Were Engineering Mod Recipes always this crazy?

Something with these component demands that occurred to me while reading this thread and seeing the interesting ingredients in the recipes is sub-components.

ie, you don't need frag grenades themselves for a head-shot mod, but rather something in the frag grenades that's unique to them. Specific sized screws, shapes of worked metal, etc (yeah, yeah, you'd think an engineer could spin some up on a lathe or milling machine, but maybe those are highly controlled items, and the engineers are more hacker than engineer).
 
Engineering for ships started crazy, then through player feedback and iteration was vastly improved, especially with the ability to trade.
So for Odyssey, they forgot all that and made it crazy again.
Except for permanent mods, the 1000 asset cap and some crazy unlock requirements (which will eventually be done anyway), Odyssey engineering is way less aggravating than Horizons. These materials can be obtained way faster than I think a lot of people realise. Grenades can just be bought so, I'd quite happily take that as a requirement.

It's not perfection. But it's much closer to it than Horizons, which is still a massive grind-fest, is convoluted, takes ages to do anything and the end result is bloated. We really shouldn't forget that end result. All things equal, a fight between two Odyssey commanders will not take 10 minutes to complete and then end with the loser - by slow attrition - eventually jumping away.

It's a much more satisfying meta and one that has very few cookie cut moulds. And for all the talk of high TTK and bullet sponge, you can still kill a fully G5 target in a matter of 2-3 seconds with G5 weapons.

At any rate, a good way to visualise the difference between the two forms of engineering is to look at Inara:

Horizons Mods:

Odyssey Mods:

Horizons Materials (used): 164

Odyssey Materials (used): 95

Then go look at a full G5 ship vs suit+3 weapons shopping list for materials in both. It's incomparable.
 
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Except for permanent mods, the 1000 asset cap and some crazy unlock requirements (which will eventually be done anyway), Odyssey engineering is way less aggravating than Horizons. These materials can be obtained way faster than I think a lot of people realise. Grenades can just be bought so, I'd quite happily take that as a requirement.

It's not perfection. But it's much closer to it than Horizons, which is still a massive grind-fest, is convoluted, takes ages to do anything and the end result is bloated. We really shouldn't forget that end result. All things equal, a fight between two Odyssey commanders will not take 10 minutes to complete and then end with the loser - by slow attrition - eventually jumping away.

It's a much more satisfying meta and one that has very few cookie cut moulds. And for all the talk of high TTK and bullet sponge, you can still kill a fully G5 target in a matter of 2-3 seconds with G5 weapons.

At any rate, a good way to visualise the difference between the two forms of engineering is to look at Inara:

Horizons Mods:

Odyssey Mods:

Horizons Materials (used): 164

Odyssey Materials (used): 95

Then go look at a full G5 ship vs suit+3 weapons shopping list for materials in both. It's incomparable.
That's very unfair. You don't upgrade let's say your multicannon through ALL the possible "paths" (overcharged, long range, short range....). Only the one you want. All the suits and gun in Odyssey only have one path. Inara show all the mat as if you would. Which mean you will not use all the mats in horizon. Only the one you need for your specific upgrade.

Odyssey and Horizon also suffer from the same issue. You earn very little, and rarely what you want, by simply playing. In horizon, at least, you can make some sacrifice (in time and gear) to increase that a bit (collecting loot, wake scanner), in Odyssey it's a big fat no.
Lots of mats in odyssey I have tons of it, and lots I have literally 0. So eventually, we're back at square one of using guides and whatnot to know where to find "space duct tape".
So, yes, maybe collecting "space duct tape" is easier once you know how, than let's say "biotech conductors" in horizon, but it doesn't solve the core problem.

Then in Odyssey, you have lots of useless mats. They have no use at all. Now, this is most likely a result of having content cut for release, and they will either remove or have a use for those in the future, but right now it's an issue, especially considering we made 2steps back when it came to inventory management. And if it's used later, then the list of used mat for odyssey will grow, and we're back to having the same amount of mat for both, despite Odyssey having less item overall.

