Beyond did literally nothing to help the grind.

Same problem here... I keep running out of Proto Light Alloys [cry]

I spent some time in a HAZ res with some collectors, but only managed about 15 before the space-crazy started to set in... then promptly used them all up again.

The big problem right now is that we are all scrambling to re-engineer our ships... and we're impatient.
Once I'm done redoing my courier, I'm done for a while... let the mats build up before my next experiment.

Running laps at Dav's Hope might be tedius, but it's not as soul-crushing as trying to find HGE's with what I want inside. Even with the loss, I figure I'm better off just exchanging for what I need.
 
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Indeed. It's like you admonishing me for punching you in the face and me replying that it's better than getting kicked in the balls for fifteen hours.

Exactly.

And I am seeing more and more of it these days. Which is troubling. Because when ardent supporters of a game have to resort to comparing the game play to Korean MMO's and the devs to EA in order to make things look good, there's a very serious issue with game design.

Most notably, that it is no longer directed at MAKING A GAME. Instead, it is directed toward increasingly time spent in the game. Not necessarily by enhancing enjoyment. But rather, through artificially prolonged, soulless, repetitive grind. Of the sort that makes a game into a laughing stock in wider gamer circles. And believe me, Elite is getting there.

If one checks gaming discussion threads (other than here and the blatantly censored official subreddit), youtube comments, review and article discussions, one will quickly see that while certain parties here love to talk about how Elite is much loved and has millions of players, this is FAR from the truth.

The design direction needs to change. Whatever, and whoever, that takes, it needs to change.
 
You literally have to if you want to be competitive in open so that's pretty bad advice.

To be "competitive" in open before took hundreds or even thousands of rolls per module. I did a few hundred on mine and my best ships couldn't hold a candle to the truly uber engineered ships in their speed, distributor charge etc etc. Now we are equal footing with barely 200 rolls per ship in total, many of those rolls being with with easy to find stuff.

I'm happy with the changes. I had a fleet of 20 G5 ships and it will take some work to get them maxed out under the new system but MAN is it nice to know we are all going to be on equally footing for once.

I think the main people feeling they are missing out are those who just want to roll a 5 times G5 per module or whatever like they did before. Easy solution there: do what you did before (gather mats for five G5 rolls) and use the mats trader for G1-4. Done - no need to max out now if you didn't feel the need before - you will be at a MUCH smaller disadvantage now than before. Or, you can truly max our your builds with some minimal extra work.
 
You literally have to if you want to be competitive in open so that's pretty bad advice.

You mean competitive @PvP...

Ask 777Driver. He plays open in a T9 and has contingency plans to avoid interdictions and other confrontation he doesn’t want. He’s also not an obsessive engineer hunter.
 
To be "competitive" in open before took hundreds or even thousands of rolls per module. I did a few hundred on mine and my best ships couldn't hold a candle to the truly uber engineered ships in their speed, distributor charge etc etc. Now we are equal footing with barely 200 rolls per ship in total, many of those rolls being with with easy to find stuff.

I'm happy with the changes. I had a fleet of 20 G5 ships and it will take some work to get them maxed out under the new system but MAN is it nice to know we are all going to be on equally footing for once.

I think the main people feeling they are missing out are those who just want to roll a 5 times G5 per module or whatever like they did before. Easy solution there: do what you did before (gather mats for five G5 rolls) and use the mats trader for G1-4. Done - no need to max out now if you didn't feel the need before - you will be at a MUCH smaller disadvantage now than before. Or, you can truly max our your builds with some minimal extra work.

5 rolls of a G5 are not equivalent to a G4 in the new system. Not that relevant though because 5 g5 rolls can generally be traded for g1-g4 +3 g5 rolls worst case if you ignore the catastrophe that is the raw material trader. (I have a thread about THAT here) However, that is what I am doing. I'm not trying to max out light weight, I'm going for g4 + 2-4 g5 rolls depending on how good the rolls are.

