Between Timmy falling down the Infinite material Well and the Crack Train pulling into station (Choo Choo) I feel it is time for Fdev to wake up.

The first half of that sentence directly contradicts the rest of the sentence.

No it doesn't. A perfect roll for a particular task can take several hundred tries per component. A ship is dozens of modules and if I took only the top ~1% of what was possible that would be several thousand rolls per ship.
 
No it doesn't. A perfect roll for a particular task can take several hundred tries per component. A ship is dozens of modules and if I took only the top ~1% of what was possible that would be several thousand rolls per ship.

The point is that making 300-500 rolls per ship for a few engineering mods *is* obsessing over perfection. And then, people complain about how long it takes to collect the required materials!

I also mode my ships, and I rarely make more than 5 rolls at Grade 5 for each of my mods. That means a total of around 30-40 rolls per ship.

I don't spend more rolls because the amount of time collecting materials would be crazy, and each roll offers increasingly diminishing returns on improvement.

How much an improvement does 500 rolls give over 30, really?

Seriously - if people call this a grind, it's only because they are making it a grind.
 
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ITT I learned about an exploit I can use to farm cracked industrial firmwares.

Excuse me folks whilst I go and make myself a sandwich (lol)

A sandwich filled with crack that is [big grin]
 
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No idea what you guys are talking about...

Aah, the above post explained. Time for bed methinks
 
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How much an improvement does 500 rolls give over 30, really?

Depends on how fortunate you are, but often quite a bit.

The Corvette I have in beta has G5 dirty drives (that I spent ~400 tons of fish on) which make the ship 10% faster/more agile, while using almost 2MW less power, that also have 20% more integrity, than the G5 dirty drives I have in storage for my Corvette in live (which I rolled about 25 times).

In this case, it's the difference between having a really good component (beta) and one that I'm probably just going to sell for storage space because they are too fragile to use in PvP, too power hungry to use with the weapons loadout I prefer, and don't make the ship fast enough to outpace a frag conda (live).
 
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By "wake up" I do not mean wake up and just smack the gopher holes with the nerf hammer and go back to bed. There is something wrong at a deeper level here. Data drops worth having are far too uncommon naturally and if you want CIF (which you most certainly do) you are going to have to go out of your way to get it. And basically every weapon mod worth having uses CIF. In some cases at grade 3 4 and 5 for multiple effects! And yet it is still uber rare through natural non grind gameplay. Before the Crack train became public transportation it seemed the only way to grab some was stacking data missions. Another exploit. Gee wow anyone seeing a pattern here? I don't like it. I don't imagine anyone else does too much either. There is too much gaming the system going on rather than playing the game. And you can hardly fault the players for wanting maximum gains for their time spent when the alternate option is so abysmally minimal in returns.
I do think the solution is rather straight forward. Increase basic returns across the board. make it so that all but the highest credit giving missions always give out an additional something something. And for Data instead of 1 copy make it 3. As well start to phase out the now useless engineer commodities with more data rewards. I'm not going to pretend to have all the answers to this problem and since it's not my job it wouldn't matter if I did. But I can say for sure that if this barren data desert wasn't so barren and desert like than the cheaters oasis wouldn't be so tempting.

I'm thinking if they published their personal cell phone numbers to the community, it would go so much better, for us. ;)

Personally, out of respect I would never call after 2am....
 
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Depends on how fortunate you are, but often quite a bit.

The Corvette I have in beta has G5 dirty drives (that I spent ~400 tons of fish on) which make the ship 10% faster/more agile, while using almost 2MW less power, that also have 20% more integrity, than the G5 dirty drives I have in storage for my Corvette in live (which I rolled about 25 times).

In this case, it's the difference between having a really good component (beta) and one that I'm probably just going to sell for storage space because they are too fragile to use in PvP, too power hungry to use with the weapons loadout I prefer, and don't make the ship fast enough to outpace a frag conda (live).

This is why I hate the RNGineer system so much. There shouldn't be that much variation within each grade. Just give fixed (or very limited variation) to each grade and double/quadruple the number of grades with exponential costs or something

That being said I don't know whether to admire or pity the dedication of the people that make 200+ rolls in the quest for a god roll DD5
 
Depends on how fortunate you are, but often quite a bit.