Also, the whole design of upgrades is very poor. Night vision is behind engineering gate, yet all the NPC can see in the dark (because they are computer AI, with aimbot and wallhack, their only nerf is horrible spread compared to us). NV is hardly a future thing either.
Explorers have little use for engineering. Sure more battery, jump and night vision is not useless, but it's not very useful either. Just hop into the SRV.
Others are laughable. There are 2 "silencers" mod. Since making a silencer for no atmo was ridiculous (since there are no sound), they slapped a module that magically reduce the range the omniscient suit can pick sound to simulate them. Overall, it's far fetched, slightly on the ridiculous side, AND is bad for gameplay. Having 2 silencers mods is something I've never seen or heard in any FPS.

Now, we can get to the weapon mods proper, and once again, we have some very poorly explained mechanic and counter-intuitive stuff. On top of "lol what's immersion" things. Range doesn't increase plasma projectile speed. Apparently, range is fairly useless overall. Scope drastically decrease the shotgun spread (around 50% from the pictures I saw). It seems putting your eyes on the scope make your space buckshot spread tighter. Any gun nuts can tell you it's highly accurate. Then you have a completely arbitrary "hip firing spread", which make you miss a close range shot with a sniper rifle, despite being immobile, and right on target. Same shot scoped, and suddenly no spread. It's bad ? Hips firing and moving with a sniper, yes I understand. But every weapon seemed to be treated the same way, whether you are mobile or not. So, you have a hip firing spread reducer ! Create a problem, sell a solution.

Overall, it feel like a lot of mods for weapons where added because otherwise the list was too short.

Finally, you have "goods" which are used for engineering. And assets to. And I have no idea what to keep and what to sell, unless I check them one by one in Inara. That's bad. Very bad. Especially since we have a "sell all" for goods, and they appear, at first glance, like Horizon's commodities. I almost was tricked to sell them. Thankfully I double checked before.
In Horizon, you have engineering mats. And comodities to sell. Done, over, no "what", no "if", no "perhaps". You can't sell your engineering mat by mistake. And if you need commodities for the rare "special" recipes that need them (like tech broker unlock), you can always buy them.


The only good things I saw in Odyssey, is the ability to use (apparently) a "trader" currency, so I don't have to bother trading specific mats for another. I can just sell and buy. If I understood correctly. Also, the simple fact I need less total gear than on a mid to late game ship in Horizon.
 
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That's very unfair. You don't upgrade let's say your multicannon through ALL the possible "paths" (overcharged, long range, short range....). Only the one you want. All the suits and gun in Odyssey only have one path. Inara show all the mat as if you would. Which mean you will not use all the mats in horizon. Only the one you need for your specific upgrade.

Odyssey and Horizon also suffer from the same issue. You earn very little, and rarely what you want, by simply playing. In horizon, at least, you can make some sacrifice (in time and gear) to increase that a bit (collecting loot, wake scanner), in Odyssey it's a big fat no.
Lots of mats in odyssey I have tons of it, and lots I have literally 0. So eventually, we're back at square one of using guides and whatnot to know where to find "space duct tape".
So, yes, maybe collecting "space duct tape" is easier once you know how, than let's say "biotech conductors" in horizon, but it doesn't solve the core problem.

Then in Odyssey, you have lots of useless mats. They have no use at all. Now, this is most likely a result of having content cut for release, and they will either remove or have a use for those in the future, but right now it's an issue, especially considering we made 2steps back when it came to inventory management. And if it's used later, then the list of used mat for odyssey will grow, and we're back to having the same amount of mat for both, despite Odyssey having less item overall.

Also, the whole design of upgrades is very poor. Night vision is behind engineering gate, yet all the NPC can see in the dark (because they are computer AI, with aimbot and wallhack, their only nerf is horrible spread compared to us). NV is hardly a future thing either.
Explorers have little use for engineering. Sure more battery, jump and night vision is not useless, but it's not very useful either. Just hop into the SRV.
Others are laughable. There are 2 "silencers" mod. Since making a silencer for no atmo was ridiculous (since there are no sound), they slapped a module that magically reduce the range the omniscient suit can pick sound to simulate them. Overall, it's far fetched, slightly on the ridiculous side, AND is bad for gameplay. Having 2 silencers mods is something I've never seen or heard in any FPS.

