[Video] Analyzing Engineering - What is it really?!

5 tons Lavian Brandy,
1 ton burnham bile,
1 ton honesty pills,
2tons void extract coffe,
mix it up and put it through 2 chemical processors
and equip your barrel with 1 hybrid supercapacitor
and 3 heat wiring and heat it up,
to finally let the brew rest for a day.

The result is a Montega.

I could have some of that nao.
 
The main problem is FDev doesn't look at the gaming industry for solutions to common problems. They want to reinvent the wheel. Many games have already solved the open-world progression problem.

One huge problem is that the process is needlessly complex. Most games give you a single token type that you can use to move along a progression tree system.

Their goal should be an upgrade system where you don't have to intentionally look for upgrade materials. It should just happen organically as you play the game.

They've made progress in that direction but it seems they're not fully willing to commit to the new better direction of mission rewards.

Finally, ED should be playable without using external sources.

Course they do. Engineers are just wizards demanding you go on quests for magic charms. The idea came from some fantasy genre game I believe.
 
When I run out engaging gameplay or unbroken missions, I fall back on Engineering. So that's what I'v been doing lately. The skinner box is a rough life :-(. Fortunately I don't have much time to log into the ED gambling simulator to bet my life force on engineer trinkets.
 
He still loves them more than i do. If it werent for the RNGineers, i would probably be playing right now and probably would have bought at least a hundred dollars worth of paint jobs.
 
Good video! Always a laugh!

So how long before somebody comes along and claims you can get everything just by playing the game?
"You don't have to do anything special to get engineer materials and exchange rates are just fine..."[where is it]

And dont forget "the engineers arent so bad as long as you have netflix running on another monitor and you close your eyes and think of england" posts.
 
I really like enginnering, my favorite thing on elite to be honest.

For me the worst part is the HGE hunting, that will be changed on the exploration rework, but sadly when the q4 update comes to live we will have that terrible dedicated mission server idea, so mission materials will be the ISSUE i belive (That already is a pain).

When i see the light in the end of the tunnel, it's the train!
 
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The funniest part of this whole catastrophe is that Frontier thinks every player has their own idea of what would be better for this game, and each idea has its issues.

Yeah well sure but that doesn't change the fact that there's a right way and a wrong way. Player retention defines what that is, makes opinion less relevant, and invalidates subjectivity. When the ideas are consistent with established theory, pulling a player deeper into an experience they enjoy, they should eventually find themselves facing a boundary where the experience is too much, or in other words, out of reach. Elite doesn't have such impassible boundary, but rather one very easily passable at an early stage. Such boundaries require real practice and innovation in the sense that progression doesn't just come from numbers and collections, but also from a sense of personal advancement of skills, understanding, and cooperation. Games that succeed in this usually do so through impossible raid bosses, pvp tournaments, or difficulty levels that endlessly scale like as seen with Warframe. For those who understood these basic principals, the consequences resulted in historical success, even when not perfected.

Why no servers and just P2P? Small player base and income. Why small income? Niche game. Why is it niche, because it's space? No because it doesn't follow the historically established conventions for success. What a niche!

Open PvP/PvE games require PvP balance and PvE progression simultaneously. Choosing between the two is a false dichotomy because both are possible, yet we've arrived at a point where the incorrect dichotomy was assumed because some paranoid ignorants complained on the forums. PvE progression requires challenge to increase, not decrease. For both, that means progression has to be horizontal and specialized. Engineering made it too vertical, then made all tasks associated with that vertical path easier and easier. It was wrong in every sense. In addition to that, it requires activity development, something that doesn't appear to have existed ever in any dedicated capacity. Escort, base raid, pirate raid, station raid, capital class combat, private security, base defense, objective defense, and mining patrol guard. All ideas that have been suggested thousands of times upon deaf ears in the fake ideas and suggestions forum. Instead, grind for guardian data.

Yamiks, I think you should do another video about imbalance. The amount of yelling, name calling, and sarcasm provided in your video has been judged insufficient. need moar
 
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....Frontier thinks every player has their own idea of what would be better for this game, and each idea has its issues.

Well isn't it usually? every good thing has it's downside me thinks too..

Yeah well sure but that doesn't change the fact that there's a right way and a wrong way. Player retention defines what that is, makes opinion less relevant, and invalidates subjectivity

I would not say that "player retention" invalidates anything..it's more like that their current design philosophy (mostly based on small menial tasks being piled on you -> ie GRIND) is the way to go forth! That I see personally as a VERY OLD way of thinking about game design and fundamentally disagreeable!

Open PvP/PvE games require PvP balance and PvE progression simultaneously

Yeah I'd say you're spot on there! And if I were to delve int othe game's balance..oh my... i'd go insane..


=}
 
Well isn't it usually? every good thing has it's downside me thinks too..



I would not say that "player retention" invalidates anything..it's more like that their current design philosophy (mostly based on small menial tasks being piled on you -> ie GRIND) is the way to go forth! That I see personally as a VERY OLD way of thinking about game design and fundamentally disagreeable!


[/I][/B]Yeah I'd say you're spot on there! And if I were to delve int othe game's balance..oh my... i'd go insane..


=}

Do it. It is important topic. The cat will give you comfort with the purring and prevent serious harm.
 
VIDEO LINK HERE

So High Grade Emmissions.. the random encounters are "core gameplay" for engineering and....I just don't know what to say else!

Anyways: post below your favorite blueprints and what you need to do for them!

Yamiks defined:

- Swears like a teenage boy

- Likes to talk about sticking religious items in people's butts

- His videos are long whining rants which pretty much insult everyone

I'll pass.
 
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