There won't be any Storage in this update

Just so you know that sheet just showed the material changes to the blueprints. You'll still need commodities for rank 2 and above, they just weren't included in that sheet because that hasn't changed.

To be clear:

We haven't removed commodities!

Please don't sell all your hard earned commodities...

I don't sell them. I vent them.
 
Let me tell you what happens if you implement storage. People will make stocks on magnetic emitter coils, osmium or whatever else commodity.

Looks like you do not play E anymore..Please, try to upgrade FDL without cargo space :D

If reasonable limit is set lets say 200, I have zero issues with storage.
 
Let me tell you what happens if you implement storage. People will make stocks on magnetic emitter coils, osmium or whatever else commodity. They won't have to actively play and go places to get them. They are lazy and they are hoarders. Dumbing everything down (when some of us already have all engineer tier5 unlocked and ships upgraded) is already enough. Please consider to never implement storage for commodities (yes for modules). Thanks.

I feel I have to remind you that not actively playing for Engineer mods is exactly what FD said was the intent behind playing with the Engineers content. The point was to be able to collect stuff as you play the game normally, and then pop to an Engineer when you fancy an upgrade; without commodity storage that's effectively impossible, so they've essentially designed a game which can't be played the way they want you to play it.

In any case, with commodity storage you still have to work pretty hard to get the right commodities. It just means that you don't have to bounce all over the galaxy every time you want to make an upgrade. I presume that you'll still be storing stuff at specific locations, it just means that you can accept commodity-reward missions asynchronously with comparison to your upgrade path (ie you don't have to get the commodities directly before going to the workshop and then sell any you don't use immediately after).
 
We could do with storage for sure. I'm quite pleased they aren't dropping the commodities in a way because whilst the first drop of Engineers was a tad excessive it would be a mistake to completely trivialise getting the best grade 5 mods. It should take some effort.

That said, you can put some modules on other ships and transfer them. A conda is good for that ;)

But they could remove commodities without making it trivial. Just make the mission reward commodities into materials while not affecting their spawn rate.
 
Let me tell you what happens if you implement storage. People will make stocks on magnetic emitter coils, osmium or whatever else commodity. They won't have to actively play and go places to get them. They are lazy and they are hoarders. Dumbing everything down (when some of us already have all engineer tier5 unlocked and ships upgraded) is already enough. Please consider to never implement storage for commodities (yes for modules). Thanks.

This is so hilarious it makes me cry. Conflating traveling 200lyr to fetch 2 tons of commodities with "interesting and engaging gameplay" that "lazy players" will avoid.
Off course sane people would avoid wasting their time doing plain boring fetch quests if they could. Those filthy lazy casual gamers that don't have the 1337 skill of having time to waste XD

As for dumbing things down : a fetch gameplay like this is so dumb that removing it from the engineers gameplay loop will likely raise its quality/"cleverness".
 
Let me tell you what happens if you implement storage. People will make stocks on magnetic emitter coils, osmium or whatever else commodity. They won't have to actively play and go places to get them. They are lazy and they are hoarders. Dumbing everything down (when some of us already have all engineer tier5 unlocked and ships upgraded) is already enough. Please consider to never implement storage for commodities (yes for modules). Thanks.

Hang on, if they stock those things, then they already went "places to get them", didn't they ?
Also, whichever storage system they might come up with wouldn't have to be unlimited or available at every station.
And what's "lazy" about storing items for later use ?
That's called logistics and pre-planning, pretty much as "blaze your own trail" as it gets.
 
But they could remove commodities without making it trivial. Just make the mission reward commodities into materials while not affecting their spawn rate.

Or just do the sane thing and add them all into the BGS commodity tables. That's it. That's actually all virtually anyone was asking. Just make a commodity, a commodity. In the commodity market.

Sorted.

All of these crazy ideas and it's just "add them where they should be".
 
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The difference between a precious metal and a common metal. Both may have some similar physical properties like malleability but gold and other precious metals have a historic universal conspicuous consumption factor.

Here look at this article ... http://www.bbc.com/news/magazine-25255957

There's iron, the chemical element (Fe) and iron, the metal (Fe 2O3) containing 70% of the element (material) of the same name.

I wasn't referring to "Materials" in real life :) I was referring to the ethereal and magic properties of materials in-game, contrasted by the properties of commodities. Meaning materials are completely weightless and can't be dropped.... WHY? The mechanic of respawning is already bad enough and now they start adding magic stuff. (now=a few months ago :) )
 
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Just so you know that sheet just showed the material changes to the blueprints. You'll still need commodities for rank 2 and above, they just weren't included in that sheet because that hasn't changed.