Now, we can get to the weapon mods proper, and once again, we have some very poorly explained mechanic and counter-intuitive stuff. On top of "lol what's immersion" things. Range doesn't increase plasma projectile speed. Apparently, range is fairly useless overall. Scope drastically decrease the shotgun spread (around 50% from the pictures I saw). It seems putting your eyes on the scope make your space buckshot spread tighter. Any gun nuts can tell you it's highly accurate. Then you have a completely arbitrary "hip firing spread", which make you miss a close range shot with a sniper rifle, despite being immobile, and right on target. Same shot scoped, and suddenly no spread. It's bad ? Hips firing and moving with a sniper, yes I understand. But every weapon seemed to be treated the same way, whether you are mobile or not. So, you have a hip firing spread reducer ! Create a problem, sell a solution.

Overall, it feel like a lot of mods for weapons where added because otherwise the list was too short.

Finally, you have "goods" which are used for engineering. And assets to. And I have no idea what to keep and what to sell, unless I check them one by one in Inara. That's bad. Very bad. Especially since we have a "sell all" for goods, and they appear, at first glance, like Horizon's commodities. I almost was tricked to sell them. Thankfully I double checked before.
In Horizon, you have engineering mats. And comodities to sell. Done, over, no "what", no "if", no "perhaps". You can't sell your engineering mat by mistake. And if you need commodities for the rare "special" recipes that need them (like tech broker unlock), you can always buy them.


The only good things I saw in Odyssey, is the ability to use (apparently) a "trader" currency, so I don't have to bother trading specific mats for another. I can just sell and buy. If I understood correctly. Also, the simple fact I need less total gear than on a mid to late game ship in Horizon.
To save space for Odyssey materials and such, you can trade items that are purchasable from the bartender - aim to get the most expensive materials from the bartender in the trade, so you can trade them back down later when you're ready to do engineering. Trade 20 items with value 1 to get one value 20 item, for example, if the value 1 items are also sold by the bartender so you can get them back anytime you want.
 
Lots of mats in odyssey I have tons of it, and lots I have literally 0. So eventually, we're back at square one of using guides and whatnot to know where to find "space duct tape".
So, yes, maybe collecting "space duct tape" is easier once you know how, than let's say "biotech conductors" in horizon, but it doesn't solve the core problem.
Engineering in Odyssey took several steps back and a short run sideways.

I mean we already have some in-game suggestions for Horizons mats to know where to look for them. We can trade data in Horizons! Why was this not added to Odyssey? Why do we have to go through all this all over again? It's like a very bad deja vu (all the claims how FDev respect player time come to my mind).

They created a ridiculous engineering system with Horizons and toned it down after player feedback.
Then they created a ridiculous system for Guardian ruins where (once again) it had to be adjusted so players would even bother. (I still remember the thread about eating an eyepatch to see a FDev developer unlock a sinlge Guardian blueprint with the original requirements.)
And then? Oh yea, let's do it again with Odyssey!
And all this is done while they claim how they respect the player's time.

Ridiculous amount of mats, no idea where to look for them, ridiculous amounts to unlock engineers, RNG being RNG in the worst way possible, only single data at a time, no data trading...
Yep, deja vu with a hint of PTSD :)
 
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To save space for Odyssey materials and such, you can trade items that are purchasable from the bartender - aim to get the most expensive materials from the bartender in the trade, so you can trade them back down later when you're ready to do engineering. Trade 20 items with value 1 to get one value 20 item, for example, if the value 1 items are also sold by the bartender so you can get them back anytime you want.
Exactly. I have a bunch tied up in the expensive items to trade back, I'll eat the loss to keep collecting stuff.

Data. Data is the terrible part. Boring to download, horrible LAYERS of RNG to find them, and you get one at a time.

What boggles my mind is they have an existing system, yet they made an ENTIRELY NEW WORSE ONE based on the OLD system instead of the one they settled on AFTER feedback. Feedback that the old system sucked.

That and... nobody in the universe sells epoxy to Commanders, only to settlements to leave sitting around on the ground, or inside containers? I can buy military grade weapons hardware for spaceships NO PROBLEM. But selling me metal coils is out of the question. Downloading data from anywhere but painfully slow wifi is also out of the question?

Really. They really did that.
 
Exactly. I have a bunch tied up in the expensive items to trade back, I'll eat the loss to keep collecting stuff.

