I don't really enjoy the Engineering process or the effect it's had on gameplay. However, I do it to stay competitive and because the material requirements are no longer particularly bothersome as of 3.0.
I did burn myself out back in 2.1 when all BPs cost triple what they do now (plus cargo), materials were acquired in single units, and you had a 10% chance of getting any effect at random. Before 3.0 I had 18+ month long engineering projects that ate tens of thousands of materials that I was never able to finish...that were all completed to satisfaction the day after 3.0 dropped. The new system is essentially grind free for frequent players of diverse interestes, which is a huge improvement, but I still don't like gameplay implications of Engineered modules.
Anyway, I read this whole thread, so here a huge wall of text:
And the process of Mining Raw Mats is time consuming enough that if FD were to get rid of the Mat Sites like the crashed Ships, Engineering would instantly become intolerable for me.
You can pull several dozen, if not into the hundreds, of high-grade raw materials per hour from surface deposits without needing any specific mat site or relogging.
I realise that legacy weapons are the biggest issue and legacy thrusters & FSDs are a secondary concern but the vast majority of my legacy modules are things like collectors, shields, utilities and some core components.
All of the ones that exceed what's currently achievable in any way are problematic.
As an activity in itself, then no, not as such. To me that's like asking "do you enjoy the outfitting screen" - it serves a necessary purpose and I'm happy it's there, but it's not what I play the game for.
I enjoy outfitting. Not building the parts I equip in outfitting.
Can understand why many hate the process though, a lot of cmdrs decide they want a certain module engineered, then focus solely on that and complain about grinding.
At this point, the results are more annoying than the process. The inflation is dramatic and it's had a negative effect on many aspects of the game.
I enjoy PvP where skill, not spreadsheets, wins the day.
Everything is a skill.
I prefer games where as broad an array of skills as practical applies to PvP and where strategic planning and foresight matter.
However, I despise arbitrary progression systems, especially in games with low levels of abstraction. I won't play most modern tactical FPS shooters because they feature unlocks and ranks...I still appreciated being able to outwit and prevail against technically superior players in older games in the genre, however. Most games that come down to aim, reflexes, or memorizing power-up locations do very little for me. I was quite good at Quake and UT, but driving an explosive filled jeep I stole into an enemy spawn point in BF1942 was a vastly more satisfying way to rack up kills and help my team than simply out shooting the other side. Spending half an hour trying to get a tank on a destroyer...that was even better.
Not losing (high-waking), is very different from actually winning
Depends on what your goals are.
Might be kinda nice if the PvP "community" got together and made a gentlemen's agreement to ignore engineering though.
That would require there to be a unified community. There isn't one, and could never be one, for such a broad topic.
Do you really love the process or rather the result?
Largely indifferent to the process, mostly despise the result, and all the more so because it's mandatory to remain competitive, directly or indirectly.
How about mats in HGEs, which are more inconsistently than ever before? How about DWEs? Both are the epitome of tediousness for me.
I get most of my top grade materials from missions and metallic meteorites that I'd probably be doing or have stumbled across even if Engineering didn't exist.
Most players do need a meta uber engineered ship for pve to stand a chance against higher ranked npcs. It's only the top 5-10% players at most in games who find pve easy.
The top 1% of NPCs should beat the top 1% of CMDRs half the time in a fair fight.
This is pretty much what I hear from all the newcommers I have brought into the game.
Well, they don't know how much better some aspects worked before Engineering.
For example, my BattleConda has passenger cabins, not because I use it for passenger missions, but because I built it to mimic an actual ship (ex-Navy IRL), which means crew quarters.
Passenger cabins aren't crew quarters, they are passenger cabins. I'd presume the ship's hull and life support module covers any reasonable number of basic crew accommodation.
Without the third party tools ED would already be a dead game - can you honestly imagine trying to do any reasonable amount of engineering (of EITHER version) without them?
I've done the bulk of my Engineering post 3.0 with minimal references to 3rd party tools.
Of course by the time 3.0 dropped I had largely memorized everything and had already done several thousand mods.
So why give players engineered modules that have such power that 10 second kills are possible
I had way more ~10 second kills before Engineers than after. Catch someone who wasn't paying attention with a quad fixed beam Viper in 1.0 and they were gone by the time you drained your WEP cap.
They usually nerf stuff real fast that is considered exploiting, don't they.
Hardly.
The power level of the engineers is cheating.
That's not how cheating is defined.
I have huge problems with the inflation, but it's objectively false to call something that both functions, and is being used, as intended, cheating.
Try to do it FAOff.
200km over a 4g planet.
All I ask for now is that they get rid of raw material requirements that force you to do SRV planet rock hunting and data material wake scanning. These are garbage activities that nobody likes. Why force people to do them?
I have upwards of 18000km in the SRV on live and about 25000km total. I like driving the SRV quite a bit.
I don't do much wake scanning. Most of my Datamine Wake Exceptions come from encoded signal sources or trade.
Engineering was added to try and mend the cookie-cutter results of having no real player-driven crafting system.
I hate video game crafting systems and I had fairly unique (and successful) loadouts before Engineering.
It's one thing in supercruise, but in normal space a ship the size and mass of a Navy destroyer should not be whipping around like it's a radio-controlled airplane.
If they still have thrust to weight ratios of ten-to-one, they should.