Engineering Under Threat - Open Letter etc

70 / 30 was probably close to the initial idea. For most aspects it's still reasonably true. The exception is ship defenses, where it's more 30 / 70.

good point. In that case why not bring up the stats of the stock ships a bit to make them more useful without engineering rather than take something away.

NOBODY wants to fly a slow brick with useless guns. This is a game and things should be fun.
 
In that case why not bring up the stats of the stock ships a bit to make them more useful without engineering rather than take something away.

They've already been inflated, and too much in my opinion. The FDL received a substantial boost (that it did not at all need) to power, rotation rates, and thermal capacity in 1.5; most cargo vessels had their hull integrities dramatically increased not long after, and most recently, every ship in the game got at least one extra optional internal.

There were no ship buffs, outside of those to the Asp Scout and Keelback, that I feel did anything other than detract from the game.

The base stats are also what the modified stats are derived from. You cannot improve the unEngineered vessel without improving the Engineered vessel, unless you are willing to reduce the positive effects of the blueprints.
 
There was never a need for vertical engineering progression in this game. Some games got it right, where progression through PvE meant more firepower but less defense and speed, meaning you could remain balanced in PvP but rip through PvE kills so long as you developed the skills to use that offensive pressure effectively. Elite did not get this right. Engineering only made PvE progressively easier and turned PvP stale. To me, it made the game boring. There's way too much rock paper scissors going on within the mid-tier builds. It's why everyone runs super shield ships like the FDL, Mamba, and Cutter. It's also why nobody openly and randomly PvPs without full on engineering for long.
I agree. Engineering was a huge design mistake IMHO. For the sake of trying to give purpose/worth to shallow lazy game loops, it offered hugely overblown weapon power ups, and magical side effects, which damaged PvE and PvP with huge imbalances.

So if there's talk of FD reducing combat related Engineering effects, and balancing the game as should have been does at the outset of Engineers, sign me up!

ps: Where has FD mentioned doing this? Linkage?
 
I wouldn't worry, there were 2 betas in a row where the mere mention that shields would be tinkered with (downwards) drew so many tears that FD backtracked it both times.

You forgot to even mention: those who actually tested found the changes to be good. But there were some people who either openly admitted to not have tested or were console players who simply had no access to the beta, who decided that they would not like it. And the constant crying of this comparatively small group of people was sufficient for FD to cave.

Unless they surprisingly get a large shipment of backbone, all the wishes for nerfs are just bright fantasies, without any chance to ever come true.

good point. In that case why not bring up the stats of the stock ships a bit to make them more useful without engineering rather than take something away.

NOBODY wants to fly a slow brick with useless guns. This is a game and things should be fun.

Whenever a new ship is introduced, i configure it and take it for a test ride. Zero engineering, no tech broker stuff, plain vanilla equipment. (PP equipment may happen. ) I go to a HAZRes and take on enemies of all sizes and combat rank. From the mostly harmless Eagle to the Elite Anaconda. Even without engineering, i can tell if the ship suits me or not. The interesting point for this thread is that i haven't lost any ship yet when doing that. So even while i am just a mediocre pilot, the ships were good enough for the job.

Thus i think we really wouldn't loose too much if engineering was cut down or even eliminated. The only thing where I agree that i'd miss it would be modified engines. The higher speed is fun, loosing that would be regretable. But hey, the easy fix for that would be to rather have a few new thruster variants on the market. So next to the current thrusters and the already present high performance thrusters, we could have new racing thrusters and high G thrusters available. This would be so much better.

Unfortunately, as already said, i am aware that disposing of engineers is a dream never to come true. Although it would really improve the game.
 
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Perhaps explorer class ships need a rebalance then.. something which gives them an edge in explorers type things.

Exploration focused ship optimization should revolve around maximizing endurance and redundancy for the risks that should be, but are not, present while exploring, preferably while having to make hard choices between what scientific equipment to take as well.

Nearly always being within a single jump of a scoopable star; never having to worry about misjumps or malfunctions; being able to synthesize nearly everything on the fly...these are all problems that cheapen the risks that should be inherent in even fantasy deep space exploration. As it stands, any competently assembled exploration vessel can be limited in endurance only by it's power plant integrity and the PP can only be damaged by unsafe drops from SC, reckless reboot/repairs (that should never be needed), or weapons fire...everything else can be repaired or replenished on the fly, usually far faster than it's practical to damage them. If my CMDR loses his canopy in one of his fuel scoop equipped ships, there is no where he could possibly be where he wouldn't be able to make it back to civilization before his supplies ran out.