I have no desire as of now to do more than 3-5 (depending on my resources) g5 rolls on anything but the most essential equipment, yet I have still run into this problem. It's because it's not a problem with the pricing (which I think is fine, although I would favor a less rng reliant system that gave a minimum increase of 5% with some extra randomness added on that could increase this further), it's a problem with how we acquire the resources.
 
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Trading down does give very favourable rates.

However the point of material brokers was in part to address the issue of the multilayered RNG grind that some top-tier materials require, for example having to find a system with a specific allegiance and state using a map with filters that deliberately prevent you from filtering by both criteria at once, then having to fly around in deep space waiting for USS spawns and praying that when one does appear it will be the rarest kind. My record for not finding a high grade USS whilst in the right place to find one is over an hour thanks to the game throwing dice.

The trade-up rates are such that they don't really impact on that much.

Prime example from today - I wanted to do my Orca's drives to new G5 DD. They've already got G5 DD from 2.4 engineering but they're nothing like an old God-roll so the new G5 is attractive.

I had 19 chemical manipulators when I logged in. Then I converted my Orca's old G5 range-enhanced FSD which sets it to the top of the new G4 and rolled it to the new G5 limit. 9 rolls. 10 chemical manipulators left.

Check my pharmaceutical isolators stock for the Orca's drives. Hmmm. I have 1. It just took 9 rolls to upgrade a mod from G4 to G5. This is not going to be enough.

But wait! Material brokers!! Hurrah!!! Off to Inara to find out where one is because it would be stupid if I could just find that out in the game obviously.

Jump > Jump > dock > Broker.

Ah. I can trade 6 of my 10 chemical manipulators for 1 pharmaceutical isolator. That's still not going to be enough, plus I have another 18 FSDs to upgrade so I kind of want my chemical manipulators. Ok let's see what I can trade up from any of my next tier of materials.

*Looks at screen, blinks, laughs, opens galmap to find a high population independent system in outbreak*

*flies round in supercruise in the middle of nowhere for 45 minutes*


Went for dinner. Haven't bothered logging back in.

18 ships? You just want to click a few buttons and upgrade 18 ships? Some people took a year and a half to get a single Anaconda let alone A rate it

I fear you’ve lost a little sense of perspective and have fallen into.

“I want it all and I want it now”

OK, being constructive now... Try focusing on one ship and enjoying it for a bit rather than Scattergunning between all your ships. You can pin blueprints so there really is no need to Upgrade multiple ships simultaneously while you’re in the vicinity of the engineer anymore.
 
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Meanwhile, I have yet to visit an Engineer in the Live game. Too busy picking up materials whilst doing other stuff, then popping by a material trader to balance things out a bit (though the trade rates definitely need tweaking). I definitely plan to visit one in the next few days though.
 
Hmm, lets see.

1. Drop rates for even rarer materials is much higher fhan in 2.4.

2. Choosing your mission reward makes it easier to pick up Materials

3. Material traders allow you to get G5 materials that you usually couldn't get in 100 hours of searching

4. Material requirements for upgrades are much less steep than in 2.4

5. Each new roll gives you a better result, making it easier to reach G5 upgrades.

So those 5 points *prove* that the OP is dead wrong. Can things be made even *better*? Sure. However, we are still only in Chapter 1.
 
"Beyond did literally nothing to help the grind".

Personally, I feel that they did, but it really depends on how you use the engineers.

I've only engineered a few modules on a few ships. I do NOT feel the need to engineer EVERY module on EVERY ship I own, nor do I bother with trying to get Grade 5 mods, with a very few exceptions.

I spent 2 months IRL engineering my AspX's FSD, because I needed a "near god roll" to go on the Distant Stars Expedition, which required a ~56 ly jump range and a neutron star boost to reach the destination.

In the beta, I spent another 15 min (using materials I had previously collected) to add another 3 lys to my top-end range. That's a great improvement, imo.
 
