As has recently been ventilated on reddit by some very knowledgeable players, this is a truly horrible system.
For approximately 1 in 500 of the game's rarest treasure chests to contain an ultra-rare item that is substantially better than the other 499 items across those rarest treasure chests is, well, wow.
It's only a problem if you're the 'kind of person' who can't get to sleep knowing that someone got a 2% better roll on their drive than you ever managed.
To be so dismissive of the situation you clearly don't actually have an understanding of what's going on, or its impacts. (...)
As it happens "2% better" is a ludicrous notion. Read up on what's been discussed. It's a little more than that.
I am actually fully aware of the kind of differences we're talking about. The fact that I don't go chasing full God ships myself doesn't mean that I'm not aware of what's possible.
Within the specific context of my comment though, the 2% was actually about the differences that people who are motivated to try to get a god roll to begin with might get
@Red Anders, I think the clarification in your second post is helpful because I was seriously wondering how I'd failed to convey, in my post to which you were responding, that we are talking about a lot more than 2% advantages.
Nevertheless let me repeat:
I've lost track of the number of times I've seen guys on here treating a Coriolis 'best' preset of +30% on dirty drives - being the blueprint max - as if it actually is the max.
Now more are aware that the known best rolls are +42.9%, some with a very good mass secondary to boot.
Another example is a charge enhanced Power Distributor with over +50% on all three, Sys, Eng and Weps. I am aware of this being achieved.
And then we have the Bi-Weave with +10% on active regen AND +10% on passive regen AND god roll resists AND god roll strength.
Put those three items on a FdL or Courier - truly god rolled drives, distro and bi-weave - and you have a dog-fighting machine that is going to roll over anyone with comparable skill, again and again and again. It's a perfect storm of 1/500 chances. And I could, incidentally, go on, citing some of the weapon mods also.
We are talking about extremely rare advantages - yet, which once gained, are permanent - that only a few will ever see without the most horrendous grind, incredible luck or pure exploiting, which are individually capable of massively slanting the outcome of a 20 minute 1v1 in favour of the god roller, and if two or three are present, are likely to be cumulatively overwhelming.
As an
outcome that is, from the perspective of a multiplayer game, poor.
As to the
process of acquisition, real example: I know of a guy who has done over a
thousand g5 dirty drives rolls and has yet to see better than +35%.
I'm actually going to repeat that:
I know of a guy who has done over a thousand g5 dirty drives rolls and has yet to see better than +35%.
Unlucky? Yes. Award winning gameplay? No.
That is pretty much the system trolling the player at that point. Neither the outcomes produced by this extreme chance of a 'spike' roll nor the manner of its (attempted) acquisition deserve to be preserved.
If engineers cost 10x more but the effect was always the same, it wouldn't be so bad. I'd even save some mats that way. Hell, I'd support 20x more if RNG was eliminated entirely.
Now this, I could get behind. I'd even be happy for some added Grades, e.g. at Grade 7 you get the equivalent of what is currently a g5 god roll, such as +42% drives on a published maximum of +30%. With a commensurate increase in cost, of course.
That would solve the problem of the guy who made more than a thousand rolls, right there, and would solve the problem of the unpredictable and unbalanced spikes built into the present system.
It would be yet more grind, of course, but a year on and I think we're all starting to feel that predictable, fair, grind is the least of our worries.