It's not though.
but that's the iterative process of IRL engineering when trying to extract ten tenths of the performance of something while also reducing any resultant deficit in another area/s, you could think of rolls of the RNG dice as just iterations as not to your liking, and as Edison said of the lightbulb filament,
I just feel like I am going in circles with all of these discussions. Last time, someone pointed out that RNG rolling is hardly like IRL engineering, and pro RNG fellows came and told us that "It's a game, it isn't meant to be like real engineering".
Now another fellow has suggested that RNG has merit, because it is comparable to real engineering.
I do not know where to turn, I do not know who to call.
I've engineered pretty much everything on all 31 ships, most of which required one or two rolls to be very near to the best I could realistically hope for.
The worst I had was three G5DDs, but that was because my first roll was so good I was chasing it.
Now, no I don't want a medal. But if you go chasing perfection you should require a bajillion rolls. If you merely want a bigger jump range, or a thermally efficient laser that has a small boost to damage, it shouldn't take more than two or three. There is no way I was lucky 300 times in a row.
Sorry for the grotesque pain, feel the same.
@Idahosurge : If they have not yet, it's because we have not explained well enough why they should, and/or given valuable enough alternatives.
Random results guys are not engineers, they are weekend handymen.
If the problem is to make the better results statistically long (grindy) to get, why not put a cost curve ?
1 mat (CIF or else) to spend to get base/average result, +1 +3 +6 +10 +15 +21 +28 +36 +45 +55... to get increasingly better results (artithmetic suit) or +1 +2 +4 +8 +16 +32 +64 (geometric) to get the top-notch ones.
If some guys are mad enough to spend 1024 mats to get one ultimate %, over the already nuts one who spent 512 for the next best %... so be it.
Then we'd have some results points we can shift distribution amongst the various parameters of the module modification (and get more by negative results or so on).
This way, the guy at FD who is afraid of us getting bored without grind would be pleased, and the players too. People with a life could still get a life without being RIP in open, and people willing and able to invest a lot could get a marginal reward.
If this solution is not enough for the conception requirements, submitting those requirements would allow the people here to find another solution. We are a lot and ok to work on this for free !
If this is for financial reasons, bringing back players who stop playing to get new kits/colors/seasons/whatever or don't bring their friends because of the senseless grind is WAY more than enough. I have stopped playing thrice this year because of the grind, and not sure I'll stay long enough to buy the new paintjobs for my corvette, so I don't. I had more than a dozen utopian guys adn in-game friends telling that they were going away because of grind and boredom. I have offered the game to two people who don't play it anymore, who for one find it boring, and for the other won't consider bringing in his friends and whole guild just because of the RNG. Keeping those bad designs DO cost you money, FD managing people, and invisible costs touching customers almost always turn out to be the worst opportunity costs ever.
The only case that could be left, is that some guy with the power to decide has such an ego that he won't listen to reason, or some other little story like he thinks he knows better than his players, like Lorraine Williams did for TSR. Every one makes mistakes, we don't have choice. Hanging on those is a choice, and it has its price.
I'm not chasing God-Rolls on every module. I simply dont have the time for that. Im looking for some that are somewhere between better than average and God-Rolls. With the rolls that I specified, the best one hit mid 133%, with an Optimal Mass penalty that mooted that benefit.Out of curiosity, what is considered an "unacceptable" roll on G5DD thrusters? What is the dream roll/desired side-effects?
It's easy to avoid being frustrated by engineers. Just set realistic expectations for what rolls you are going to get based on how much effort you're willing to put in. Don't define an "acceptable" roll as one which on average takes hundreds of rolls to appear and then complain that you can't get it with twenty.
You're right about having your ship engineered the way you want being one of the most satisfying experiences in the game. As far as I'm concerned, the reason it's so satisfying is that it's one of the few things in the game which really demands effort and dedication. Same reason exploration feels meaningful.
Out of curiosity, what is considered an "unacceptable" roll on G5DD thrusters? What is the dream roll/desired side-effects?
It's easy to avoid being frustrated by engineers. Just set realistic expectations for what rolls you are going to get based on how much effort you're willing to put in. Don't define an "acceptable" roll as one which on average takes hundreds of rolls to appear and then complain that you can't get it with twenty.