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I was quite happily gathering stuff for the Tech Brokers Tue-Friday of launch week. I've unlocked all the Guardian stuff that isn't on a turret mount (apart from the Vessel-
whatever that is - the Guardian power distribution and Fsd booster and the guardian shard cannon as I've not found any Broker for those yet or maybe they're not in game yet). That was fun.
The human Tech Broker I need a G5 raw material for. At the thought of scouring a planet for 20 of them, I switched off and watched TV instead. I had a few other G5 materials in different rows but the exchange rates on those were silly (6:1 iirc).
I thought stuff it I'll come back another day. I couldn't shake this feeling of 'they want HOW MUCH!!?? I'll need that other stuff for upgrades and it takes about 11 to get a top G5'
Trading up/down the columns and trading a G5 from column three for a G3 from column 2 the rates need looked at. Trading up does need looked at. Just a tweak.
The bottle necking always comes at G5 for which the answer is either grind or get robbed at the material trader.

I think my meandering point is the Guardian stuff: fly to these places do the thing get what you want. Raw material gathering on planets: find planet with material you want, drive around and pray to RNGesus to find what you want. Feel robbed by being over charged by the material trader.
 
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If you were competitive before, just keep your g5's and be competitive now. If you weren't, the grind has been reduced.

You are hilariously misinformed...

In the old system, I generally got ~75% within 3 rolls. Sometimes 5, ok.
The times I had to roll 8 or 10 times, it was usually something like a Power Plant, where I absolutely needed a specific number.


Since 3.0, I have - due to massive shrinkage of farmed materials - started to count and note my numbers of rolls in Excel.

Mostly:
G1 - 1-2 rolls
G2 - 2-3 rolls
G3 - 4-8 rolls (sometimes even G3 grinds you for the last few % points to 10 or 12 rolls
G4 - 5-10 rolls (here too, you can end up with more rolls, in cases you just wanted to complete G4 without going into G5.
G5 - 10-15 rolls (when you can barely see the gap at the top of the meter, it can still take you for another 4-5 rolls by making incredibly tiny steps)

So, without getting particularly unlucky, the materials you will use up for a single item ranges between 68 and 92 - with the greater percentage being high end materials.
If you want to engineer 20 modules on a ship (larger ships have more than 20), you have to farm between 1,360 and 1,840 materials to get it done.

If you call that a reduction of grind, there's the following possibilities: lying, trolling, shilling, white-knighting, with clueless being the most benign option.
 
I spent a decent amount of time during the beta playing the game as I would on the main server in order to get a feel of how the changes would impact my experience when beyond went live. I said pretty much the same thing am going to say in this thread, but it was all dismissed by sandy when he said on the livestream that they weren't going to change any of the exchange rates despite the almost universal feedback to do so because they wanted to see how things would play out on the live server. Well the game is live and lo and behold, we're running into the exact same problems myself and others ran into during beta. It's almost like the purpose of an open beta test is to get player feedback on how the update impacts their game or something. That all being said, let's begin.

First, the material traders DO help in some areas. Namely in getting unusually hard to get g3 and g4 materials like cif. They also definitely make it easier to afford the prerequisites to for g5 rolls as you can trade down for those materials. However, both of those pluses are mostly canceled out by the fact that we HAVE to roll the previous grades. This is not a bad thing, but it does mean that there is a large gap in the grind reduction of engineers, namely when it comes to getting g5 materials.

I'll explain why with an example: I was doing a lot of lightweight mods. This meant I needed a lot of proto light and proto radiolic alloys. I ended up running out of both, partially due to the fact that I had to roll so many g4 upgrades in order to even unlock g5. No big deal I thought, I'll just go HGE hunting in a boom system.

Oh how I was wrong.

I found a high pop boom system, but it was imperial. I spent quite a while in that system, and I got several HGE, but the either had proto heat radiators or imperial shielding. So I moved on to a independent system, I got more proto heat radiators and HGE were spawning less frequently because it had a lower pop. So I moved on the an ultra high pop fed system to pick up some core dynamics composites while I was at it. About 45 minutes later I had gotten 3 proto heat HGE and 2 fed HGE, but STILL no proto alloys. When I had started I had 30 proto heat radiators. Now I have 100.

