Deleted member 110222
D
I for one am glad that everyone is now the same. It's the ultimate form of balance.
Ditto
What a wasted read that was.
New engineering is better than old engineering.
I reckon the vast majority of people agree.
I've provided feedback elsewhere about engineering 3.0, and I know FDEV have their hands full with all the bugs ...all the bugs. Maybe there's a science to minimising bugs after 3 years of Elite? ...i don't know, adequate testing? Not outsourcing so much to people who can't code?
Despite all of the cynicism this is posted with - the intention of being helpful/constructive and for the better...
If we don't speak up - what do we expect? Elite is a great game, and offers so much potential it's actually inconceivable. We play it, love it, and invest in it. Yes, playing elite is actually investing in something. It's hard not to care about it as a game.
But engineering 3.0 is crap....
1) Engineering 3.0 has removed unique variation from the results. Why?
All ship engineering ends up in the same end result. Every explorer conda is going to be far more similar, and the same goes for pvp/combat ships etc. This is a horrible change imo, and obviously foreseeable if Sandro didn't have his head up his space loach. [alien]
1.1) Results being streamlined (as above) is probably seen as a positive by those that didn't really get into engineering but felt they simply had to (speculatively the many). Fair enough. Secondary rolls in 2.4 engineering were either a random blessing or a horrible curse. Remove the secondaries and wouldn't have had an entirely horrible system.
2) Engineering modules from 1 to 5 grades is a time sink and material sink.
Now every single material is very important. Why? Now rare materials are wasted in a 'process'. Why?
With 100% of the 5th grade requiring 'more' ( a colossal f___ tonne of rare material rolls) than previously, it's just soul destroying getting to a 10th or 12th roll of a 5th grade mod as your rare materials run out. WHY? You used to be able to achieve at least something with 1 of each rare grade 5 material. Now that's 10 x 3 (= 30 materials for whoever's maths is as bad as Sandro's). This is lacking creativity game design-wise and a deliberate hand-brake on engineering as a part of game play (something I used to pre 3.0 spend more than 70% of my time doing to experiment with all the various glorious/cool/ things FDEV gave us via engineers). There are infinite better ways to make players do something to achieve a grade 5 100% roll than just materials and clicking .
3) Material traders are not a fun / enjoyable / reasonable solution.
Thanks for adding a middle man for some time-sink. Why?
I think they should exist for a multitude of reasons. They should even produce their own missions for material rewards. They clearly need somethings and we need somethings etc. But as a counter or excuse for materials-sink 'engineering' they are just an inconvenience / busy work / time sink to get a result.
At this juncture I have to:
https://www.reddit.com/r/EliteDange...ite_dangerous_beyond_live_stream_engineering/
https://i.redd.it/r3amumzdm0c01.png
...Sorry but you did and you have. Badly. And you know it. You designed it.
4) I'm going to say time-sink again.
I don't believe for a second that any engineering should be instantaneous or immediate. Nothing in Elite should be. Hard work should pay off in dividends. But this isn't hard work. It's busy work, and ultimately so everyone can get the same streamlined engineering results. What a horribly boring, uninspiring thought. You used to be able to get something done with at least 1 of each grade 5 material. I'm not suggesting that's how it should be now, although some of my best rolls where with less materials than I now require to get 100% (urrrrhg!) ...Now your life playing elite is just collecting f_____g materials. If that doesn't resonate badly enough for you. I haven't even touched on how bad the RNG is behind the material generation system - whether it be raw mats on planetary surfaces (kill me), trying to find high grade signal sources in deep (kill me), and data (when you're done killing me, bury me on mars, please)
5) The RNG generation of materials.
FDEV, move on. It's horrible, and RNG is an obvious, lazy failure in logic.
Someone who recommends smart rounds as a very good engineering mod (some livestream during focused feedback) isn't really into engineering the way many of us players actually are. So a fresh set of eyes, please. Some creativity, some logic, less time-sink, less material sink if materials is going to be RNG horrible, and yay! we can all (no, not you, but everyone else) be happy with engineering.