Data. Data is the terrible part. Boring to download, horrible LAYERS of RNG to find them, and you get one at a time.

What boggles my mind is they have an existing system, yet they made an ENTIRELY NEW WORSE ONE based on the OLD system instead of the one they settled on AFTER feedback. Feedback that the old system sucked.

That and... nobody in the universe sells epoxy to Commanders, only to settlements to leave sitting around on the ground, or inside containers? I can buy military grade weapons hardware for spaceships NO PROBLEM. But selling me metal coils is out of the question. Downloading data from anywhere but painfully slow wifi is also out of the question?

Really. They really did that.
One would think that data downloading would be hundreds of times faster just by connecting a wire to the appropriate dataport. It's like downloading data through a poor Bluetooth connection, not 5G. The Odyssey settlements really need to spend their budgets right.
 
Most of this is solved by allowing trading of all the new materials.

And by that, I don't mean within the groups (though that would work...) I mean, being able to trade assets, for data, goods for assets, data for goods, etc.

Just... have them be worth some number of units, flat, not comparably to other things, just, each item get's a value, you can trade them for other things by reaching the same value.

Then you can, just play, and end up with what you want, which IS the design, seemingly.
 
That's very unfair. You don't upgrade let's say your multicannon through ALL the possible "paths" (overcharged, long range, short range....). Only the one you want. All the suits and gun in Odyssey only have one path. Inara show all the mat as if you would. Which mean you will not use all the mats in horizon. Only the one you need for your specific upgrade.
First, thanks for the reply. I'll try to cover most of what you've said as best as I can. You've taken a couple points I made and really have gone to town with what you dislike about Odyssey engineering and I think that's great. Just bear in mind, I was directly comparing how "crazy" Odyssey Engineering is compared to Horizons, because that is what the guy said.

This first point. I don't think it's important that I'm being "fair" here. The reason I linked the two sets of mods is to demonstrate that Odyssey engineering is simpler than Horizons. As a player who does not use third party tools, both can be a touch bewildering at first but I will suggest that retaining the knowledge of what is useful for you in Horizons is a feat of extreme cognitive retention and not actually practical, even for an experienced player like me. EdEngineer is a must. Odyssey is similar but not as extreme. Certainly I cannot rememeber all of the blueprints but I do know what materials are useful for me and which aren't. All in my head now.

Of course you're right, you don't need all of the mods on Inara to build a ship. You don't need all the mods on Inara to gear up in Odyssey either. The total volume of options remains valid as a form of comparison. And actually, the single upgrade path for Horizons is still much longer.

Assuming G5 combat is the target, using just a medium ship (for balance, small ships use less and large ships much more), this is a typical list of upgrades for a single ship - this assumes full unlocks and all engineers leveled up (the first run takes longer but it's not useful to compare that) and so the generally accepted "maximum rolls per grade" follow 2-2-4-4-10 (it's not always that but you have to make sure you have those totals per upgrade otherwise you risk running out mid engineer) - this is 32 total rolls per mod but let's just say it's 30:

  • Weapons: Between 4 and 6
    • Between 120 and 180 rolls total
    • Upper value of 63 total mats required for each weapon (including experimental)
    • Total mats required is between 252 and 1,080
  • Utility mount: Between 4 and 6
    • Follows the same numbers as weapons, obviously depending on what you want but assume shield boosters
    • So total rolls between 120 and 180
    • So total mats required is between 252 and 1,080
I'll stop there actually. That's already double the mats required for a full G5 dominator loadout. And the number of "rolls" extends the process by a long, long way. For Odyssey, we click no more than 10 times per item to fully upgrade it. So the whole process to get to G5 in Odyssey is demonstrably shorter than Horizons. And that's just G5 for weapons and utilitie slots.

Add in:
  • Optional internal
  • Core internal
  • Armour

Quick comparison then, this is Odyssey (for reference):

  • Suit: Just 1 (although, we could make this all 3 and still fall way short of Horizons)
    • 4 "rolls" to G4, 4 "rolls" to add 4 mods
    • 284 mats to fully upgrade to G5
    • Highest required mats required for the 4 mods is 45 (it varies but it's not too much lower than that). We'll use that even though it's possible to avoid that
    • 329 total mats required
  • Weapons: 3
    • Slightly less than the above (253 to get G5)
    • But for brevity, let's just say 329 total mats required (inaccurate, but accuracy is no longer needed now)
The total mats required is actually just over 1000.

