Despite Enginner 'improvements', unlocking engineers is still a pain...

As in any game, any activity you view as not worth your time is just that. Don't do it. Frontier aren't forcing you at gunpoint to do any of it. Even playing the game in the first place is a choice. Just make the choices that feel productive and make you happy in the end.

I don't have a problem with people feeling like the unlock requirements could be more clever and unique, but 2.1 wasn't meant to add participation trophies. It was to reward honest attempts at all the game has to offer. If any improvements were to be made, they need to preserve the diverse requirements. Just perhaps make it more engaging.

I personally enjoyed getting side-tracked while running various rares to engineers though. Any grind in this game can be vastly more fun if you just take a moment to look around you and allow yourself to get side-tracked on occasion.
 
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After the much lauded (by FD at least) so-called improvements to RNGineers in Beta 3.0, the fact is that FD have failed miserably to address one of the most negative aspects of engineers; that being the fact that some engineers are locked behind other engineers and then require a ridiculous amount of 'hoop-jumping' in order to access their services.

Whilst appreciating the fact that Sandro and his team have to account to shareholders for the number of hours players are logged-in, it is a disgrace that the above engineers merry-go-round has not only not been addressed, but also the fact that it appears not even to have been considered in Beyond. In fact, it has not been mentioned in any streams or posts by FD.

Going back as far as 2016, one of the biggest complaints about engineers was the fact that to unlock them was - and still is - a real pain, and continues to be so. And before the white knights and good old Max Factor - whose posts can sometimes be informative and whose opinions I respect - start to tell me, "You don't have to engineer if you don't want to...", let me just say that without engineered modules, most of the ships in ED will get blown out of space much sooner than later; something of which new players become aware very quickly.

I fell into the trap of engineers early on but have never progressed beyond G3 Dirty Drives or a G1 power plant and G5 FSD, etc, simply because to unlock Palin or the others seems to me to be a pointless time-sink and very disrespectful of the limited time in which I have to play and enjoy ED.

The fact that this aspect of engineers had not been improved in Beyond (instead we have material brokers with exorbitant exchange rates) is imo a disrespectful slant on those of us who have spent more than a thousand hours in game but who still have the integrity to avoid being forced by FD into certain activities in which we have no desire to participate.

As always, 'Sandro's law' says, "Play the game your way, blaze your own trail...as long as it is the way and the trail of which we approve and which we sanction."

Your thoughts please..even white knights!

OK I'm not a white knight and I've had my share of frustration with unlocking the engineers, but much of the hassle is actually getting allied with the required factions like Sirius. With a couple of notable exceptions like the two mining engineers, which are real time sinks, the actual engineer requirements are not that bad.

People complain about doing 5kly for Palin, but that actually only takes an hour or two to do when using a 60ly range JumpaConda and the neutron star highway... It's only about 25 jumps!

When I purchased a second account at the tail end of November last year I was dreading having to unlock all of the engineers again! In reality it took me 2 weeks of playing to get my ships up to G5 modules (fully modded). Which is a reasonable period of time really.

Knowing how to do all of it I guess counted for a lot... A new player wouldn't know many of the short cuts like Dav's Hope for materials, going to a Distribution Centre for DWEs or the crash sites with UAs scattered about, where to find Soontill Relics or where to find barnacles, or to just go to Darnielle's Progress in Maia and buy a ton of mata alloys. If I was a newbie, unlocking and getting to G5 everything in two weeks would seem laughable!

In fact one of the longest grinds was getting up to Dangerous in combat rank to unlock Lori Jameson (getting to Elite in trade for access to Shinrarta Dezhra was easy, I did that within the first few days of getting my 2nd account by doing the Palin missions, which have sadly ended now that OO has been attacked). The account is intended for exploration but I wanted access to the mods that Lori offers.

So while the engineers has its grindy moments (the mining requirements being the pain in the side for me), it's actually not as bad as people some times make it out to be. Hopefully, the new setup in 3.0 will make some of it easier. My main worry is obtaining level 5 materials like MEF that can be traded down to CIF. In the current 2.4 game, MEF is fairly readily abundant (I gathered 50 of them before I went into hospital recently). In the 3.0 beta I found that the mission rewards that included MEF (and other grade 5 materials) were much rarer... 3.0 seems to have rebalanced the drop rate of these items. Hence, it's worth grabbing these mats before 3.0 goes live.
 
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I've done the engineers unlock four different times now (not completely on the 3 and 4). It gets much easier and faster after the first time.
 
It's not too hard. I recently took one of my alts from zero engineering to G5 FSD and G5 DD in 2 days. Yeah, it was a bit of a grind, but 2 days isn't insurmountable.

Granted, I already knew how to unlock the key ones and which order to do it efficiently. I suppose a new player would find it a bit more challenging. Still, I did it in the early days and didn't even think about rage quitting or anything.

