New engineers - LOVE IT

Not when they haven't got a clue how that will effect material and data gathering times.

The fact they aren't mentioning this in their gripes about how long it will take because of all the additional mats and data they will be going through, tells me they are clueless.

A good chunk of the mats and data in the game are ubiquitous. They are literally all over the place. Now instead of passing on whatever because you don't have the space, you can pick up 100 of every single one.

That is going to have a HUGE impact on the speed of doing upgrades.

Again... Clueless.


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Check out Red Anders post in that 'other' thread. Bring your empathy.
 
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Max out every module of every ship is literally what you just said you are going to do.

The new changes cater exclusively to people who want to max out every module of every ship. It discourages freeform tinkering and build diversity.

There is no freeform tinkering and build diversity in the current system.
 
Grades 1-4 are useful for beginning players that have not yet unlocked everything. Easy to forget when you're already long past that.

I have several engineers unlocked on G5 but still have mostly G1-G3 mods from them. Why? Well, with my play style I find plenty of G1-G3 mats/data but not so much G4-G5 mats/data. So I have rolled and re-rolled G1-G3 mods to get good base stats and secondary effects.

I think that the new system would have given me more bang for the buck, i.e. more maxed G1-G3 mods.

I have not yet found reason to go and grind G4-G5 stuff (except for FSDs). G5 being the best grade is meaningless for me (I play mostly SOLO, only PvE).
 
What are you talking about? Can you please elaborate on your thoughts about this?

That said...

Gankers will allways pray on the weak. And... there is no way to avoid it, currenlty. Unless people play in Solo or PG.

What I mean is, two things. In short;
1-Playground has too much variety and asymmetry because of the gap engineering creates and it will always be like that. The power creep, the balance gets worse the more you increase the +% treshold you can get on mods compared to the vanilla mod. It also takes freedom from people and locks them into this situation; "go g5 or go home".
2-These raw space magic effects are creating hard counters. If you equip your ship with rocks, you will win against scissors and loose against paper fit. No skill can turn the tide. Go make a torpedo boat and attack a ship that is built for paper armor and strong shield from point blank. You win. Go attack a hull tanked brick ship or a speedy long range sniper with that build, you got trashed. Simpifying the issue but thats what it is. More buff and importance engineering gets, the more your original statement I mentioned (PvP should be about skill in the random encounter" ) sinks into the grave.
 
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Max out every module of every ship is literally what you just said you are going to do.

The new changes cater exclusively to people who want to max out every module of every ship. It discourages freeform tinkering and build diversity.
yes max out my one ship happily as opposed to trying to max out many.

Build diversity will be going away which I think is bad for the game.

Free form tinkering is still there. People will always just gravitate to a minmax meta though. But the creators of the meta will tinker.

We’ll see how things play out.
 
What I mean is, two things. In short;
1-Playground has too much variety and asymmetry because of the gap engineering creates and it will always be like that. The power creep, the balance gets worse the more you increase the +% treshold you can get on mods compared to the vanilla mod. It also locks people into this situation; "go g5 or go home".
2-These raw space magic effects are creating hard counters. If you equip your ship with rocks, you will win against scissors and loose against paper fit. No skill can turn the tide. Go make a torpedo boat and attack a ship that is built for paper armor and strong shield from point blank. You win. Go attack a hull tanked brick ship with that build, you got trashed. Simpifying the issue but thats what it is. More buff and importance engineering gets, the more your original statement I mentioned sinks into the grave.

Absolutely. PvE and PvP just doesn't work in the same universe, but we already knew that in 1.0 without the Engineers...
 
It's an improvement in every way.
The top stats are better than current top stats.
Those with over the top god rolls get to keep them, but might miss out on a potential cool new secondary effect so might decide to trade it in is worthwhile.

Every roll is better than the last, no more wasting dozens of rolls to find it keeps getting worse or no better.
Clear positive and negative stats.

Having to go through level one to five for each module is to give a feeling of progression to it, it also means the majority of players will keep working away to improve things, slower maybe, but consistently. This might be annoying for some of us at first, but I can see why it's needed.

Those that min max now have way more secondary effects to choose from, so even when you hit top marks you have more variety.

It removes the need to stack up 100 rolls to get a "possibly" better result, you now know what you'll get and what you need.

Hard to find materials can be bought for easier to find materials. With loads more storage to keep them all.

How is this not better?
 
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Deleted member 38366

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The workings of the System itself will sure work. God-mode rolls for everyone.
RNG is there, but only on the Primary (limited to the upside) and to produce the Materials grind needed.
But essentially RNGineering will be replaced by CQC logic. Do it long and often enough and you'll have the god-mode Module you can safely clone now at every Station w/ Outfitting.
(all inbetween-rolls seem a total waste of time and Materials until you get to the performance levels you deem acceptable/good)

In a sense, the new System I'd call Level Up! Insert Coin to continue...

My only little gripe : how exactly am I supposed to haul back 35 Ships and some ~600 Engineered Modules back from Colonia to the Bubble in order to work the new System?

