Engineers The Engineering RNG's SERIOUSLY Need Adjustment!!!

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,

It's not iterative. There's no progress. It's pure frustration.

A few weeks back I grinded for about 10 hours straight to do 50 G5 Dirty Drive Rolls.

The fact that none of them were above 133% meant that time was literally wasted. All of the results went unused. I achieved nothing. It was a demoralizing and boring experience that sadly is now part and parcel for PvPers who want to compete against exploiters and the lucky with their 142% drives
 
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 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 am not for or oppose RNG, there is a place for it, given the lack of a more comprehensive system which consumes both mats and commodities, where a specific combination of mats and commodities will always roll a specific set of attributes with a very minor perturbing of the results specific to you, thus in essence would qualify as a "result" that has been researched through iterative testing and is "saved" for your use at a later date as many times as you want.

likewise I haven't said "RNG has merit, because it is comparable to real engineering.", what I have said is there is an iterative process in extracting ten tenths of performance from something while minimising the negative effects in IRL engineering, the negative effects could be cost, could be lack or reliability, to much heat, consumption of more fuel etc etc, it could be other systems also need upgrading to cope thus further development and iterations of them must be made and tested etc etc etc, thus RNG mimics some of this iterative trail and error by consuming some of your "time" in the hunt for mats rather than consuming your "time" sat twiddling your thumbs at the engineers waiting for an iteration to complete e.g. once every 30mins.

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.
 
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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.
 
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.

This.

It's quite probable that your "acceptable" G5 roll would -Never- be available in a predictable, slider-like system.

In this system, you at least have a chance, however slim.
 
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.

This is a good point. One of the things that is the most frustrating about Engineering is that EVERYTHING is one RNG being dependent upon another, which is dependent upon another RNG, which is dependent upon another RNG, and so forth. So much so that the probabilities of reaching your goals becomes seemingly near to dismal. There needs to be an adjustment somewhere to make this less time consuming or more rewarding. My vote, personally, is in the availability of the mats.

I cant really speak to the attractiveness of the game for others. This is a game that I did not pick for myself (was gifted to me by a friend), but have actually ended up enjoying more than nearly any other that I have ever played. First flight-sim for me, as well. This isnt an issue that will chase me away, but is definitely significantly discouraging.

Out of curiosity, what is considered an "unacceptable" roll on G5DD thrusters? What is the dream roll/desired side-effects?
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.

CIF and Pharma Isos are such a pain to procure, that somewhere within 30 rolls I feel that I should have obtained something at least acceptable in the 130%'s range without the Optimal Mass penalty mooting the benefit. Fully 20+ of those rolls had the Integrity Secondary effects, which is obviously excessive.

I accept that Prof. Palin is a top-class , but I mean come-on!! I even brought him fresh Ethiopian Coffee from Sol!!

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.

Agreed on the completed ships. It does take tons of work, and is indescribably rewarding!!

I believe that I do have realistic expectations/goals for my engineering. But I also feel that the Work Vs Rewards ratio when so many RNGs dependent upon one another are involved requires very careful tuning to keep things fun and interesting. Though something keeps making me think that something significant changed with the Engineers when 2.3 dropped. Something along the lines of the Secondary Effects getting even more watered down...

My frame of reference, based on what I have reasonably rolled in the past, would lend me to believe that what I am pursuing currently is not unreasonable. Best 5A G5 DDT roll on my Best/PvP FDL is 136%. I know that I cant expect that kind of roll very often, but when I have seen talk/vids of other CMDRs occasionally rolling stuff close to 140%'s, it doesnt seem like shooting for the moon (so to speak). My best G5 DDT roll went to my Anaconda at around 137%, and the other sliders squared very reasonably.

When I go gathering for mats for particular module upgrades, I usually stop at around 30-50 rolls worth. I dont think it unreasonable to expect 1-2 reasonably good to excellent rolls from 50-100 attempts. God rolls should, understandably, show their faces somewhere above the 100 attempt mark, imho.

What really has me peaved is the serial Secondary effect results of Integrity Rolls. Personally, I feel that the frequency is way too high, and that the pertinence in regards to the stated modification category is obliquely inappropriate. Especially when I have received so many Integrity rolls as the primary Secondary Influence, in long-running series of attempts, across all modules. This is like a flying middle-finger in the face of very time consuming and tedious mat gathering efforts.

Reply to others: Im not sure how comfy I am with the "Manual-Slider" solution, but I think it could be a good alternate path alongside a wholly RNG based model. I think that the Secondary Bonuses would have to be trimmed or other negative influences would have to be introduced to keep this from becoming exploitative.

I definitely like the idea of Improving Serial Iterations within a set limited number of rolls. That would make seemingly possible that some of the mats that you have already submitted not be a total sacrifice. It would also give an "Averaging Effect" upon the comparison of results between similar modules with same engineering.

I also think that having the option of submitting more mats per single roll for better results or even a very expensive Bribery option (both money and rare commodities) for increasing favorable odds would be acceptable.

Praying to RNGeesus is the only place where gambling behavior has ever appealed to me. But I'm seeking upgrades in a game for Christ'ssssss Sake!! Not trying to best a One-Armed Bandit in Vegas!
 
Out of curiosity, what is considered an "unacceptable" roll on G5DD thrusters? What is the dream roll/desired side-effects?

Any roll near or below a G4. Which, when you look at it, is a fairly large segment. There simply should be no overlap - when you have to grind as hard as we do for some of these mats, it's fracking insulting.