The Corvette I have in beta has G5 dirty drives (that I spent ~400 tons of fish on) which make the ship 10% faster/more agile, while using almost 2MW less power, that also have 20% more integrity, than the G5 dirty drives I have in storage for my Corvette in live (which I rolled about 25 times).

In this case, it's the difference between having a really good component (beta) and one that I'm probably just going to sell for storage space because they are too fragile to use in PvP, too power hungry to use with the weapons loadout I prefer, and don't make the ship fast enough to outpace a frag conda (live).

I think you're aiming too hard for perfection if I'm honest with you. Especially since you said previously that:

I'm willing to take less than perfect rolls

Clearly you're not.

- - - Updated - - -

This is why I hate the RNGineer system so much. There shouldn't be that much variation within each grade. Just give fixed (or very limited variation) to each grade and double/quadruple the number of grades with exponential costs or something

I'd be OK with a fixed slider system where the user chooses their most desired mod (whilst sacrificing performance in other areas). I think there's as much of a risk that certain mod sliders will *never* be used, but that's probably no different to what we have now. I would love to have greater control over the mods I value.

That being said I don't know whether to admire or pity the dedication of the people that make 200+ rolls in the quest for a god roll DD5

I admire them until they complain about the grind. Then I pity them for not being able to see the wood for the trees.
 

Rafe Zetter

Banned
I think it's the reason they'll not see the light of day - anytime Soon™.

Can't have a situation where the playerbase designs half the game now can we? After all look what happened to the DDF (design discussion forum) and all those that paid hard cash money to be a part of designing the game, and got diddly for it in return, and by diddly I mean almost none of the often extremely good gameplay / content ideas implemented.

then again - there's a reason why CCP have a player led council advising them on matters regarding gameplay and content, because despite what many game developers / designers think, more than a few players have been around a while and know what they are talking about.
 
This data type is rare for a reason - it's supposed to be hard to acquire, and forces you to prioritise your mods accordingly.

I'd agree with this but it's not rare. CIF is a grade 3 (common) material. So is Classified Scan Databanks, I get roughly 50 times more CSD than CIF. It's a question I've been meaning to add to the list for the next live stream. Is mat drop broken? It's clearly not representative of what the game rules are saying. Also what happened to elements given for missions? Why are EFC and Biotech Cs common as dirt when they are a grade 5 (very rare) mat?

The point is that making 300-500 rolls per ship for a few engineering mods *is* obsessing over perfection. And then, people complain about how long it takes to collect the required materials!

I do get a sense of "But Mooooom! Harry Potter has a G5 DD with 142% optimal multiplier and an iCourier that goes 800m/s!" with some of these posts. :p
 
I'd agree with this but it's not rare. CIF is a grade 3 (common) material. So is Classified Scan Databanks, I get roughly 50 times more CSD than CIF. It's a question I've been meaning to add to the list for the next live stream. Is mat drop broken? It's clearly not representative of what the game rules are saying.

That's a far more relevant point I think. Given CIF's presence in many G5 mods, it's very possible it's been mislabelled as a common data type, and should perhaps be relabelled as rare (or at least a Grade 4 data type).

Also what happened to elements given for missions? Why are EFC and Biotech Cs common as dirt when they are a grade 5 (very rare) mat?

I think the reason for the high drop rate of these grade 5 mats as mission rewards is a direct result of them being only available as mission rewards - there's no other way to get them other than to successfully complete the mission.
 
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Clearly you're not.

Clearly you have loose standards of 'perfection'!

I'd agree with this but it's not rare. CIF is a grade 3 (common) material. So is Classified Scan Databanks, I get roughly 50 times more CSD than CIF.

MEF is two grades higher the CIF and is supposed to come from similar sources.

I have found maybe 60 CIF my entire time playing (I won't exploit to get it), two thirds from missions.

I have thrown away almost 300 MEF and rolled hundreds of G5 overcharged weapons.

I do get a sense of "But Mooooom! Harry Potter has a G5 DD with 142% optimal multiplier and an iCourier that goes 800m/s!" with some of these posts. :p

Everyone and their grandmother has an iCourier that goes 800+m/s. It's the 540m/s FDLs that are special.
 
I'm not sure what else they could have expected.

I'm willing to take less than perfect rolls and it still takes 300-500 grade five rolls per ship to get most of them where I want them...and then another 50-100 when patches shift things around or I decide I need to change something.

