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...

Ok.
So, until there's an item storage (which i suspect that won't ever happen) i'll keep ignoring engineers, loot and item-rewarding mission then.
Looks like FD likes to implement features that are just an annoyance to use, or even a straight gameplay-limiting factor.
 
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This. I don't get why people hoard the commodoties either.

See this scenario:

I had 4 T of nanobreakers. I needed them for a grade 3 distributor upgrade... a mod I was very much looking forward to getting. Unfortunately, I didn't have all the materials yet. I only have 18 T of cargo capacity, so carrying the nanobreakers seriously inhibited which missions I could take. Therefore, I sold the nanobreakers. Over the next day, by doing missions, I happened to acquire remainder the other items I needed for the grade 3 distributor upgrade. Except I no longer had nanobreakers.

I spent something like 20 more hours over the next week doing missions before I was finally offered nanobreakers again as a mission reward. And no, I wasn't looking in the wrong places, because I ended up getting them in one of the very same systems I'd been looking in all along.

Do you have any idea how incredibly frustrating that is?

This is why the lack of storage really sucks for those of us who fly small ships.

Not to mention anyone who has a small combat ship that has no room at all for a cargo rack! Or who simply doesn't want to carry cargo in their combat ship because it inhibits maneuverability (severely, in the smaller combat ships).
 
It may be for those who, for the sake of roleplay - and they are many in Elite - restrain themselves to own & use only one ship at a time throughout their career, selling it when they want to change for something else. If you're done with trading in your Type-6 and feel like doing some combat in a Diamondback Scout, well - wave goodbye and farewell to all kind of modding... Locking out people from major content is definitely not the way to go. Removing commodities altogether or turning them into Materials would be the easiest way to go to make (almost) everyone happy - except those who love making their lives complicated in the name of masochism.


This.

NO COMMODITY REQUIRMENT AND MODULE STORAGE.

Thats all we need to enjoy Engineers. Easy.
But I am alright to not use engineer mods. Its ok. I dont need to have everything.

It would have been nice if the announcement would have been more clear. So no one would have had false hopes.
 
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I thought having to need commodities for the engineers upgrades was making perfectly fine sense.. after all, these are 'parts' they need for the built / mod.

The only thing we needed was a commodity storage option for the engineers so that you could upgrade your Vulture [for example] without having to make room for a cargo rack every time you visit the engineer.

[content removed, and now i also feel stupid for not being aware of commodities still being a thing]

my 2cents
 
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We're aware of the issue and are looking at how, and the best method to proceed on it.

Thanks for this reply Brett, it's really appreciated! :)

So, basically you are saying it's something that will happen - or is it still an unknown at the moment? (I'm not asking about the how of it, just the possibility of it)
 

Brett C

Frontier
Thanks for this reply Brett, it's really appreciated! :)

So, basically you are saying it's something that will happen - or is it still an unknown at the moment? (I'm not asking about the how of it, just the possibility of it)

More or less an unknown right at the moment. I've been sifting through the feedback and discussions that have been ongoing, there's quite a bit of discussion to both sides on the matter.
 
How about making it so that when you have the blueprint, you don't have to go back to the engineer. That is the point of blueprint, any mechanic can use it with the right materials. Engineers develop things, not install them, that's a job for technician. How many people in the galaxy can these 15 people service anyway?

How about that you don't have to scavenge or cannibalize ships to acquire materials like some kind of savage but can buy them if you got the cash like civilized people instead? I mean some components can be only taken from particular ships which you can buy, but you are not allowed to buy the components themselves? What exactly is the problem with buying a chemical, alloy or mechanical component that is regularly used and can often be bought in another form anyway?

How about some logic? One of the reasons I bought the game was high level of realism, I could do with diablo style randomization if developers see a gameplay value in it, but the inability to use markets to get what you need in 34th century mostly capitalistic galaxy is pure arcade and brings nothing but discomfort and boredom you simply have to endure, not enjoy.
 
More or less an unknown right at the moment. I've been sifting through the feedback and discussions that have been ongoing, there's quite a bit of discussion to both sides on the matter.

If I may say, I know one of the major concerns about commodity storage is that you (meaning FD, but with a lot of players in agreement) don't want people storing up massive of commodities to manipulate the market.

However, the amount of storage that is needed for Engineers purposes is quite small. 64T would be more than enough to greatly reduce the level of frustration involved with commodities needed for upgrades. Even 32T would be a great improvement over nothing.

Those amounts simply aren't enough for market manipulation to happen, even on rare goods.

We're not asking for huge stockpiles. Just a small cache of a few things that we know we will need later.
 
More or less an unknown right at the moment. I've been sifting through the feedback and discussions that have been ongoing, there's quite a bit of discussion to both sides on the matter.

Ok cheers. :)

One bit of feedback I've seen only mentioned a few times, but just want to put it here as it isn't talked about very often - is the ability to leave commodities (and maybe modules) with an Engineer. So not really storage as such, but rather a "pre-payment" for something you might want to craft / upgrade later...