To be clear:

We haven't removed commodities!

Please don't sell all your hard earned commodities...

Once again, making me doubt whether FDev even play this game themselves (without cheating).

Commodities just ruin the whole engineers concept.
Why?

It requires you to use a ship that can carry cargo / equip your ship for carry cargo -> Great if you fly an Anaconda but sucks if you fly an FDL.
So you bite the bullet and get your FDL fitted with cargo racks, you now realise you have to fly all over the galaxy to get these items -> great my FSD jump range (once again compared to an anaconda) sucks.
Oh well - I'll grind, I've got my FDL fitted with cargo, I've flown far and got the commodities in my hold...

Right ... now what's the next thing I need? ... oh I need that material that gets dropped by haulage ships...
Off I go to a nav beacon in anarchy - I can blow up haulage ships easily there with no worry about bounty.

... 'Ship scan detected' ... 'NICE CARGO YOU HAVE THERE - LET ME KILL YOU FOR IT' x 1000

   !

I need to jettison these commodities so that I don't get targeted... If only I had somewhere I could've put these while I got these mats.

SUCH A GRIND.
 
Just so you know that sheet just showed the material changes to the blueprints. You'll still need commodities for rank 2 and above, they just weren't included in that sheet because that hasn't changed.

To be clear:

We haven't removed commodities!

Please don't sell all your hard earned commodities...

Guys, please do some refresher courses on communications. I don't think it was unimaginable that when you release a spreadsheet saying this is the new blueprint list sans commodities - people are going to think commodities were dropped. This is not the first time something's been misinterpreted.
 
Guys, please do some refresher courses on communications. I don't think it was unimaginable that when you release a spreadsheet saying this is the new blueprint list sans commodities - people are going to think commodities were dropped. This is not the first time something's been misinterpreted.
They are bad in communications.... They will deserve a strike, noone play anymore for 2 weeks..... will never happend I know.... :(
 
Ugh, commodities will still be a thing. That's a bummer.

So basically upgrading a multirole ship will be a painful grind, upgrading a specialized ship with limited jump range and cargo such as my Fdl will be a hugely painful grind.
Oh well.

I don't know how developers could ever even think that's fun to carry that stuff in a combat ship across the bubble for possibly hundreds of jumps.
 
I think dropping the commodities as a requirement is a big mistake. I would understand making the spawn rate & frequency of certain hard to find commodities much higher, but doing away with them altogether is just going to make sure that everybody has high end upgrades rendering them pointless. Personally, I thought making them a bit harder to aquire was a plus.

The biggest problem with commodities is the fact that you have to schlep them around.
They clog up your cargo hold, making it progressively harder or even impossible to take on certain missions.
They are a magnet for omniscient pirates.
And many ship builds do not include cargo holds, because it would be stupid and dangerous to waste space on cargo holds in pure combat builds.
This causes another problem: You can not switch to pure combat ships without having to ditch all your hard earned Engineer commodities.
And you are also prevented from going into RES, because with cargo on board every pirate will attack you.

I do in fact agree with you. I would like engineer commodities to stay in the game.
But for this to work FD would have needed to implement engineer commodity storage from the very start of 2.1.
They did not. Hence all the problems and frustration.

Personally I think not having engineer commodity storage is a bigger mistake than the RNG so many people are in a fuss about.
 
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So when's storage coming?

When it's ready, would be my guess.

Being slightly less factitious, I'd guess they want it in the game asap, but don't want to give a date in case it doesn't arrive for the 2.2 update in time.
 
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Cripes FD how do you keep doing this!? After being burned so many times you'd think every single Dev post on topics important to the community would be run through a 'can this post be misunderstood' filter. Dearie me.
 
Having to fly around the bubble for hundreds of hours hoping to get enough materials of the kind you need for a couple of wheel-of-fortune tries is bad enough. Having to do it with a hold partially filled with pirate magnets is terrible. I've been having a break from the game pretty much since engineers went live and I don't see any reason to return any time soon to be honest.
 
Ed acknowledged our complaints on carrying the damn engineers' materials around - blocking the cargo space and being "big haul" magnet.

They came up with an elegant solution: from this patch on, all you'll need for upgrades will be data & micromaterials. No more Magnetic Emitter Coils and other stuff (which you can buy on the markers anyway). So you can sell / eject all this nonsense if it block your playing and wait a week or two for the patch.

Erm... did you read the patch notes properly, or did you cut straight to the spreadsheet of recipes?

The accompanying notes made it quite clear that the attached recipe list didn't list commodities. That's not to say they won't require them, just that they weren't put on the spreadsheet.
 
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