Bit late back to this:

I have this: https://forums.frontier.co.uk/showthread.php?p=5137343&viewfull=1#post5137343

Took ~30-40 rolls. My most rolled item as FSD is important to Fuel Rats and general as an Explorer.
I also have an 780m/s Imperial Courier. Sure it doesn't break 800 even empty but that's fine. It's grand. I'm happy. Took under 15 rolls. My Vette is in the 40% odd improvement and I have no plans to re-roll it again.

Maybe i'm insanely lucky but at the moment I operate on 15x what I want and I'll apply up the best ones as I go. If I get something thats within the top ~5% of the main stat I'll stop rolling and save the materials.
I have to sort of agree with Nanite here, if it's taking you 300-500 rolls you are either seeing black cats, breaking mirrors or walking under ladders... or wanting perfection or as close to it as possible.

For PvP at that level I'd agree you need the 142% perfect god-roll. For anything that isn't the highest experience level PvP a good roll at anything above say 135% will do the job as pilot skill is going to be more of a factor after that (from personal experience of having 142% in beta and ~137%, I died either way in about the same time :p)
If you are at that level of PvP well, just gotta take the hit, as I said it's possible to get a good 15 in 2-3 hours easily no exploits, no cheats, no mode-switching, no anything odd. Probably averages at 9 per hour if you are very experienced at base running, know the layout and can run the turrets instead of slowly taking one out after another. I actually saw an awesome vid of a guy tactically inserting his SRV into a base and scanning all 4 data pylons before dying to respawn ship-side and get to the next base, was incredibly quick and efficient. Made some fairly epic jumps too to get around laser gates. Best bit about bases is the ~weekly reset and the fact that it's a guaranteed hit with probably about 20-30 known bases giving CIF and/or trial and error to find your own ones to add to the list. I'd bet with a bit of online trawling you could get the list to at least 50 CIF bases if not more.



I do want to just say my point in this whole thing originally was: people wanting perfect (or damn near) RNG rolls and doing hundreds/thousands of attempts to get them is not a valid reason to make the whole thing tons easier. I agreed some balancing is probably in order but just not to the extent everyone seems to take things here. The forums seem to be on/off in nature, either they want things incredibly difficult or really easy, no middleground anymore :(
But my point has now turned into how many rolls people do :p
 
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I'd like an optional reward system for factions you're allied with.

Basically​, you get to pick from;
PURE Cash reward, minimal/no rep gain
Normal cash + rep(default)
Less Cash plus materials + rep
More materials + less cash + rep
Nothing + lots of rep.

Drop or greatly reduce cargo rewards entirely, and make those rare non buyable cargo spawn quite frequently from traders to pirate or crash sites/wreckages to savage.

Makes sense? Yay or nay?
:)

CMDR Cosmic Spacehead

Mostly Yay - assuming influence cannot be modified.

Simon
 
Clearly you have loose standards of 'perfection'!

And 300-500 rolls per ship shows you have impossibly high standards for someone who is willing to accept "less than perfect rolls".

MEF is two grades higher the CIF and is supposed to come from similar sources.

I have found maybe 60 CIF my entire time playing (I won't exploit to get it), two thirds from missions.

I have thrown away almost 300 MEF and rolled hundreds of G5 overcharged weapons.

I have an anecdote too. I spent a few hours scanning medium security settlements on the weekend. I got 45 CIF and 36 MEF.

I agree that CIF is dropping more at a Grade 5 rate than something that is labelled Grade 3 - as I mentioned earlier in the thread, its presence in Grade 5 mods suggests it's been mislabelled in-game.

Everyone and their grandmother has an iCourier that goes 800+m/s. It's the 540m/s FDLs that are special.

Yea. But most of us content with "less than perfect rolls", and aren't willing to grind for hundreds of hours to get that extra couple of percent. Most people are content with just 530m/s FDLs.
 
I'd like an optional reward system for factions you're allied with.

Basically​, you get to pick from;
PURE Cash reward, minimal/no rep gain
Normal cash + rep(default)
Less Cash plus materials + rep
More materials + less cash + rep
Nothing + lots of rep.

Drop or greatly reduce cargo rewards entirely, and make those rare non buyable cargo spawn quite frequently from traders to pirate or crash sites/wreckages to savage.

Makes sense? Yay or nay?
:)

CMDR Cosmic Spacehead

Great. Problem solved. FDev, would you please let one of your trainees implement this real quick and squeeze it into 2.3? Shouldn't be a biggie.
 
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