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...

that's really sad to hear. i was very excited for this to be removed, because right now i have a lot of commodities that i wanted to use for some fer-de-lance engineering, but i can't, because, naturally, my FDL has zero cargo space. now that i have farmed a lot of stuff, i can't even log into the FDL to equip it with a small cargo slot, since i am not allowed to switch my ship while i have cargo in my other ship.

only possibility seems to sell everything, equip the FDL with a cargo slot, and farm everything again, which i'm really NOT looking forward to. please tell me we can at least store our cargo somewhere in a station and pick it up again later.
 
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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...


Glad to hear this. Without physical commodities there is very little gameplay to the acquisition of high end modules. The way it stands right now the player has to use some problem solving skills and approach the process creatively. This is a good thing IMO; I've really enjoyed how this mechanic worked.

Also, not a big fan of the concept of storage for similar reasons. IMO you guys could tweak spawn rates for some of the harder to find rare items, making the hunt for them less daunting for some players. But right now it's a challenge to obtain a fully kitted ship; please don't make it too easy.

*jasonbarron prepares to get pelted by rocks, tomatoes and rotten eggs*
 
I got the same impression, FD removed the commodities.

Long Range
5 ArsenicChemical ManipulatorsDatamined Wake


This is from a news letter. No commodities here, nor anywhere else in blueprints_requirements.xls
 
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.

But why force players to equip and unequip modules temporarily just so they can transfer stuff into storage, when removing the commodities requirement altogether would instantly solve the problem?
 
I liked it how it was.

Frankly, the dumbing down of engineers and this outrage over lack of storage I find kind of sad. If anything I think engineering mods should be made harder.

What's the point of engineers if everyone has a fully modded corvette? Why not just sell the modules with those attributes?
 
But why force players to equip and unequip modules temporarily just so they can transfer stuff into storage, when removing the commodities requirement altogether would instantly solve the problem?

Because that would introduce a bit of inventory management - something you actually can call "gameplay mechanic".
 
I liked it how it was.

Frankly, the dumbing down of engineers and this outrage over lack of storage I find kind of sad. If anything I think engineering mods should be made harder.

What's the point of engineers if everyone has a fully modded corvette? Why not just sell the modules with those attributes?

ssst, thats what we'll whine about after 2.1.05. :)

"MONEY SHOULD BE EASIER TO GET"
*patch later*
"I HAVE NOTHING TO SPEND MY MONEY ON!"
 
Glad to hear this. Without physical commodities there is very little gameplay to the acquisition of high end modules. The way it stands right now the player has to use some problem solving skills and approach the process creatively.

Unless I've missed something, commodities are obtained either by buying them in the markets, getting them through a mission or mining for them. As far as I can see, the only extra gameplay element is mining, and there's no reason why you can't induce that gameplay through either having more mining missions or materials which can only obtained through mining.
 
Because that would introduce a bit of inventory management - something you actually can call "gameplay mechanic".

Inventory management for the purpose of doing a specific mission or activity is one thing, having to do it for the purpose of loading and unloading a couple of tonnes of cargo is quite another.
 
That might be because they do not spend that much time on forums and/or their pc.

...or they silently quit already and don't care anymore.

Do you have any proof to your assertion that they quit? Or are you just making things up based upon your dislike for the game design/Xbox players?

I'm currently in a wing with approximately 400 Xbox players.
 
Actually someone said something about casual players and therein lies the core of the issue...

Some have all the time in the world to play, and plan, and organize. Some only get a few moment a weeks to play. Those with limited game time are going to want to have access to Engineer devices without spending a whole real time year of playing trying to find them. I fall someplace between these myself, I first noticed the issue when I was collecting parts for my explorer as a T6 and got attacked more often and then died within sight of my Engineer losing all the parts I had gathered. This takes the game policy of "Play as you want" because I certainly DON'T feel the FDev are taking plays gaming needs into their minds, just the concepts.

Long term players want to stock up, short term players can't get. The mechanism for player sharing just doesn't exist (which is kind of pointless in a multi-player theme). This looks like A) And excellent reason for a market with fixed value exchange, or B) Limited storage that keeps hoarding limited by design, AND C) FDev could even make money on BOTH ideas by selling Storage or Player Marketing Computer as a station option in the game store.
 
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.
Imagine a world full of "git gud" players. They will all have the updates. Are the updates pointless?

I mean: Is the entire point og Engineer upgrades, to you, that other people don't have them? Why do you care? You worry about yourself!

Also: as pointed out, many of these were purchasable. It wasn't "hard" nor "rare" just "a pain".

Of course I want a challenge to get things. I'm not in the "this game isn't about advancement: you need to make your own story" crowd (those people should want engineer updates to be free: why have the game try to force a story on you?); I'm in the "give me challenges and goals"; but that doesn't mean every barrier is a good one.
 
Some have all the time in the world to play, and plan, and organize. Some only get a few moment a weeks to play. Those with limited game time are going to want to have access to Engineer devices without spending a whole real time year of playing trying to find them. I
Which brings you to MMOs and cool-down times.

Without that: everything can be measured in play hours. Some people will have thousands of play hours. Some "casual" people will have merely hundreds.
 
I liked it how it was.

Frankly, the dumbing down of engineers and this outrage over lack of storage I find kind of sad. If anything I think engineering mods should be made harder.

What's the point of engineers if everyone has a fully modded corvette? Why not just sell the modules with those attributes?

Stop that , you're misrepresenting the complaints people have in this thread. The lack of storage doesn't make things harder, it makes things tedious. There's a world of difference between challenge and tedium.
Being willing to deal with clusmy mechanics in a video game you're supposed to enjoy isn't skill or intelligence, so please drop the 'whole dumbing down' attitude.
 
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