Odyssey requires 1000 mats for a full G5 suit and weapons. Horizons requires double that for just weapons and utilities. Not to mention, Odyssey's requirements are 100% fixed, Horizons' are variable, up to RNG.

It's easy to see that the act of upgrading one ship is a mamoth task compared to ugrading a suit and three weapons.
Odyssey and Horizon also suffer from the same issue. You earn very little, and rarely what you want, by simply playing.
Agreed with Horizons. Not so much Odyssey. As I pointed out in my post above, one can gain all of the mats required for upgrading via missions and looting as you do missions. The same cannot be said for Horizons.

That said, Osyssey could be better here if we got loot from kills and if Exobiology rewarded us with mats in the same way missions do. That would make Odyssey even better.

Then in Odyssey, you have lots of useless mats. They have no use at all.
Agreed. It's an issue for data, because data is so hard to get. Still, we do get to sell mats. We cannot do that in Horizons. This means a player can gain credits from all of the things they do not need and that's a huge bonus compared to Horizons.

Also, the whole design of upgrades is very poor. Night vision is behind engineering gate, yet all the NPC can see in the dark (because they are computer AI, with aimbot and wallhack, their only nerf is horrible spread compared to us).
This is incorrect. I've tested NPC reactions to the player extensively. They see further in light conditions and their vision is limited at night in comparison. They do not "wallhack". If you hide out of line of sight they will lose you and change into hunt mode. If they cannot find you after around 30 seconds, they give up.

Night vision is a game changer for us. And I see nothing wrong with that being locked behind Oden. You've actually picked the one of three engineer pathways in Odyssey that's reasonable to unlock too. Just 22 missions and 15+20 data (Oden was so easy to unlock, you can do it via missions to get the Genetic Data!)

Explorers have little use for engineering. Sure more battery, jump and night vision is not useless, but it's not very useful either. Just hop into the SRV.
Others are laughable. There are 2 "silencers" mod. Since making a silencer for no atmo was ridiculous (since there are no sound), they slapped a module that magically reduce the range the omniscient suit can pick sound to simulate them. Overall, it's far fetched, slightly on the ridiculous side, AND is bad for gameplay. Having 2 silencers mods is something I've never seen or heard in any FPS.
I think the first point is true of both Horizons and Odyssey and I'd agree that Odyssey desperately needs more "tool utility" mods that would enhance the explorer's equipment but... and this is a big one... If one is a pure explorer, it'd be pretty harsh to impose scavenging and missions on them. So I'd only agree with this if exobiology provided mats.

As for the two silencers, I'll just allow myself to disagree with you. Having the two is perfect. Not everyone needs both. And if you do, it's just a more specialised choice. This is a good thing, not a bad thing. If only Horizons followed this more closely! In Horizons, there are almost no choices like this. It's generally "get the highest dps" and then getting other mods that support that highest dps build by countering the negative effects of it. The only true decision in Horizons is class A sensors lightweight or class D sensors long range :D (PS, the best is the latter, so no choice at all).

I love this feature in Odyssey. Coming from someone who loves stealth, this is OK by me. My silenced Executioner will be amazing when it's finished.

Range doesn't increase plasma projectile speed. Apparently, range is fairly useless overall.
Agreed. This could change.
Finally, you have "goods" which are used for engineering. And assets to. And I have no idea what to keep and what to sell, unless I check them one by one in Inara. That's bad. Very bad. Especially since we have a "sell all" for goods, and they appear, at first glance, like Horizon's commodities. I almost was tricked to sell them. Thankfully I double checked before.
In Horizon, you have engineering mats. And comodities to sell. Done, over, no "what", no "if", no "perhaps". You can't sell your engineering mat by mistake. And if you need commodities for the rare "special" recipes that need them (like tech broker unlock), you can always buy them.