Just another suggestion among many...
 
Ok cheers. :)

One bit of feedback I've seen only mentioned a few times, but just want to put it here as it isn't talked about very often - is the ability to leave commodities (and maybe modules) with an Engineer. So not really storage as such, but rather a "pre-payment" for something you might want to craft / upgrade later...

Just another suggestion among many...

I endorse this idea! This would be great.

Generally I know what mod (and therefore what engineer) I want a commodity for. I wouldn't even mind hauling the stuff to the engineer to drop it off (it wouldn't be ideal, but it would be better than what we have now!).

As it stands, if I get commodity rewards from a mission right now, unless I already have everything else I need for that upgrade, I sell the commodity immediately. Usually at far below galactic average. That makes the commodities kinda lousy mission rewards, doesn't it?
 
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More or less an unknown right at the moment. I've been sifting through the feedback and discussions that have been ongoing, there's quite a bit of discussion to both sides on the matter.

In case of a yes to commodity storage, please take in consideration the possibility of selling ingame stuff for real money also (on 3rd party websites like d2jsp for ex, i did it myself) & be very careful of how you implement it. Blizzard closed it's D3 auction house and made the ingame stuff account bound because of it.
I dont want this to be the downfall of ED, like it was for many other games.
 
If I may say, I know one of the major concerns about commodity storage is that you (meaning FD, but with a lot of players in agreement) don't want people storing up massive of commodities to manipulate the market.

However, the amount of storage that is needed for Engineers purposes is quite small. 64T would be more than enough to greatly reduce the level of frustration involved with commodities needed for upgrades. Even 32T would be a great improvement over nothing.

Those amounts simply aren't enough for market manipulation to happen, even on rare goods.

We're not asking for huge stockpiles. Just a small cache of a few things that we know we will need later.

I 100% agree with this since Engineers came out I've only been able to fly my corvette or my asp as I have that many rare Engineer commodities that it would be daft for me to sell them but that means I can't upgrade my FAS or my I Eagle (which are both sat with zero inventory space in dry dock)
I was ok with how material hunting was before today's update, the lack of storage is for me a bigger issue.
 
If I may say, I know one of the major concerns about commodity storage is that you (meaning FD, but with a lot of players in agreement) don't want people storing up massive of commodities to manipulate the market.

However, the amount of storage that is needed for Engineers purposes is quite small. 64T would be more than enough to greatly reduce the level of frustration involved with commodities needed for upgrades. Even 32T would be a great improvement over nothing.

Those amounts simply aren't enough for market manipulation to happen, even on rare goods.

We're not asking for huge stockpiles. Just a small cache of a few things that we know we will need later.

I agree with the sentiment that the amount of storage needed is small. It could be as low as four tons even! Anything that is a multiple of four tons! Make our CMDR's pay for it even. The in-thing for some is to think of income in terms of credits / ton / hr. Charge a credit fee / ton / hr to store.

Suggestion:

- Size of commodity storage: 4 tons +.
- A small amount maximum.
- Multiples of 4 tons.
- Charge Credits / ton / hour of storage.
- 30 days maximum (to account for players going on holidays / inactive etc.)
- After 30 days storage becomes locked (no fee per hour charged), but now requiring a large release fee.
 
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If I may say, I know one of the major concerns about commodity storage is that you (meaning FD, but with a lot of players in agreement) don't want people storing up massive of commodities to manipulate the market.

Why is this bad idea? Isn't it giving more ways/things/options to players. Market manipulation sounds really fun game mechanic for traders. The trading is just buy here and sell there. The ability to store 10 000 tons of something and sell it when price is for some reason is really good is what every game with trading and changing market prices should have. It would be easy way to add ton of depth to trading that the trading needs. This would add more ways for players to interact with the game world.

Only problem i can see is with some types of trading CGs, but that can easily be avoided if they just spend hour or two more to think and design the CG than they currently do.
 
We're aware of the issue and are looking at how, and the best method to proceed on it.

The best way would be to provide us with storage :), are we looking at weeks or months until storage arrives? Considering that 2.1 was delayed, its a little surprising we don't have it yet.

I actually like the idea of commodities being required for the higher level blueprints, but I can see how that would be annoying for players who only have access to small ships. If there are concerns regarding market manipulation then just decrease the quantity of storage. Worries over, job storage, everyone happy.

With the adjusted loot rates and other changes released today, I actually think removing commodities would be going too far, But that's just me.
 
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...

Well, there goes any motivation to log in again...

Frontier, without commodity storage at stations, engineers is simply broken and unenjoyable.
 
Other than a commodity storage solution, the only other solution I can think of is to move towards a 'Donate' system. We unlock some engineers by donating commodities; could we not donate towards engineering crafting?

Hmm, but that would probable mean even more data being stored, and repeat visits to distant engineers...
 
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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...

So who in FD is the Sociology PhD condidate studying Frustration and using the player base as its lab? Just curious.
 
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