Looking forward to your amazing comments, and well, who cares - it's the only real space game out there for the moment (hahah for the moment). Also, please buy a paint job or two to help pay the 12 FDEV staff who aren't busy with Jurassic something-er-rather...
Huh?I'm tired and I burnt my eye with a teabag so I only read the bold parts;
The only thing I don't like is that every weapon has to be brought up level 5, the amount of resources that takes kills it for me.
For the record, I disagree with all your points.![]()
1) Your claim assumes two things, falsely. That all players will max out each grade before going on to the next, & that players won't implement any experimental effects (and FDev have indicated that more Experimental Effects will be coming in later Chapters). Now the Caveat is that I would like to be able to "Call in a Favour" to tweak 1 or 2 specific Stats on an Upgrade (like Mass, or DPS, or Heat).
2) Again you wrongly assume that everyone will sit & max out all their modules in a single sitting. Now if that is how you want to do it, then fine.....but don't blame the game for how grindy that feels. You also ignore the fact that your current Rank impacts how quickly you progress through the lower grades. Again, though, if we had a more dynamic ranking system (Calling in Favours), this complaint would have even less resonance.
Yep, obviously completely wrong. Give or take the bit where you need to use them and want a better exchange rate, right? huh!3) Completely wrong. I love the Material Traders. Best thing they have added so far in relation to Engineering. Again, the Caveat is that they need to tweak exchange rates, & we should be able to "Call in a Favour" with Factions to alter our Material or Commodity Rewards.....but that is about it.
Happy for you. I've been prospecting multiple planets for raw mats, taking limpets into HazRes and Conflict Zones (painful), and sucking up literally everything since 3.0 launched. First 4 attempts to engineer anything to grade 5 were monumentally disheartening failures, when in reality I already had the materials for a reasonable number of grade 5 rolls by 2.4 standards. Clearly where part of the frustration lies. Really not convinced you're really doing that much engineering.4) Really? I played for over 2 hours last night......& I spent less than 20 minutes of that time collecting materials. Yet in that time I managed to collect over 2 dozen materials with ease......even one I'd never collected before(Chemical Storage Units).
Now you're having a laugh. The RNG is absolute rubbish. If ObsidianAnt talks about it at length (and he does), it's clearly a problem.5) Once again you choose to speak for "the many", even though you have no clue if you actually are. Changes made to the DSS back in 2016, coupled with changes to planetary surfaces in 3.0, & likely changes in Q4, are very likely to make the collection of raw materials significantly less random, & I also suspect that Q4 improvements will make collection of other materials less random too. The presence of traders & the new mission pay-out system also helps to reduce the randomness.
Cool. It was a pretty badly worded post by admission. But at the same time, I'm not even convinced we're playing the same game. Enjoy, avoid them trolls if you spot any and fly safe cmdr o7Now, if you'd instead told us about how the ranking system is too heavily dependant on crafting, & how rank has no impact beyond what grade of Upgrade you can access.....then you might have had a point. Also, your final comment just reveals what a troll you are.....however much you claim to speak for "the majority".
I would say that from grade 4 to max out 5 is awful. Just converted four overcharged MCs form legacy grade 5 and even though I was full on required materials for that after just two maxed out MCs it was obvious how stupid the process is and how much materials I spent so the two other MCs left at half.
I can't even imagine making four efficient something, since proto heat radiators, unlike MEF are not mission reward...![]()
Results are better, material trade is cool. improved limits on storage of material good.
But I have level 5s already... Not happy I have to downgrade to 4 to upgrade
To get back to my starting position I use 5 or 6 rolls. Waist of time and mats.
It would have been nice to start where it was, and remove any secondary effects the old engineer engine created.
Then I would only need 2 rolls to max out a module. Which was nearly at the max when I started