New upgrade System - "Your time is valueable"- is a pure grind and waste of everyones time

How much negative feedback will it require from the players before the devs understand that the forced G1 to G5 progression for every module is a huge waste of everyones time? If they didn't understand it from the focused feedback, then I doubt anything we can say during Beta will make a single shred of difference...

The devs have their mind set on this. I foolishly allowed myself to believe they would move away from the grind = fun design choices of the past. Shame on me...

The amount of feedback doesn't matter because they don't care for feedback.

They decided that more grind is good for the longevity of the game.

More grind keeps people busy. Slower progress keeps people playing the game. Amen.
 
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What doesn't make sense about your statement is that people who do not min max (like me) am happy to slowly go up the grades as it doesn't bother me if I haven't got the best grade. Saying that a top G3 or mid range G4 in the new system sounds like it will be as good as an average G5 for a lot of modules making it even easier. I already have a G5 FSD extended range module that when I convert it to a top range g4 will get a massive boost.

Any way I don't mind the new system with the materials broker. To me it will be more fun.



Going through more steps, more slowly, nets the same end result.

Ie ""I don't mind doing more steps so there."?
 
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As one who has more than 30 ships in his fleet, I am very concerned about what this new level of effort will mean if I wanted to upgrade a number of internals on several ships, or if I wanted to further upgrade any or all of my 160 or so weapons spread throughout my ships and module storage?

It will require a lot more mats and therefore be more time consuming. See my post with numbers above:
https://forums.frontier.co.uk/showthread.php/401231-New-upgrade-System-quot-Your-time-is-valueable-quot-is-a-pure-grind-and-waste-of-everyones-time?p=6330278&viewfull=1#post6330278

Am I misunderstanding, or does each individual module have it's own upgrade path from 1-5, requiring each to be started from level 1, then upgraded?
Yes, each new module starts from level 1. Existing G5 modules will be transfered into the new system at G4

I agree...

Guys please at least wait for the beta, we don’t even know if the mats requirements will be the same !

I think i’ll actually like these changes. We now have to wait and see

We do know, see my post linked above.
 
Going through more steps, more slowly, nets the same end result.

Ie ""I don't mind doing more steps so there."?

*better results

I don’t mind using a lot of lo grade mats. As a matter of fact, i have too many of them.
I do mind wasting rare mats in grade 5 mods which can sometimes be worse than a current grade 4 mod. I rather have a progression

Plus we can buy experimental effect (the best reason to use the engineers in the first place, imo) and don’t loose them while upgrading
 
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Going through more steps, more slowly, nets the same end result.

Ie ""I don't mind doing more steps so there."?

Those steps for me is called gameplay. So it doesn't bother me in the slightest as I will continue to play the game as I do now. Do stuff I like, visit an engineer from time to time to see what they can do for me, see what I need, can I exchange, if not continue with what I was doing.
 
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*better results

I don’t mind using a lot of lo grade mats. As a matter of fact, i have too many of them.
I do mind wasting rare mats in grade 5 mods which can sometimes be worse than a current grade 4 mod. I rather have a progression

Plus we can buy experimental effect (the best reason to use the engineers in the first place, imo) and don’t loose them while upgrading



That has yet to be seen, and that again would only apply to min/max-ing.
It doesn't seem like they have a grasp on what a god roll entails.
Right now I even have G1 weapons with secondaries *and* special effects.
I buy experimental effects with mats in the current system as well.
 
I have to say I'm very discouraged.

Just feels like a ton of work for people that own several ships. I just...sigh. FDev, please.

Sounds like a ton of playing the game, Sigh, please Fdev I don't want to play the game to get stuff. I just want stuff. Oh, can I restart my game and get an anaconda from the beginning, I don't want to have to earn credits for one.
 
Sounds like a ton of playing the game, Sigh, please Fdev I don't want to play the game to get stuff. I just want stuff. Oh, can I restart my game and get an anaconda from the beginning, I don't want to have to earn credits for one.

Nope, that's not it.
I have no issue with content being locked behind significant requirements.
I object to having to repeat that loop every time I want to engage with the already unlocked content.

Imagine doing the Imperial ranking from scratch if you wanted to buy a 2nd Cutter.
 
Nope, that's not it.
I have no issue with content being locked behind significant requirements.
I object to having to repeat that loop every time I want to engage with the already unlocked content.

Imagine doing the Imperial ranking from scratch if you wanted to buy a 2nd Cutter.

It's nothing like that though.
 
Don't look too bad to me. Grade 5 will be easily achieved, especially with the material brokers n stuff. Overall this system makes the old and completely random system even more lame than it was to begin with. Onwards..
 
Sounds like a ton of playing the game, Sigh, please Fdev I don't want to play the game to get stuff. I just want stuff. Oh, can I restart my game and get an anaconda from the beginning, I don't want to have to earn credits for one.

If gathering materials was fun I would agree with you 100%. However most material gathering activities are dull, repetitive, and heavily reliant on luck. So no, this doesn't entail more playing of the game. It entails repeatedly completing tedious tasks over and over again until you either reach the limit of the module or of your tolerance for grinding.
 
