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 am speechless following this announcement. I was looking forward the patch, now I don't even care anymore.

I and many other commanders were already selling the commodities we "didn't need", because: No-Storage.

Please consider at least removing commodity requirements for Level 2 and Level 3 upgrades.


It's absolutely broken to have commodity requirements without storage. Especially as :

- Some commodities are acquired from activities your main ship can not perform (Mining, Missions) unless changing fitting or having another dedicated ship
- Commodities as rewards are RANDOM, so basically, the efficient way to counteract that is logging-in and Out alternatively from Solo/Open/PG


Correction. It's not only broken. It's absolutely ridiculous as well to have to play the game that way due to the absence of storage.
 
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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...

Then all we can do is pray for a re-balance of the required amounts and/or spawn rates of those commodities that cannot be purchased.

Pray you fools, pray like you've never prayed before ...
 
Isn't it only level 3 blueprints that require mission only commodities? The rest are easy to get.

I don't hoard my commodities, if I don't have an immediate need I sell/jettison.

Lack of commodity storage is having a negligible effect on my game play. I don't get the uproar.

I'd like module storage but it is easy enough to keep a spreadsheet and store them in ships (except for large modules). Maybe I shouldn't have to do this but I'm happy to if it means I get other features that I care more about than storage.
 
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what about purely remove RNG from engineer !

Yes, please! If anyone wants to spin the wheel, play the slot machine, hit the pachinko slot - go to a bloody casino.

- - - - - Additional Content Posted / Auto Merge - - - - -

Then all we can do is pray for a re-balance of the required amounts and/or spawn rates of those commodities that cannot be purchased.

Pray you fools, pray like you've never prayed before ...

Nah, done praying. I'll just stop playing.
 
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Isn't it only level 3 blueprints that require mission only commodities? The rest are easy to get.

I don't hoard my commodities, if I don't have an immediate need I sell/jettison.

Lack of commodity storage is having a negligible effect on my game play. I don't get the uproar.

I'd like module storage but it is easy enough to keep a spreadsheet and store them in ships (except for large modules). Maybe I shouldn't have to do this but I'm happy to if it means I get other features that I care more about than storage.

This. I don't get why people hoard the commodoties either.
 
You missed number 3.

While carrying engineer commodities you become a magnet for every NPC pirate in the game who magically knows you are carrying 4 tons of whatever.

We can only speculate that NPCs are also desperate to get their ships upgraded and have resorted to attacking innocent players in order to get those commodities. My guess is, they don't know we have engineer materials, but they are so desparate to get them, they attack players and pray to the RNG that we will be carrying what they need.

Too bad the NPCs are just annoying suicidal scrubs. (The most dangerous thing about them is the damage taken from dropping out of supercruise when the submitting mechanic goes awry.)

Kill them or ignore them as you see fit.

Oh, and get the commodities needed for the upgrade last before you go and get the upgrade. [up]
 
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And here I was thinking Frontier made a sane design decision. Removing commodities from Engineer blueprints would have made half of the Station Storage problem moot, and it would have fixed a few of the most annoying things about Engineers. I was looking forward to flying my Vulture again. I guess I shouldn't be surprised that you weren't actually doing the right thing, and were instead just failing to communicate with your customer base yet again.
 
You can ignore engineers for now and still have fun in the game.
Eventually FD will come up with a solution I believe.

The solution is to remove the commodities from blueprints - it's staring them in the face. And while we're at it:

Commodities storage is not going to solve the problem.

if you're flying a combat ship with no cargo hold how are you going to acquire the commodities to store them in the first place? At best it might help with the pointless interdictions (so you're an elite anaconda who's travelled across the galaxy to get his hands on the 4 tons of Articulation Motors in my hold? Ok, I guess...), but this will be replaced by the added headache of keeping track of all your commodities caches across the bubble.

FDev, remove commodities from blueprints, please!
You tried it, it was a bad idea - just admit it. If you want to make rare commodities meaningful for engineers, you can easily do it through the mission system: "collect x tons of this rare commodity and you'll get these rare materials".
 
Have Frontier confirmed STORAGE is even happening?