I don't think ships in PvE should be indestructible

Too late.

I think if that happened, many people would just quit in disgust.

More or less than the number that have already quit in disgust over the changes Engineering precipitated?

At the very least, i think FD would have to offer the ability to reset modules and get all data/materials back to allow people to respec their ships.

They never bothered to do this before when early and radical changes upended the whole system. I think about 80% of the G5 modules my CMDR has ever had have been sold to make room for new ones, and even refunding only the modules he still haves would require all the material and data caps to be increased ten to twenty fold.

I think its pretty obvious as well that the people driving the suggestion for change to engineering are those with an interest in PvP. Now, while that is an understandable and even laudable goal, trying to bring balance to PvP, i think the problem is much more far reaching than just engineering and extends to ship stats and modules, and in order to bring a better balance to PvP it would require a complete rework of just about everything relating to ships.

Combat, PvP included, was fairly well balanced in 1.4. Not perfect by any means, but it's been running in the opposite direction ever since.

I personally love the engineer buffs to ship speeds and jump ranges.

These are some of the most problematic changes.

I get why people like them and like most anything else, I'll use the best that's available, but even these appreciably harmed the game, IMO.

Removing engineers would be to throw away gameplay and content and still end up with the exact same problem.

Similar problems at singificantly lower magnitude stemming from significantly fewer problematic combinations is not anywhere near the exact same problem.
 
Similar problems at singificantly lower magnitude stemming from significantly fewer problematic combinations is not anywhere near the exact same problem.

The resulting magnitude would still be enough to make any reversal pointless. It's like saying getting hit in the head by 2 nuclear bombs is better than being hit by 100 nuclear bombs. In the end the practical result is the same.

As for the extra speed and jump range harming the game, it's a matter of personal perpective. My game is magnitudes better because of it.
 
Combat, PvP included, was fairly well balanced in 1.4. Not perfect by any means, but it's been running in the opposite direction ever since.

Very much this. I mean we also were discussing balance at that time. Like which small ship is just too good or too bad in comparison to the other small ships. That's not a topic any more these days. Many things which we at that time considered to be a bit above or below the curve are effectively eliminated from todays gameplay. They exist at mere stepping stones for the beginner, during the first few hours of gameplay (if he doesn't use one of the "get rich fast" methods), before he can afford a "real" ship.

So many of those ships, which formerly were discussed so much, by now are rated as "bringing a soggy muffin to a gun fight". They wouldn't even rate as rusty knife and just getting them back to that value would require huge nerfs on engineering.

Is there any way to see what engineering a player has applied by using the target panel?

As far as i know: no.

The resulting magnitude would still be enough to make any reversal pointless. It's like saying getting hit in the head by 2 nuclear bombs is better than being hit by 100 nuclear bombs. In the end the practical result is the same.

As for the extra speed and jump range harming the game, it's a matter of personal perpective. My game is magnitudes better because of it.

On the first part: your comparison is deeply flawed. By plainly removing engineers, a number of ships which by now are considered "garbage tier" would suddenly be worth picking again. Most of them still would not be top-dogs. Although the FAS might even manage to mess with them again. But they'd be viable choices again.

So it's really not the same at all. The old balancing problems were orders of magnitude smaller. (Which might be because engineers allowed us to increase stats by up to three orders of magnitude! )

And on what you refer to: i think that jump range is the least of the concerns here. I guess if FD would remove engineers and rebalance all FDSs to now operate as if they were fully engineered G5 FSDs, not many people would object. It really makes no difference to me, if an hostile ship can jump 8 LY or 80 LY. But it makes a difference if i can just kill it in reasonable time with regular weapons, or if i need fully engineered weapons and power distributor, with effectively doubled the firepower to stock weapons, to still take much longer to chew through a targets effective +800% or more of health.

In the first (old time) scenario, a smaller ship of low firepower but high agility is useful. In the second (present time) scenario, the massive health inflation results in the same ship being useless, you have to bring something with more and bigger guns to avoid the frustrating experience of feeling like you're trying to beat your target to death with a wet towel.

