ok, VR, Stellar Forge- guess we have it pretty good.
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I think this guy gets it, and gives the best summary so far.It clearly is much worse for the normal player that doesn't aim for god rolls (that is a fact, like a mathematical fact, it's not an opinion or something than needs to be tested).
It clearly is much better for the PvP player (or general minmaxer) that does only aim for the optimum (that is also a fact).
There are improvements that do not mitigate the downsides for the "normal" player scenario above.
Of course, the improvements are even better for minmaxers.
But the biggest winners are the godrollers that can keep their overpowered modules that will not be obtainable in the new system (i.e. perfect secondaries AND experimental effects).
The materials trader will make it simpler to gather materials. Simply get together the "top range" materials for the mod you are looking for, and trade them down to get materials for the lower grades. You can then work your way through mods from 1 to 5 at a sitting.
But it will mean obtaining a lot more of those top range materials. I will be searching for more Arsenic and Cadmium for the FSD at Farseer and for Thrusters at Pailin.
Ok, part of my prior comments in this thread must be stamped with a caution...
I missed the few moments of the stream where Sandro and Ed clicked the "Generate" button like 5 times on G1 before G2 became available. And if I understood right, they mention that it might be anywhere from like 2 to 5 rolls before progressing to the next Grade?
That is more than I realized. And yes, I agree that on the surface this would stretch the time to upgrade a module by the same 2x to 5x.
A worst case of 5 rolls per Grade, that's a whopping 60 materials for a good G5 Blueprint, per module. More than double what I was (mistakenly) expecting.
That gives me some concern. True, those 60 Materials would give me 30 G5 roll attempts with the current system. However, I'd possibly need 30+ rares for those G5 rolls in the current system, compared to maybe just 5+ in the upcoming change. So maybe not as bad as it sounds.
I will be seriously interested to see how much the Material Trader serves to shorten the Materials hunting time that will be required for that, once the beta is open. Hopefully I have enough time to put into experimenting with this.
If you watched the stream of today you saw that they showed off the new system.To make things short.
Forcing us to roll a module 5 times to "complete" rank 1 to progess further to rank 2 is just a waste of time and material as it is waste of time finding all those material.
The materials required to go through 2,3 and 4 to finally roll 5 is such a huge new time sink that you will probably have to spend all your time on RNG jesus in order to aquire the tidious bits for the grades noone wants and uses.
They even adressed it quickly and said thats not a new grind. LIES, Do you even play your own game?.
Solutions to this is
1.) Remove the barrier and let us roll staight to G5 from 0
2.) Remove the utter clutter of different Materials. Create a CLEAR and CONSISTENT way of aquiring Materials.
You mean you played the beta and know how the stuff works when playing yourself? Awesome. Can I borrow your time machine?
Remove the barrier and let us roll staight to G5 from 0
To a first approximation I think you will now need (rolls x items) _times_ more materials than before.
Speculating: suppose it is 30 rolls per item, 3 materials per roll and 20 items per ship, then you will need 1800 materials per ship. For 20-30 ships, you can do the arithmetic yourself. And obviously some ships/loadouts will require more or less items. Obviously, also, these numbers could be different depending on personal choice and the real number of rolls and materials needed.
So 1800 materials is 30 hours per minute per ship. (If it takes on average 1 minute to find a material it is 30 hours per ship.). I will leave others to estimate the average minutes it would take to find/RNGesus grant the materials – including planning, flying, finding etc.
ps. We could write a proper equation for this, but I think the above at least provides food for thought. I also hoping I have made an error. Presumably the Devs have already done the real calculation when designing the scheme.
I believe frontier said the average was 3 rolls til next level.
To a first approximation I think you will now need (rolls x items) _times_ more materials than before.
It's not "a lot more materials", actually. Based on the down-conversion factor of 1:3 they showed, you just need the mats for two G5 rolls to fully upgrade through all the ranks below to the start of G5.
See this:
Also, when grinding those specific G5 mats you surely get a bunch of unrelated G1-G5 mats which through Material Traders are usable in the new system. So the new system has more clicking and unavoidable visits to Material Traders but not much difference in material grinding.
My estimate is that for people
- who were happy with one or two G5 rolls, the new system requires some more grind
- who were happy with three to four G5 rolls, the grinding is about the same
- who absolutely had to do five G5 rolls or more, the new system is easier
- who were happy with G1-G4 mods won't see meaningful difference in grind
Claims that the new system requires "order of magnitude" or "five times" more grind are just full of it. Fears<>Facts.
I'm happy because the new annoying clicky-monster is better than the previous RNG-abomination and because all mats are useful.
See this:
Also, when grinding those specific G5 mats you surely get a bunch of unrelated G1-G5 mats which through Material Traders are usable in the new system. So the new system has more clicking and unavoidable visits to Material Traders but not much difference in material grinding.
My estimate is that for people
- who were happy with one or two G5 rolls, the new system requires some more grind
- who were happy with three to four G5 rolls, the grinding is about the same
- who absolutely had to do five G5 rolls or more, the new system is easier
- who were happy with G1-G4 mods won't see meaningful difference in grind
Claims that the new system requires "order of magnitude" or "five times" more grind are just full of it. Fears<>Facts.
I'm happy because the new annoying clicky-monster is better than the previous RNG-abomination and because all mats are useful.
Maybe you should do some counting again![]()
for most of stuff is needed lets say 5x g5 rolls for decent result. It means in case you already are on G5 unlocked 5x3 mats (15). In new system it is 3-5 rolls per grade, so lets say 4 and it means in total 20 rolls (around 50 mats). so 5(15) vs 20(50) ... clear improvement.