The new engineers will be an improvement on the current system. I'm looking forward to redoing my modules.

That, and new mission reward system, where, in BETA, I saw plenty of 35 Modular Terminals as reward for Wing Cargo missions (Modular terminals being one of those unlock engineer commodities).
 
I've unlocked all but one of the engineers and I've enjoyed the process. They all require gameplay to unlock; what's wrong with that? I've appreciated the encouragement to try out game features which I wouldn't have naturally gone in for.
 
I might be a bit unusual as I will be unlocking the same engineers again and again, so the tasks get repetitive. I've never been a fan of the unlocking tasks, so many remain unlocked. Those I need, I unlock, the others I ignore. In a game that's supposed to be an open world experience, having to do a specific task just to unlock something grates. If there were several routes it would have been better. It is the one issue I had with the Engineers and I don't now expect anything to change, they won't be looking at them again. :(

I agree with you that there should have been options for unlocking the engineers. Do A or do B or C. That way at least you can decide how you want to proceed and have some agency in the game. As it is, there is no agency at all when it comes to engineer unlocking.
 
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I agree with you that there should have been options for unlocking the engineers. Do A or do B or C

Presumably EG: For Palin...Have travelled >5000Lys from Sol (original requirement) or Pay 100,000,000 Million Credits (because I've got loads of Credits i'm obviously brilliant...besides End Game, whatever) or Press Unlock Palin to Grade 5 Access button (because I want to play my own way...and having to unlock Engineers stops me)
 
Hehe...

Came here to see if there was any news regarding 3.0 release, and I see the "Shill Handbook" is still heavily in use:

OP (correctly) points out the TEDIOUSNESS involved in the 100% pure time sink unlock conditions.

The shills, having zero actual, logical defense of this pointless drudgery, default to their usual strawman: "Well, its NOT HARD."

Yeah. No kidding. And its NEVER BEEN hard. Nor did the OP claim it was. The OP pointed out (correctly) that it is TEDIOUS.

Either refute THAT POINT...or go away.



So...staring at menus and loading screens for hours constitutes working for a reward exactly...how...again?



Standards this low are the reason we cannot get actual GAME PLAY beyond flight and combat.

Well Said. Repped.
 
Its ONLY tedious if you simultaneously fulfill TWO conditions...RACING to unlock/rank up ALL the Engineers AS QUICKLY as POSSIBLE...AND at the same time disliking the activities required for the Unlocks...be it...Trade/Mining/Exploration/Combat or Mission running...
As has been pointed out umpteen million times...it wasn't designed for players to have G5 module access to all/most Engineers within a short time frame...they were supposed to be acquired gradually...(and as part of normal game-play therefore NO tedium) if min/maxers choose to go against that original intent by unlocking ALL the ENGINEERs quickly...EVEN those whose unlock requirements are activities they find TEDIOUS - it seems churlish to complain that "its boring"

I have to take exception with you. Unlock requirements like mining are tedious if it is something that you don't enjoy doing but are required to do if you want to progress with the engineers. If multiple options had been available to choose from, perhaps the tedious elements could have been avoided, but as it is, you have not choice. Either you do it or you don't get access to engineers. As one engineer unlocks high tier engineers, not doing the required task locks you out of a whole branch of engineers, not just one. Hence, you are forced to comply or live with playing the game with effectively a significant handicap.

Someone who doesn't like mining isn't going to suddenly think 'Hell, why didn't I see the fun in this before'. It will remain a tedious activity unless the game mechanic is improved. This may happen later this year, but for now, it remains a tedious, unengaging and unprofitable exercise, at least in terms of credits. When I had to repeat this unlock recently, I was just relieved when I got the damned thing done. It sure wasn't fun for me, just a necessity for me to play the game the way I wanted to progress.
 
Good.

Some aspects of the game should require a bit of effort rather than instant gratification.

The vast majority of engineers take nothing more than a couple of hours of commitment to unlock and the others simply require that you have indulged in all aspects of the game.

Nothing here needs changing or simplifying.
 
There's your problem right there.

Try doing it in a Sidewinder.

In open.

I believe that the Cutter reference was only hyperbole for the fact that the aliquot of rares given is rediculously small compared to the carrying capacity of most ships, not just the Cutter... The small aliquot size of most rares requires multiple trips (repetition) to complete the task irrespective of the ship used. Performing the task in a Sidewinder would actually have little effort on the process, just as doing so in a Cutter has little effect either.

Playing in Open to add the risk/interest of being attacked by other players is an entirely different issue to the engineer unlocking mechanic.
 
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The vast majority of engineers take nothing more than a couple of hours of commitment to unlock

Pretty much this. The unlocks are hoops that you have to jump through. Some are tedious like the rares deliveries, and some I actually enjoyed e.g. I had never done any exploration and found that I quite liked it.
 
