EDO - Feedback: Game Design - On-Foot Eng

Mats gathering for ship engineering is empirically disliked by many. It is a known fact about Elite.
With on-foot engineering, it was a great opportunity to design something better from scratch.
Unfortunately, the current state is not good. Below is feedback and suggestions.

These are all low-hanging fruits, not major redesign.

** Mats limit **
The current common 1000 limit for assets and goods (and to a lesser extent data) is much too low.
Why it doesn't work
  • It hurts the player who organically collects mats as they will hit the wall pretty easily. Forcing them to consider quickly what to do with the stuff.
  • It hurts everyone (casual or min-maxer) by forcing them to focus on few upgrades at a time because a longer shopping list is not really possible.
  • The large amount of types creates bottlenecks. So you have trade, sell or ignore loot and then later on have to recollect.
Suggestions
One of the following:
  • Increase the limit by 3x to 5x.
  • Switch to individual item limit (from 100 to 300 based on rarity if needed).
Note - an individual limit of 100 per assets would be equivalent to 3300 total.


** Loot table (data) **
Why it doesn't work
  • The very large loot tables lead to high RNG, extremely low drop rates. This either leads to frustration or giving up entirely.
  • It also encourages relog-farming, which is something FDev is trying to avoid.
  • Although this applies to all, Opinion Polls are particularly silly and lock actual content from the players. The 'most efficient' way (Down 2 Earth Astronomy's guide) indicates unlocking an engineer is 2-3 Opinion Polls per hour, that's 13-20 hours of frustrating gameplay.
Suggestions
  • Refocus the loot table: severely reduce the type of data that can spawn based on specific criteria.
    Settlements have fixed types (tourism, etc..) and fluctuating states (faction/system and other criteria). Keep the filler data but organise the loot in groups of 4-5 only, based on the criteria selected.
  • By spreading the loot to specific places, the player base will be encouraged to visit more places, consuming the created content, rather than all flock to the same settlement.

** Download time (data) **
While download time adds an element of risk and is a good concept, the wait is immersion breaking and boring.
Why it doesn't work
  • You are stuck to a small radius around the data point, so all you can do is Nothing! This is not gameplay.
Suggestions
  • Cap the total download time to 30 sec max.
Minimal in-game impact, happy player base.


** Eng mats as mission reward **
Why it DOES work
  • It encourages players to do missions.
Why it doesn't work
  • The more rare items are extremely rare or non-existent.
  • The quantities don't match the effort. Power regulator are much faster to acquire by abandoning the mission and paying the fine.
Suggestions
  • Add rare mats to rewards.
  • Make the quantities meaningful, for example: reward 5 Power Regulator not 1.
(Note on Power Reg: we own ships that have them. From a lore/immersion point of view, those are 'regulator' not 'source').


--
Finally, to the CMs reading this.
If the never-to-be-admitted reason for the eng design decisions is because grind keeps people longer in the game, I urge you to consider and share with the powers-that-be the following.
When anyone thinks about the great adventures and experiences in Elite, it will never be about the grind. No one tells their friends about the time the big locker gave them 4 weapons schematics.
You have in Elite a passionate community that keeps on coming back and they even create their own gameplay (events, racing, etc..). Don't punish your player base.
Good design decision will bring (and keep) more people in.
 
I agree with everything you wrote. Let's hope we are not the ones who are wrong and are playing the game "the wrong way".
 
I agree with this.
Why they went with the old system of common storage is beyond me.
A data trader is badly needed, even if it has absurd ratios like the ship material ones have.
 
I agree with this.
Why they went with the old system of common storage is beyond me.
A data trader is badly needed, even if it has absurd ratios like the ship material ones have.
All the feedback and improvements from Horizons engineering has been ditched and we are basically at square 1 once again.
The only thing missing is having goods/assets classified as cargo :)
 
Regarding materials, it has been proposed before, it would be great if we could ask the npc mission givers for a specific reward, if we accept the mission
 
I agree with everything you wrote. Let's hope we are not the ones who are wrong and are playing the game "the wrong way".
Very few of us think this way.

Of everything written in the OP, I agree with most of it. I don't think engineering is as bad as some make out though. Except for some cases, which I don't need to go into again because I've written about it dozens of times now, the process is a vast improvement on EDH's engineering. But it can be better and so a lot of what the OP said is easy to get on board with.

I get how you feel though. I've been banging on about EDH engineers for years now and I do frequently get told that it's me, not the game. I doubt EDH will ever change again. