XX Reasons Engineering 3.0 Is Horrible & Needs To Be Fixed.

Deleted member 110222

D
I for one am glad that everyone is now the same. It's the ultimate form of balance.
 
New engineering is better than old engineering.

I reckon the vast majority of people agree.

+1 for me on this. I like the new engineering much better than the old. I also like the materials trader system as well.

Who left all this salt all over the floor? Anyone got a broom?
 
Might agree not sure with some of it, not sure, a little offensive wall of text is what I scan read. Despite bolding "helpful/constructive", it seemed just like a list of things the OP did not like, with blame of either outsourced programmers or Sandro, with a lazy or two thrown in. Well that is what I picked up. IT was quite a substantial post, so clearly OP feels strongly, just do not understand the need to turn every point into an attack on someone, blame culture much?

Still I think the OP might be able to put a solid attempt together for a decent rant, given based on the post.

I quite like the engineering in 3.0. Done the engines and defensive stuff on my Python to grade 5, so much easier to do with pinned recipes. T-9 next, or possibly the Vulture - upgrade the old engineered modules, if I succeed in starting the war I am planning. I have to fit engineering in to other activities I want to do in ED, with very little time at the moment, so 3.0 method suits me down to the ground. I was a backer of pinning all the levels of a recipe back in beta, so glad that - as community feedback made it in. Perhaps because it was put forward as helpful/constructive posts.

I have used the data and manufactured material traders, they are useful as I have one of everything now, so I have clues from the description, how to go get more. I only use in-game tools, so I found them essential to get the description of each material. YMMV by use of external tools and playstyle.

Cheers
Simon
 
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...

Sorry, but I must disagree with all your points, albeit with minor caveats.

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.

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.

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).

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.

Now, 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".
 
Last edited:
  • Like (+1)
Reactions: NW3
I have just two modules ranked up to g5. That is on purpose, I just don't need, nor want, to put that much effort in. I can wreck the NPC's with my g2/3's I have over all.

Of the two I did rank up, I did just to see what it took to get there. My PP I brought all of the way to max g5. From 75% g3, it took eleven rolls to max it out. The last few rolls felt a little laborious. But, I feel it should be that way getting the very last out of the process. I brought my FSD up to 66% max g5 from max g3 in five rolls.

I had predetermined that for this test I would limit myself to just two g5 rolls, to see where that got me. In contrast to pushing all of the way to the maximum. Getting two thirds of the way through g5 was genuinely gratifying. That put my aChief at a 27+ Ly jump range. Which I feel is excellent.

I was ranked to t5 with the Engineers in question. Now, I know everyone's mileage will vary, and I only pressed through with two modules, but I think it is illuminating none the less. Done in reasonable doses, the new Engineers is a vast improvement.

None of the above even considers how much easier the Mats Traders has made things. Without the Traders, I could never have come anywhere close, in fact I hadn't before, to gaining g5 on any module.

As something of a post script, every module on my aChief was engineered from scratch. No legacy mods were damaged in the production of my aChief. All in all, the improvements to the Engineers have been great
 
Last edited:
I truly enjoy the new system, it is so much more user friendly and levels the playing field. In Beta, I got into PVP again due to the leveling. I might do it again in the main game, once I find time.
 
I think it's better now than it was. The problem is , as I see it, that engineering should be a side-activity. Not the 'game's' main focus.

I think, despite what others may say, FD have made engineering the main focus for now - whether one wants to argue that it's entirely 'optional' or not.
 
Last edited:
I realy like the new engineers and imho I think gathering materials has become a lot easier.
I do still think that 6 for 1 at the broker is steep though.
 

verminstar

Banned
I was a critic of the old engineers having more or less ignored them since their introduction, and always said I would never be bothered unless it changed. Guess what...it changed and so did I...Im now about two thirds the way through unlocking all of them and is best described as a work in progress.

Im not entirely sure I would agree with just about any of yer points and just add that I really was a stuck in the mud hardliner when it came to ignoring them, so if I can be converted, well then Sandro must have done something right considering that was their original intention...enticing more players to get involved as it appears Im not the only one who just couldnt be bothered in the past ^
 
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.
 
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
 
Last edited:
didn't read whole thread... all I can see from what I've read so far is "meh, my ship is not gonna be unique, I can't have a better ship than my enemy/opponent thanks to RNGesus..." well, finally we go the way it was intended: wining a dogfight is no luck-based thing, but rather skill based.

thanks FD
 
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.

I think there should be more reasons to have mods that aren't always maxed out due to the tradeoff involved. For example, before I had a level 1 low emissions power plant. I needed the heat reduction, but if I took more than level 1 I would have had a power loss issue with my given loadout.
 
For the record, I disagree with all your points. :)

So do I. Having a level playing field is a principle of fair play. I'm very pleased to see RNG removed from the end results. I would like it removed from the rolls as well. Engineering is a scientific process, not RNG!
 
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.

You lost me on the bit about experimental effects which can be done at just about any point in a mod, and applying experimental effects is now awesome, so I don't know what you're on about there...However your main point above is what??? Are you going to drag a corvette with essentially no jump range to somewhere 190LY away to only half engineer the FSD? What on earth are you talking about? Of course players go to engineers to max out a module. That's engineering. The engineers are almost/seemingly deliberately spaced out so you want to go to them prepared, once, and MAX out a specific module at that one place, so as to not completely waste your time/effort. There would be an exception in cases where a player doesn't have all engineers unlocked and wants to MAX out as far as they can (less than grade 5) with that particular engineer. Fine. Not really on point in the grand scheme of things though. And remote engineering provides no access to experimental effects which in almost all cases you would want, so again - you're gonna head out and make the most of your trip. Aren't you?

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.
Yep, obviously completely wrong. Give or take the bit where you need to use them and want a better exchange rate, right? huh!

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).
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.

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.
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.

Now, 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".
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 o7
 
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...:eek::(:mad:

I have almost maxed out 6 beam laser turrets on my Conda.

The way I acquire proto heat radiators are:

1. USS in independent boom state systems with a very high population, billions if possible.
Yesterday I had a single USS drop five of them witch equals 15 radiators

2. material trader
heat vanes to proto heat radiators is worth it once you have everything ready to be upgraded to G5
I occasionally transfer materials I do not need that much/ do not need at all to radiators, too - looking at you, core dynamics composites.

3. killing trade vessels at anarchy systems
they drop heat vanes and you will not get a bounty

4. when flying through space, look at every USS you come by. There will be a few HGE's from time to time which can at the very least be traded in

5. once you have all your laser hardpoints at a high G5 state you hardly gain any advantage from additional upgrades - take your time and upgrade whenever you happen to have the necessary materials by chance - it really is not worth it. rather apply an expermental. In my case every turret has flow control.

2.5 pips in wep can keep all six of them supplied in a regular combat situation
3 pips will charge the capacitor up to max and keep heat low
4 pips = infinite supply and absolutely no heat, even when fireing a huge and large plasma accelerator in addition
*maxed out G5 charge increased A rated capacitor, of course

Seriously, this ship is a beast.
I don't even target subsystems anymore... they just get targeted and blow up in a short matter of time, no matter what.
 
Last edited:
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

Agreed. Why we all had to have our modules down graded, I don't understand...
 
Back
Top Bottom