills, salvage, scanning, base raid) and you land to do that and notice that you're on a planet with polonium (or whatever) you can pop over and check out the rocks on your scanner, combined with a higher likelihood of getting a rare material and more of it, this sounds pretty good.
 
Great to get some additional insight into some changes coming.

Though....

This point release is still being finalised and we’re hoping to give more details on the exact date in the next couple of weeks. :D

Makes it clear we won't be seeing any changes to such things for at a month at a minimum. :(

Do hope it's because the specific changes aren't felt to be ready in themselves and not because someone pencilled the changes to come in 2.1.05 alongside the other things, and because the 'other things' aren't ready yet nothing is allowed to be pushed live all because that's what someone pencilled in xxx weeks ago.
 
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Seems like some really good changes, yet I would prefer if you actually got the blueprint so you could reproduce it as many times as you want. Since that is what an blueprint actually is.
 
This makes Engineers redundant. If all users have easy access to all upgrades then they might as well not be there.
No, I don't like the existing mechanic, but the special mods should be rare, and now they wont be. It's a compromise of the worst kind.
 
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