My problem with Engineers was the RNG of the engineering roll behind the RNG of the mat collection.

Since the RNG is basically gone from the engineering....I don't mind the search for materials or the necessity to unlock them.

To each their own...but for me...I will actually play this part of the game now.
 
All of it saves time. An engineered distributor and mining lasers lets you mine faster. An engineered FSD lets you trade and explore faster. Engineered thrusters and guns let you kill faster. Engineered shields are going to reduce the chances of taking damage in a fight, avoiding a repair trip and saving time.

In a game that is an infinite treadmill of grind, acquiring these small timesaving bonuses racks up quickly.

As I pointed out in another thread, you can't engineer mining lasers or a mining lance. But your point stands, engineering is a holistic activity.

Lightweight modding your life support will help with your jump range or enable you to fit a class A instead of a class D for the same weight. Modding your PD will mean your engines will be able to boost more often and hence faster. Modding your chaff with increased capacity means you can stay in a fight longer. Modding your PP will mean you can run a higher class shield etc etc...
 
It's not too hard. I recently took one of my alts from zero engineering to G5 FSD and G5 DD in 2 days. Yeah, it was a bit of a grind, but 2 days isn't insurmountable.

Granted, I already knew how to unlock the key ones and which order to do it efficiently. I suppose a new player would find it a bit more challenging. Still, I did it in the early days and didn't even think about rage quitting or anything.

The new engineers will be an improvement on the current system. I'm looking forward to redoing my modules.

Two days for you equates two months for the average gamer. Just getting to palin and back is at least two sessions for many.
 
That, and new mission reward system, where, in BETA, I saw plenty of 35 Modular Terminals as reward for Wing Cargo missions (Modular terminals being one of those unlock engineer commodities).
Yep. I saw a non-wing mission with a 25 Modular Terminals reward as well - which seemed custom-made for unlocking Qwent. I also saw one with a 24 Modular Terminals reward, which seemed custom-made for annoying people who are trying to unlock Qwent - you see, Frontier caters to both preferences :)


For that matter, the rares ones are much quicker if you don't just brute force them (e.g. wait until the rares system is in Boom for increased production, or get a friend to help you load up and do it in one trip, or similar).
 
If I may answer: custom missions. We have custom engineers, with custom faces, on custom bases providing custom mods. Lets make two dozen custom missions for them. You can use custom PG chained-mission templates. Eg: infiltrate base to find location of ship X, find and kill it, take the blackbox, deliver it someplace, get data from it and deliver it somewhere else while being chased by a wing of angry whatever. Invoke Thargoids with Palin and Ram Tah.

I'd rep you again Sleutelbos, if I could! I totally agree with you.

It could be argued that the engineers have customer missions, mine 10t of Painite for example. But the current missions only re-enact the standard game mechanics and force you to perform them whether you like it or not.

We have Tip Off missions already, an engineer unlock mission could easily be an advanced form of these, requiring a random activity to be performed... e.g.

'Obtain 10t of Palladium and take it to Maia Point in the Maia system and deliver it to Mr X who will give you a contract to kill an overlord in System Z who is in possession of some particular information that Tod The Blaster McQuinn needs. Once this individual has been killed, you need to take the black box from their ship wreckage and deliver it to Tod The Blaster McQuinn. He will then give you a follow on mission to obtain Y to bring back to me here'.

As it is, none of the engineers are linked to each other or have much to do with each other. Tighter integration could make for some interesting game play...
 
No, the unlocks still are awful. For starters, they make no thematic sense. Well, thematic for the engineers, yes, but not for the blueprints they offer. Palin is probably the prime example: you have to fly 5k ly to gain access to him. Now, for explorers that’s not a big deal in the slightest since they’d do that regardless, but everyone else is likely to just do a meaningless 10k ly total round trip. If Palin offered only stuff relevant to exploration, his unlock requirement wouldn’t be an issue. But since he offers something that is meh for exploration, and incredible for everyone else, we have a ton of people complaining about him.

So, the unlocks really do a need a rework. They don’t need to be easy, they just mustn’t be boring and make sense. So no rare goods etc. artificially increasing your time spent unless you have friends, and blueprints that are useful for the task you used to unlock them.

Repped! I totally agree.
 
There is tedium built into every gaming achievement. The only commodity a gamer has to offer is time. The fact that it does take time/effort is part of what separates an average player, from the more dedicated one. Getting "Raid Gear" in other games = tedium.

Now, that unlocking Engineers involves a time wall is not inherently a bad thing. Acknowledging that the effort for each engineer is not Hard, certainly is a rebut to the OP's issues. It may take time, as it should, but it isn't hard to do, sounds like a reasonable recipe for a game mechanic.

Game mechanics don't need to be hard, but it may improve the game if they are engaging. Repetition doesn't make for engaging for me personally.
 
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