So really, i don't mind the FDS engineering. I merely think that explorers would even be more happy if they could just buy the equivalent of a fully G5 engineered FSD from the ship outfitter, instead of being forced to do different things, combat included, to get it. But i do mind the huge problems engineers brought into combat and especially how it eliminated so many formerly great ships from the lineup, as they just fell too far behind due to low number of small and medium hardpoints not being able to compete with the crazy new levels of defense stacking.
 
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The resulting magnitude would still be enough to make any reversal pointless.

I don't agree.

I enjoyed combat in the game we had then vastly more than I do in the game we have now. I also encountered significantly more variety in effective loadouts, with generally fewer hard counters. 1v1s could be resolved in half the time or less, while wing combats were generally more interesting and lasted longer, with stealth being able to be a factor and it being more difficult to keep a half dozen or more ships at a time within full damage range of a single target. Permaboost wasn't a thing, and actual low-to-moderate speed maneuvering was a large part of combat.
 
I am completely against Nerfing engineering and the scales of balance being tipped by the devs in favour of those who did not bother to do so,

The recent announcement by Frontier that fleet carriers are being delayed, beta will be a thing again and focus is changing to bug fixes are things that were requested in the open letter.

So Frontier have listened to it and taken action.

One thing I seriously did not like about the Open Letter and main reason I did not sign was because it asked as one of the four primary issues for balance changes to bring engineered ships and non-engineered ships onto some kind of par.

I am totally against this. From my standpoint I probably spent 100s of hours of my time engineering ships. And I am not alone.

Now people who fly in Solo/PG dont really have much incentive to engineer other than that is what they want to do. It is not a must for them so we doubtless going to hear the usual voices.

And I know this post probably going to cause a lot of fighting, but I really think it is important to put this point of view across, that many players DO NOT WANT the hands of the devs to tip the scales of balance in favour of those who did not bother to engineer. I see a future where there are shieldless ships flying around in Shinrarta in open with ne'er a care in the world. For me that would be the end of this game. May as well remove "dangerous" from the title, just a joke then. Things have already went too far with the C&P system and ATR are implemented stupid, lazy, immersion breaking, and just a pandering to the carebear community. I wont digress into ATR that is another post.

And the next step on this kind of path is to make people invulnerable in Shinrarta or some proper Concord-style instant response NPCs. That is really the end of this game for me, say it right now if it happens.

1. THOSE WHO SPEND THE TIME AND EFFORT ENGINEERING THEIR SHIP DESERVE TO HAVE AN ADVANTAGE OVER THOSE WHO DO NOT. No one argues that a doctor aught to have same salary as a labourer, given all the time and effort the doctor put in to get where he is. No one argues that the man who works his butt off to get to the top aught to have the same salary as the guy who lazes around. YET, in this game there are so many voices that argue "just because it is a game we paid for it we deserve this and that etc etc".

2. THERE NEEDS TO BE SOMETHING FOR UP-AND-COMING PLAYERS TO AIM FOR, and GETTING A GREAT SHIP TOGETHER is definitely one of those things, and especially has been for me, there needs to be something for new players to aim at. Nerfing engineered ships/bringing them down a peg is really the wrong thing and dis-incentivises people to play the game never mind engineer. And for those who don't buy Horizons why should they get an advantage also?

3. IT IS YET ANOTHER SLAP IN THE FACE AGAINST VETERAN PLAYERS AND THOSE WHO BOTHERED TO REALLY INVEST THEIR TIME IN THIS GAME. Let us take example of person who wants to get a top quality Shield, they need to Unlock Lei Chung, which means they need to unlock The Dweller, which means hopping around from market to market spending good few hours doing that. They then need to gather all the mats together, especially if they dont know how yet, takes a long time and lot of effort. Then they need to unlock Did Vaterman which means they also need to unlock Slean Jean who is a serious b***h to unlock as it means mining a whole bunch of stuff that was previously, before hotspots REALLY time-consuming and a ballache for those who were new to mining esp. And so on... To take all that away just because there are a lot of whining voices in this forum and elsewhere, or to just give it away to those who didnt bother...

4. COMBAT BALANCE IS FINE THE WAY IT IS - THERE ARE NO VOICES CALLING FOR MAJOR CHANGES FROM THE PVP COMMUNTIY. Right now and always has been a very dynamic game of rock, paper, scissors always evolving. There are no serious problems or voices in the PvP community saying that balance has to change etc etc. Yes there are some specific cases where a given ship or module could be buffed(I am generally against nerfing), and that aught to be listened to but there are no major complains of large systematic problems or balance issues from the people who actually do ship-to-ship combat. The only whining about these issues is from people who hide in solo/fed up with ships being attacked and not having the skill set to deal with it. Pandering to these people yet again is the wrong answer.