You're right about having your ship engineered the way you want being one of the most satisfying experiences in the game. As far as I'm concerned, the reason it's so satisfying is that it's one of the few things in the game which really demands effort and dedication. Same reason exploration feels meaningful.
...
lots of things IRL have been found by mistake, chance and the iterative process of good old trail and error, be it yesterday, today, tomorrow or in hundreds of years time.
Yes, but it can then be reproduced... Starting a fire isn't an RNG role. Nor is making a wheel...
Once you figure out a process, you can reliably reproduce something. Sure, you get tolerances, but have you seen the "tolerances" in RNGneers? 50%-100%? Come on...
If they really must do RNG as is, the ranges need changing. EG
imagine "100%" is the best improvement possible for a mod.
L1 - 25-45%
L2 - 50-67%
L3 - 70-83%
L4 - 85-94%
L5 - 95-100%
Make L5 truly hard, but note there are gaps - meaning that no matter what, you get a reasonable improvement over a lower grade, even with a poor roll.
And at the top, it's up to you if that extra potential 5% is worth the effort.
Z...
but no two or more things made by man are the "same" and what you call "tolerances" can make a large difference in the potential e.g. one engine can reach with all its constituent parts and their interacting individual "sizes" within the tolerance limits of manufacturing vs. another "same" engine and its combination of parts and their sizes within tolerance limits of manufacturing, when we start talking about getting ten tenths of the potential out of it, if you have the right combination of "gaps" between things rather than the wrong combination of gaps even though BOTH will fall within the tolerance limits of manufacturing there can be huge potential extracted from one engine, while the other can seize, detonate or otherwise have drastically less potential, even though they are the "same" in layman terms.
We just need sliders, balance and sanity for all!
Say you want to buy a car. The dealer tells you that the engine in the model you want is supposed to have 100-140hp. He can't tell you before you buy how the assembly of your car is going to go and no matter what, you'll have to take what you get and when it will just have 100hp, you still won't get your money back. - But of course, you are always free to buy another car for the full price which then might have a more powerful engine - or not. Be serious with me, would you accept such an offer in real life? And how would you react if the car dealer started telling you of tolerances and how they all add up and how unpredictable results are unavoidable? And 100-140hp is not even as extreme as some of the engineer mods get.
The problem is, there is no base line for "good" what you consider to be worthwhile may not be to someone else. So we're arguing over the length of a piece of string.
Which in its self highlights the sillyness of the entire system. It shouldn't be totally random, "luck" shouldn't be the determining factor.
It needs a complete rework, not adjustment. The ENTIRE FAIL-SYSTEM!OK so prob threads already exist on this. IDC!
The Engineering RNG's need adjusting badly. Given the amount of time investment for collecting the mats for G5 Rolls, they especially need adjustment.
I find it pretty ridiculous that out of 2 full weekends (around 48+ full hours of game time) of gathering extremely rare mats for around 100 rolls on Rapid Mods for Pulse Lasers, I received ONE roll that was borderline acceptable. ONE!! That ONE wasnt even very impressive!! That doesnt even take into consideration the fact that I spent nearly 3 full hours on the surface of a planet with a Technetium droprate of 1.4% without a single drop!! (This nonsense also needs adjustment)
That was nearly a month ago. Moving On..
This past week's episode of Engineering for Failz, included about 10 hours of gathering mats to roll G5 Dirty Drives. Lo and Behold I needed 1 decent G5 Dirty roll on a 5A Thruster Package. Out of 30 rolls, not a single acceptable roll. NOT ONE!! Oh but that @55hole Palin was more than willing to be more than generous with the useless Integrity Secondary Effects. Fully 80% of the rolls were contaminated with this unwanted huge waste of time and materials. The Integrity Secondary Effect needs to be significantly trimmed in its frequency across all modules. If I was interested in Integrity, there is a "Strengthening" or "Shielded" Modification category that boasts specifically that. (Perhaps I should spend the time gathering mats for Integrity and will receive the Multiplier & DPS enhancements that I seek).