As I've said before - I'm happy to do the work, but I want my damn cookie at the end. an dI don't want my cookie smaller than someone else's when I did the same work. Now, if I get to choose between more choc chips, but a smaller sized cookie, I'm happy to make that choice...

But I don't get to choose. And recently, I've been getting some good roles, but then, the "bonuses" end up dragging everything down, which is just damn frustrating. the only time I seem to get a positive bonus, is when I roll badly, it the bonuses bring me up to merely "sub-par" for that level of mod.

Z...
 
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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.

Respectfully disagree. I enjoy exploration. I loathe and detest the engineers RNG, to the point I actually got a warning once for allegedly insulting the devs. I suspect the mod in question did not read carefully enough to read the difference between insulting a dev and insulting an idea - kinda like attacking a person vs attacking a person's post, but I digress...

I have no issue working hard for something, my real life proves this. But, it is very possible to work like mad and NEVER get a roll you want. Where as some there person can quite likely get it first go.

Now, you may argue that exploration is also RNG, but it's possible to improve your odds (say you're looking for an ELW) with some research. No such luck with RNGneers.

I love this game, I really do, but too often the ideas room seem to throw up a concept, and then, the head idea person says:

"Now, what is the most annoying frustrating and painful way to do this? Let's make the players do that!".

Z...
 
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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...
 
There is no reason why players need to

visit random POIs

to fulfill random missions

to earn random rewards

or collect random drops

from random spawns

in random POIs

in order to waste all that effort on random outcomes at the engineer base.


Is it because the stuff is super OP? Nobody asked for that. NOBODY.

ED was always generous in dishing out the waste of time, but engineers took it to entire ridiculous levels and I haven't even talked about lack of storage, material bloat, loot dilution, abysmal UI, awful ingredient management and convoluted recipes yet.

Yet it was deemed necessary to give NPCs access to the OP crap out of this system so the players grinding the poop out of it would still have a decent ttk. Well, thanks - now I have bulletsponges that take far longer to kill with my vanilla crap it's not even funny.

Engineers doesn't add to the game - it just takes away.
 
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.
 
It's a horrible system. Just ignore it until FDEV revisit it sometime after the 2.4 release. Hopefully they'll redesign it beyond recognition.
 
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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.

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 :p. 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.
 
We just need sliders, balance and sanity for all!

Yes, like we go to Engineers, to pre-order and measure up and we move the sliders to what we want, he then examines our ship and Umms and Ar's and scratches his head and Says, well son, thats gonna be difficult, in return i want 10 MEF, 25 Config componants, 15 Unexpected do dah's.

We then go away and grind his requirements out, go back, pay the dude and he fixes our Weapon/Drive/Sensor/Etc Etc.

To keep the FD desire to have us Grind, we won't ever know what he/she will randomly ask for, so no use storing stuff for instant payment!

Personally i would not mind grinding if i knew i was getting what i wanted!!!

Wadda you think??
 
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 :p. 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.

What you are describing is what you do when buying the ship and modules originally. Those are knowns.

Engineers are like taking it to a pro-performance shop for custom mods. There will be variances. Granted tho that the variances with Engineer rolls are definitely greater than what you would get out of such a shop.
 
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.

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 X 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.
 
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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
It needs a complete rework, not adjustment. The ENTIRE FAIL-SYSTEM!

But FD have been steadfast in ignoring the community in this, and other areas including basic connectivity. Don't waste your breath on deaf ears my friend.
 
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.


Restarting just needs to happen regardless of any change considering 99% of the people got their rng garbage through exploits; as admited by a few of the players and FD themselves. The whole system is borked; and has been since it's unfortunate inception. Personally, I'm already seeing RNG being REQUIRED on the new thargoid only weapons to even be useful. WE will see of course, as nothing is set in stone yet; but considering the past, hopes are not high.

As for slider mechanics, I for one would welcome that with open arms and great fanfare. As it would mean I no longer have to ignore half the game and be automagically excluded from the other. I know I don't care about not being able to set thing outside of their prospective bounds, as a slider system would actually introduce what FD promised, and failed, at delivering: customizability and legitimate not-gambling crafting. The absolute disaster of a failure that the RNGineers are and represent on all counts and fronts of development and implementation seriously just need to be removed for the cancer they are. Also, FD already allow for some players to have stats legitiamately unatainable by any other player because of said exploits; so that point there is already in effect and an issue. And lastly, no, changing a slider based result to a new perameter is no different than changing an RNG one. So having to change a slider-created module is still just as easy on their part. It's literally as simple as knowing what percentages are.
 
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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.

I'm very familiar with this. I ride motorcycles, and I spent a bit of time tuning my CBR954RR for the track many years back. I invested in a full titanium exhaust system. Now, the stock CBR954RR produced about 130-136 rear wheel BHP. Note that gap... It's not even 5%.

Now, with the particular race exhaust in question (Arata Full Titanium system), with a programmable ECU add on, reached between 146-151 rear wheel brake horsepower. Mine hit 149.3 - still quite respectable by modern standards, considering it's a 2003 machine. Again, that's about 5%...

See where I'm going with this? If I'm going to be putting in potentially tens of hours, for heavens sake, don't make me regret it, it just "urinates" me off as a player, and makes me really resent the game.

Heck, everyones favourite comparison, the overclocking of CPU's, even then, you are not hitting anywhere near the tolerance differences that this game does.

Z...
 
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