5. THE MOST IMPORTANT BALANCE-RELATED ISSUE THAT NEEDS FIXING IS CHEATING FROM 3rd PARTY PROGRAMS. This is what really needs to be focused on and a major stop to be put to it. There are "trainers" out there than make ships invulnerable, increase damage, etc, etc, dont know what else they do but they basically are cheat programs that wreck the game. The other really big "balance" issue when it comes to cheating is combat logging, which there has been absolutely no will to fix. There are so many easy fixes to this, like the person who loses connection to Frontier servers while under attack by another player is facing a rebuy screen when they log back in. Kill is just awarded to the attacking player and that is the end of it. Very easy fix, no problems. And as far as it being "legitimate" in Frontier's eyes to use the 15-second menu to exit combat this needs to change if in an instance with other players, it needs to be 15 seconds FROM THE LAST TIME THE SHIP TOOK DAMAGE - and that timer is reset every time damage is taken.

So, probably of all the points I have raised on the forums, this is the one I FEEL MOST STRONGLY ABOUT. For me, nerfing my engineered fleet and seriously lowering the bar of the game will pretty much end it for me, I most likely go find something else to play if it happens. It is not fair given all the effort I put in, and for all the CMDRs out there who did put the 100S OF HOURS together getting great ships that can survive and thrive in open and other areas its really a PUNCH IN THE FACE to make that kind of change.

Keep the balance largely as it is; it is right for those who put the effort to reap the rewards.

Signing off,

CMDR Gavin786
Waaaayy tl;dr. Anyone able to repost a 1 paragraph condensed version? I feel like I would agree but I have a job and will never get through this wall of text.
 
I don't agree.

I enjoyed combat in the game we had then vastly more than I do in the game we have now. I also encountered significantly more variety in effective loadouts, with generally fewer hard counters. 1v1s could be resolved in half the time or less, while wing combats were generally more interesting and lasted longer, with stealth being able to be a factor and it being more difficult to keep a half dozen or more ships at a time within full damage range of a single target. Permaboost wasn't a thing, and actual low-to-moderate speed maneuvering was a large part of combat.

Exactly,
and as people think that engineers is only a problem for PvP,
here is an example what engineering did to ruin PvE:

  • AFK kill farming without any danger, using collectors and turrets set to fire at will, while 1 ton of commodity triggers pirates to scan -> attack
  • shield tanking station fire with healing beams applied (hard countered by FD magical reveb. cascade lasers)
  • shield tanking piracy, just sitting there and bleeding the NPC dry (fixed by changing NPC behaviour)
  • offsetting the danger any single NPC ship imposes on you, requiring multiple police ships to even be more than a nuisance -> led to ATR

Engineering robbed both PvP and PvE of spice and danger.
And the spice must flow!
 
Waaaayy tl;dr. Anyone able to repost a 1 paragraph condensed version? I feel like I would agree but I have a job and will never get through this wall of text.
TLDR nerf his engineered stuff he will quit, FD should only listen to open players and blue collar workers are more lazy than doctors and don't deserve much money.

I think that's about it.

Edit ohh and a good few general bingo card whining hits such as unskilled players "hiding" when not in open and the usual missunderstanding of the name elite dangerous.
 
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[...] and actual low-to-moderate speed maneuvering was a large part of combat.

This seems to be the only part here, where we might disagree. I see where you are coming from, but i do enjoy the higher agility ships have these days.

Mind you, i also think that permaboost is unhealthy and wouldn't mind if it was cut to size. Also, i understand that the higher speed and agility for medium and large ships also is a noticeable (but not the most important) puzzle piece, why small ships have lost so much of their value.

Despite all of this, i have to say that the improved ships agility actually is fun and was the only positive i ever saw about engineers: finally at least some ships in the game feel agile enough to make the games trailers not seem to be complete lies. :D
 
Despite all of this, i have to say that the improved ships agility actually is fun and was the only positive i ever saw about engineers: finally at least some ships in the game feel agile enough to make the games trailers not seem to be complete lies. :D
Granted that Speed = Fun, but a FDL compared with a Viper III, the FDL should act like:

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Not like:
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