I keep hearing different things.

Frontier, please let us know IF Storage (not WHEN) is happening...
Sandro mentioned in a live stream right before the Engineers release, they decided to add upgrades first rather than, in that case useless, storage space.
 
The solution is to remove the commodities from blueprints - it's staring them in the face. And while we're at it:

Commodities storage is not going to solve the problem.

if you're flying a combat ship with no cargo hold how are you going to acquire the commodities to store them in the first place? At best it might help with the pointless interdictions (so you're an elite anaconda who's travelled across the galaxy to get his hands on the 4 tons of Articulation Motors in my hold? Ok, I guess...), but this will be replaced by the added headache of keeping track of all your commodities caches across the bubble.

FDev, remove commodities from blueprints, please!
You tried it, it was a bad idea - just admit it. If you want to make rare commodities meaningful for engineers, you can easily do it through the mission system: "collect x tons of this rare commodity and you'll get these rare materials".

With proper storage you could temporarely unequip another module, store it at a station, equip a cargo module and re-equip your swapped module after you got your upgrade. That would totally solve the problem.
In a perfect world we could get rid of the artificial material storage aswell. Just make materials "normal" items that take up storage in a station and your cargo.
 
We need commodity (and module) storage!
Not only Storage... we need to be able to transport unmounted Modules, or you have to leave your modules at the stations where you bought other modules.
Otherwise it will be a hassle leaving the beam turret at the homebase to go out to buy and fit the mining laser. While this could work more or less, what if you want to respec vital modules.
I hope they think this through this time and not simply giving us storage space for modules. The modules have to be converted into cargo in some way (disassembled f.e.) like in EVE Online.
 
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You can ignore engineers for now and still have fun in the game.
Eventually FD will come up with a solution I believe.

Sure. You also can ignore the existence of cars in real life and still move around on the world. Ignoring engineers is a good way to make your ship as inefficient against NPCs or other players as possible. Also, after all the hype around the launch of Engineers, people want to mod their ships, preferably in a fun way. Not hold their breath until something snaps.
 
Not only Storage... we need to be able to transport unmounted Modules, or you have to leave your modules at the stations where you bought other modules.
Otherwise it will be a hassle leaving the beam turret at the homebase to go out to buy and fit the mining laser. While this could work more or less, what if you want to respec vital modules.
I hope they think this through this time and not simply giving us storage space for modules. The modules have to be converted into cargo in some way (disassembled f.e.) like in EVE Online.

Oh no! You mentioned that evil game from hell. ED may not include anything form that game. Ever.

Couldn't agree more though.
 
- Some commodities are acquired from activities your main ship can not perform (Mining, Missions) unless changing fitting or having another dedicated ship


Haha...yes, I forgot about this. There are two ways to get almost any commodity in the game, except praseodymium (and a couple of others). Why? Well, you can get it from mining, or missions...however, the only missions with it as a reward ARE BLOODY MINING MISSIONS.

See, none of the issues raised in this thread are actually game-breakers on their own. However, when you put it all together (along with the thermal weapons debacle), it's really hard to draw any conclusion other than that there was no QA on the system design itself. It simply wasn't thought through enough before being handed over to the development team...and I honestly can't believe that any programmer worth their salt wouldn't spot the glaring inconsistencies and no-win implications of all this, but it seems to have been implemented exactly as-is anyway.

That leads me to one conclusion - there's very little in terms of a feedback loop in the development process. This could be because of time constraints, or it could be down to a sheer bullish attitude "We're releasing this regardless". Either would be consistent with what we saw in the beta (where these things could've been identified, had there been enough time to test the gameplay itself before the fish phase).

I'm not saying this to rag on FD - it's meant to be constructive. Please change the development process to include more feedback loops, because as things are almost every major feature release has resulted in significant breakage which makes the new features extremely unsatisfying to play.

Yes, there are a lot of whiners on here who'll complain no matter what, but really...you've got some great talent and capabilities in this forum (and in the player base at large), so please use them if you don't have the internal capacity to do so. Proper design feedback, proper testing phases...these aren't things which can be ignored, particularly for a project of this scope and scale.
 
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