And Copy&Pasting the Blueprints at every Station with Outfitting is a neat idea - but I'd need a Pinned Blueprint for every single Engineer for that to really work.
I'm not going to make ~30 x 44000LY round-robin trips to take care of every single Mod type, so I'm able to clone one Blueprint after another for my entire fleet.

But I guess the System was purely designed for bubble-rats ;)
 
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I think it's a great change and can foresee it being nothing but good so long as the effects we can choose have some balance so no one effect becomes the de facto norm, which is a tall order seeing as how that is pretty much how it is now, but hey, still think they're great changes and I'm much looking forward to it.
 
Absolutely. PvE and PvP just doesn't work in the same universe, but we already knew that in 1.0 without the Engineers...

Tell that to Fromsoft.

Though I'm sure this would be their response: "As of March 2015, Demon's Souls had sold over 1.7 million copies, while as of May 2016, the Dark Souls trilogy had sold over 13 million copies.[80][81][82] Dark Souls III broke sales records upon release, with the title being the fastest-selling game in Bandai Namco's history, selling over three million copies worldwide a month after its international release"

Yeah PvE and PvP can never work together.
 
Not when they haven't got a clue how that will effect material and data gathering times.

The fact they aren't mentioning this in their gripes about how long it will take because of all the additional mats and data they will be going through, tells me they are clueless.

A good chunk of the mats and data in the game are ubiquitous. They are literally all over the place. Now instead of passing on whatever because you don't have the space, you can pick up 100 of every single one.

That is going to have a HUGE impact on the speed of doing upgrades.

Again... Clueless.

Thats right. It ALSO removes depth from an already shallow materials system, by eliminating inventory management and making all materials into interchangeable abstract widgets, thus removing player choice and any sense of intentionality.

Whereas previously, we had to decide which mats we cared about, which ones to seek out, which ones to pick up, and which ones to throw away - and it was an absolute nightmare due to UX issues - NOW we don't have any meaningful decisions to make. The answer is always the same: pick up everything, all the time, everywhere forever. Whereas previously, we had to seek out specific mats in specific locations under specific circumstances, sometimes even using specific ship builds to do so - and it was an absolute nightmare due to RNG, bugs, and terrible in-game communication about what to do and why - NOW we don't have any meaningful decisions to make. It doesn't matter *what* we do, or where we do it, or how we do it, because the result are always functionally the same: more mats, and more (of anything) always equals better.

Also - do the math. Materials top out at 100 across the board. If you want to G5 all the multicannons on your gun ship, how many are you going to be able to upgrade before you don't have enough to keep going? You're going to have to keep schlepping back and forth to farm *whatever* by doing *whatever* and then converting it into *whatever* at the 3 materials brokers, even if you initially show up at the engineer base with all your materials maxed out.

Takimg bets now on whether or not the materials brokers will be available *at* the engineering bases.
 
Absolutely. PvE and PvP just doesn't work in the same universe, but we already knew that in 1.0 without the Engineers...

It might have, it might have, just if not for the extreme contrast between a PvP boat and a PvE boat and a top tier trader boat.
If your PvP pirate Anaconda was attacking a trading Anaconda you would know that more or less your opponent has same weight punch as you and more or less same weight strenght shields as you, you would thread more lightly. Difference would be that his cargo hold is full and yours doesnt, and perhaps for the difference you are packing some offensive measures where he is packing defensive measures to get away and relative skills of pilots. Right now you just know that your PvP boat is packed to the top with hrp, mrp, scb and a rock-paper-scissors fit of your choice, and theres simply no way your opponents going to cause any harm to you at all, well, rip the hopes for those random and balanced encounters.
 
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Sorry, but I just don't like that there is no variety. I like individuals (stuff and people). But with new system you can always build the hot module that is trending. Only difference is the time how long it takes.

As it goes like this I don't see why the engineer should not sell the maxed module straight away then, as engineered module is more like new A-class module now? You'd just slap it with special effect you wish...

And it seems that at least the most vocal people would find that to be most exhilarating. (Sorry, the last one was a bit cheap)
 
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Thats right. It ALSO removes depth from an already shallow materials system, by eliminating inventory management and making all materials into interchangeable abstract widgets, thus removing player choice and any sense of intentionality.

I never thought I would read anyone singing the praises of the insanity that is the current mat and data storage inventory limits.

Not going to bother going any further.

I have no words. :O
 
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Takimg bets now on whether or not the materials brokers will be available *at* the engineering bases.

Since there's no way I can be held to it, I'll bet 100 billion zenny that they will NOT be available at the engineer bases. Logic: Far too convenient for Elite: Dangerous.
 
Since there's no way I can be held to it, I'll bet 100 billion zenny that they will NOT be available at the engineer bases. Logic: Far too convenient for Elite: Dangerous.
Nor High grade signal sources or 5a FSD's and huge multicannons. You can buy a toilet that washes your bum though:)
 
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