Selling mats is a positive change in Odyssey. You'll have a hard time persuading me otherwise :) I agree that there are too many mats overall and that Inara does help to get a grip on it. But, three weeks into the game, I have a full understanding of what goods I can sell and what I need. The list of what you need is actually very short. More so given you likely don't need to build every single blueprint. It's way easier to remember what is useful than what isn't. And for goods it's:

  • Weapon or suit schematics
  • The two gas types (only one if you use plasma)
  • Health monitors
  • Power regulators (easy one to remember this! Always, always take them)
  • G-meds (I don't actually need these)
  • And the below are only needed once and can then be sold forever:
    • 5 push
    • 5 surveilance equipment
    • 5 insight entertainment suites
    • 5 genetic repair meds
Not a long list to recall, I think you'll agree.

Data is messy but again... I know all the data I need now. I can retain, in my head, the data that is used in some way or another. I actually just keep them all, even though I won't likely use them all. I sell data that I know is useless. And, as I said, I now do not need Inara for that.

The most important thing though, is that for engineering (not unlocking) and upgrading, all goods and data can be obtained via mission rewards.

It's really important to remember that. This is a key difference between Horizons and Odyssey and Odyssey does it better. All of that stuff above, except unlocking, can be gained via missions. All of it. Every single upgrade in the process can be done purely by completing missions and looting as you go.

All that's left are assets. They're pretty easy to retain as they're in 3 short lists. I know which I need and which I don't. And they're easy to trade about anyway. Assets are the more problematic only due to the 1000 limit cap, which I mentioned in my post so I don't think I need to cover that again. It needs to change.

The only good things I saw in Odyssey, is the ability to use (apparently) a "trader" currency, so I don't have to bother trading specific mats for another. I can just sell and buy. If I understood correctly.
Agreed that selling stuff is good. It's one of the best features of Odyssey that Horizons doesn't have.
 
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100 (one hundred!) items to collect for a single mod. :ROFLMAO::ROFLMAO::ROFLMAO:
Pretty easy to get though, all of them. Typically, mods need only 40 or 45 mats. And not everyone wants these mods (I don't need headshot damage, for example)
 
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Yeah, stuff like that is never hard. Just tedious and time consuming.
Again, I'll disagree. All of it can be gained via missions and looting assets as you go. If we're saying missions and scavenging for items are tedious then I don't think your issue is with Odyssey's Engineering, is it? :)

I can't stress enough how easy it is to get the data for any mod in the game. See the mod you want, see the data you need, off you go to a terminal and get the missions for that data. The rest is just asset collection and I very rarely have to focus grind for that.

The only part you need to focus on is schematics, MIs and gas. And, ultimately, you only need to do this until you've got your suits and weapons upgraded. Which is a much shorter road than Horizons.

Odyssey's engineering isn't perfect (lots could make it better) but it's not as bad as a lot of people make out. But you do need to enjoy playing Odyssey :)
 
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Again, I'll disagree. All of it can be gained via missions and looting assets as you go. If we're saying missions and scavenging for items are tedious then I don't think your issue is with Odyssey's Engineering, is it? :)
Please don't twist my words.

Opinion polls or settlement defense plans can also be gained by looting as you go, but if I remember correctly you also thought the requirement was a bit too much.
 
Please don't twist my words.

Opinion polls or settlement defense plans can also be gained by looting as you go, but if I remember correctly you also thought the requirement was a bit too much.
They're unlocking. I absolutely agree that the unlock process needs work. But this thread is talking about the mod itself. The stuff required to get that mod, once unlocked, is fun to get in my opinion. Every time I get to the point where I'm ready to do a mod, I love it.

I don't think we should confuse unlocking with the actual engineering upgrades themselves. The former is a one-time thing. Definitely needs to change. But doesn't reflect on the actual process of getting mats for the upgrades. You can change one without needing to change the other.
 
They're unlocking. I absolutely agree that the unlock process needs work. But this thread is talking about the mod itself. The stuff required to get that mod, once unlocked, is fun to get in my opinion. Every time I get to the point where I'm ready to do a mod, I love it.

I don't think we should confuse unlocking with the actual engineering upgrades themselves. The former is a one-time thing. Definitely needs to change. But doesn't reflect on the actual process of getting mats for the upgrades. You can change one without needing to change the other.
Yeah, but you acquire the items the same way.

If it's fair for you to say X takes too long, why is me saying Y takes too long equivalent with me hating everything about Odyssey?
 
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