Adding my example here:


The new system is objectively better for the first ship and it's core internals and shields:
Bulkheads, drives, powerplant, fsd, distributer, life support, sensors, shields

Old system = 288 mats
New system = 268.8 mats

That is better.

However, the new system takes more materials, and therefore time, for any subsequent G5 already done, particularly when you take duplicated weapons or modules into account.

Eg For a new player's first Cobra mk III with 4 MCs with special effects and 2 different utilities it's only a little worse:

Old system = 477 (288 + 36 + 36 + 54 + 21 + 21 + 21)
New system = 510.4 (268.8 + 33.6 + 33.6 + 43.6 + 43.6 + 43.6 + 43.6 )

But for each subsequent Cobra mk III (or equivalent):
Old system = 174 (72 + 9 + 9 + 21 + 21 + 21 + 21)
New system = 510.4 (the same as the first ship)

That is, for this example a second ship and beyond (see what I did there ;) ) the new system will require over 3 times the materials of the old system, and that ratio will get worse the more duplicated weapons, utilities, internals are used.

Whilst it will probably give a more reliable outcome it will be far more time consuming for a player's fleet, however you go about getting the materials (mat broker etc)


See the spoiler for the working. (Feel free to say if I've made any mistakes)

Sandro has stated (livestream last year) that under the new system each level will take an average of 2.8 rolls ( I had to laugh when it took them 5 last night ;) )

Old system material use, first ship:

Allowing for 3 grade 5 rolls it will take:
Grade 1: 3x1=3
Grade 2: 3x2=6
Grade 3: 3x3=9
Frade 4: 3x3=9
Grade 5: 3x3=9

A total of 36 mats per module.

Allowing for core internals and shields:
Bulkheads, drives, powerplant, fsd, distributer, life support, sensors, shields

Gives a material cost of for a base ship of 288 mats

Old system, second and subsequent ships:

Grade 5: 3x3=9

Allowing for core internals and shields:
Bulkheads, drives, powerplant, fsd, distributer, life support, sensors, shields

Gives a material cost of for a base ship of 72 mats

New system material use, first AND subsequent ships:
Grade 1: 1x2.8=2.8
Grade 2: 2x2.8=5.6
Grade 3: 3x2.8=8.4
Frade 4: 3x2.8=8.4
Grade 5: 3x2.8=8.4

A total of 33.6 mats per module.

Allowing for core internals and shields:
Bulkheads, drives, powerplant, fsd, distributer, life support, sensors, shields

Gives a material cost of for a base ship of 268.8 mats

(Each weapon would be 33.6+ ~10 mats for a special effect)

The first ship core modules will be faster to engineer to grade 5. Per module it's 36 (old) vs 33.6 mats (new).


For the core internals and shields it will be
Old system = 72 mats
New system = 268.8 mats

For the first module with a special effect at an engineer (eg weapons)
Old system = 54 mats (36 mats for module, +18 for special effect)
New system = ~43.6 (depends on special effect)

For subsequent upgrades with special effects available at the same engineer
Old system = 21 mats.
New system = ~43.6 (new, depends on special effect)

Without special effects modules take:
Old system = 36 mats then 9 for every subsequent module at the same engineer
New system = 33.6 for every module

My opinion
Pros: I like the more predictive system a LOT. I like the 'buying' of special effects rather than rep. I think everything else in this update from all 3 streams looks great and I'm looking forward to trying it out.

I very much doubt FD will change the blueprints requirements. CIF are going to be a pain.
Tough, maybe going for missions giving MEF's and then downgrading to 9 CIF's might be the least painfull way.

Won't be more grind for me, in fact I think it will remove all grind since I'll not spend a minute engineering anything using this system. I usually collected mats for around 5-8 G5 rolls, which already was a chore I hated but at least it gave me a G5 module. I'm not going through 4 lvls to get to the priveledge to do those 5 rolls.

Frontier stated it wanted more players to engineer because engineering is cool. The new system will see less players engineering because the carrot got smaller and is dangeled from a longer stick.

Edit: can someone at Frontier explain to me how an explorer organically collects ingredients needed for rolls? No they can't. Materials, sure. All the other stuff-> grind.

But Explorers don't show up on FDevs radar. They go honk. FDev only cares about pew.
These posts makes little sense. By the time you have found your 5-8 G5 rolls, you have probably would have found enough materials to get the lower rolls done. Therefor it taking up a very similar amount of time.

And the odd case where you can't find what you need, there is the materials broker.
 
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Those steps for me is called gameplay. So it doesn't bother me in the slightest.

It doesn't bother me driving around in an SRV shooting rocks occasionally, I find it fun.

It does bother me sitting waiting, for example, for an HGE to spawn, and then hoping it's the right type because you almost certainly won't find the material by chance. Up to now an RNG system has been deciding how much of my gameplay time is wasted.
I appreciate the mat broker will help with the above but I now have to gather more mats to make the trade.

In general gathering mats interrupts gameplay for me because you have to stop and scoop, and objectively the new system will take more stopping and scooping than the old and will take longer.

The fact you might not notice is great, genuinely.
But my, and many other player's experience is different and it WILL affect our gameplay. Please accept that.
 
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.



Nice try.

Why not simply make everything buyable in the stations? I mean, honestly - it could be so easy. An "I win" button could also be seen as a solution.
 
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