I am not demanding guarantees for God/Banger rolls here. But, is it honestly too much to ask that the RNG's that are dependent upon RNG's that are dependent upon RNG's to be adjusted to be more rewarding for the arduous time and effort that goes into trying to modify our ships' modules to our preferences? Not even the early iterations of the Monster Hunter series were this kind of restrictive on giving up the goods!!
I am sorry for the rant, fellow Commanders. This is a frustration that has been brewing within me for sometime, and is directly aimed at the Developers. This issue needs to be addressed. This masterpiece of a game is a huge grind, and equally a time-sink. I have put my time in (Over 2600 hours), I avoid exploits (Monetary & Engineering), I am usually willing to help friendlies wherever that I encounter them (especially the New Players), enjoy all of the aspects of this masterpiece, and I am sure that it will continually become more thrilling as time passes.
Despite the minor cathartic effect that this rant serves to my personal interests (and hopefully many others, as well), I hope that it will be interpreted appropriately as feedback and motivation to the Developers to improve this essential aspect of an amazing game.
I have found few things, within Elite Dangerous, that are as satisfying as having a ship that has been successfully engineered to your particular preferences, strategies, and (of course) Objectives.
I Thank You All for your time, attention, and resulting replies.
CMDR J.Dubs
One thing I do hope the people clamouring for user adjustable sliders (of which I'm not one, I'm fine with it like it is) have realised. If they get introduced, on that day every single piece of 'God rolled' gear they own and a lot of the gear with rolls that people just consider to be decent will be lost and they'll be starting again.
Reason being, as soon as you have sliders that work on 'increase Y but decrease Y' a hell of a lot of the combinations people will have now simply won't be possible and there's no way FDev can go forward with players who own gear with stats that another player would find it literally impossible to match due to the new system.
If anybody doubts that, it's exactly what they did when they changed the parameters of some of the weapon mods - anything you had was automatically changed so that the proportions of the old roll fitted the new ranges, but you couldn't even do that with a slider based system taking the place of the rng.
Just as one very low value example, I have a grade 1 overcharged powerplant on one ship, can't even remember which but I just needed a tiny increase to overall juice on it, might be my FAS. Anyway that was a pretty cool roll (literally) because despite the changes to values that you can get with a grade one overcharged power plant being 2-12% increase in power output with the offsets being a 0-10% loss of thermal efficiency and 0-10% loss of integrity, mine has something like a 10% power output increase and actually increased thermal efficiency due to a lucky secondary.
Bring in sliders and lose the RNG that's gone. You're not going to be able to set a slider outside the maximum and minimum ranges for the attribute and there's no way I could keep that gear because it would be outside the possible parameters that a player could get for the gear from the point of the change.
I'd suggest people had a good look at their existing mods and see firstly just how many have a stat that is outside the stated parameters of the engineer upgrade due to secondaries.
Then I'd have a look at how many have rolls within about 75% of the 'best' value for two or more attributes because you'll be losing those too. If sliders allow you to increase X but correspondingly decrease Y, you won't be keeping that FSD upgrade that got a 45% optimised mass increase with only a 10% increase to power draw and a 20% mass increase. It won't be possible because to keep your optimised mass that close to the maximum, you're going to be jacking up at least one of the other two stats.
Here's the good bit. None of that can be automatically re-rolled like weapons were because some players would want to keep the mass low and take the hit on power draw, whilst others would couldn't take the power draw increase without wrecking their build and so would swallow the mass increase. FDev aren't going to argue about the 'best' way to do that, the mods will just be stripped.
Be careful what you wish for.
but no two or more things made by man are the "same" and what you call "tolerances" can make a large difference in the potential e.g. one engine can reach with all its constituent parts and their interacting individual "sizes" within the tolerance limits of manufacturing vs. another "same" engine and its combination of parts and their sizes within tolerance limits of manufacturing, when we start talking about getting ten tenths of the potential out of it, if you have the right combination of "gaps" between things rather than the wrong combination of gaps even though BOTH will fall within the tolerance limits of manufacturing there can be huge potential extracted from one engine, while the other can seize, detonate or otherwise have drastically less potential, even though they are the "same" in layman terms.