The big issue here, other than the amount of time it took me to find these mats, is the huge amount of RNG involved. I know I could have stacked the odds in my favor a bit more by avoiding fed and imp space, and I'm sure the "git gud" parade is going to point that out below, but that doesn't change the fact that I came across half a dozen proto heat HGE's and NO proto alloy HGE's. I just got bad luck. Now I'm not anti-rng, but the amount of rng in this process is massive, and it leads to a very negative experience if you get the short end of the stick.

The rng wouldn't have been as much of an issue if I could have converted some of the excess imperial shielding or proto heat radiators that I got for proto alloys. But I can't, at least at an acceptable rate. That 72 proto heat radiators that I picked up? I would get just 12 proto radiolic alloys for that. That's 1 mid sized HGE's worth. Maybe enough for 2 or 3 g5 max outs if I am lucky. And that would mean giving up a lot of efficient weapons rolls, and even more heat exchangers and heat vanes that I could trade down for, both of which aren't exactly easy to come by.

The material trader's biggest attraction was the fact that it would give players a way to mitigate rng. Yeah, you got a few bad drops in a row and didn't get what you were after, but you got enough other stuff that you can trade it in for what you are after. But the 6:1 rates kill that. ANYONE who plays the game could have told the devs that, and many of us did. Yet the devs ignored it all for some reason.

It's pretty frustrating. It feels like pulling teeth to even get frontier to acknowledge a problem, and then when they finally do they don't bother actually listening to our feedback on their supposed solution and it ends up not actually changing much.

That was a bit of a rant, but I felt that I needed to get the conversation started.

OP missed a couple of new possibilities with the BGS and the missions so I dont understand his rant.
 
If you really want to "grind" materials then just write down a list of all the "top tier" ones.
Then bookmark places where multiple materials are located at the same time.
Sell them for lower tier materials.
Grind done.
 
If you really want to "grind" materials then just write down a list of all the "top tier" ones.
Then bookmark places where multiple materials are located at the same time.
Sell them for lower tier materials.
Grind done.

++rep for practical common sense.
 
If you really want to "grind" materials then just write down a list of all the "top tier" ones.
Then bookmark places where multiple materials are located at the same time.
Sell them for lower tier materials.

Absolutely correct but the OP has identified a choke-point concerning a 'top of row' ('ToR') manufactured mat.

If he's right, then in those circumstances the process is impeded considerably, because there is no known way to force-refresh other ToR manufactured mats ... unlike elements.

Cross-trading ToR for other ToR is also no more than a partial solution to a choke-point.
 
High Grade sources do seem to be harder to find in 3.0. I've never had problems before but have had poor luck so far despite looking in what used to be the correct states & locations.

I wonder if this line from the patch notes has something to do with it:


Maybe by increasing the spawn rates in shipping lanes and around planets (I haven't seen any of these personally yet) they broke the deep space spawns somewhat?

I've seen a HGE around a planet once. Out in deep space it's one degraded/encoded emission after another for me. Currently I'm looking for pharmaceutical isolators, no luck with the HGE spawns so far.

(Made sure it's a high population system in outbreak state. It's an independent system too so I don't get any Imperial Shielding or Core Dynamics Components. But so far not a single HGE except for that one occurance did spawn)

What is considered a high population system anyway? 5 Million, 50 Million, 1 Billion? I'll try the two figure billion range next if I find one.
 
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I totally agree. I'm having the same issues. Still find myself having to wait for hours in HGE's as it's just not worth trading across.

Wing missions seem to provide decent mats but they don't really show up that often in solo missions (which I don't think is right) and they've removed the rare drops from rescue missions.

This leaves very few options for attaining the specific rares you need. If the trade rate across was adjusted it could fix all this. Just knock it down to 1/2 or 1/3 and i'd be happy but 1/6 is way to high.
 
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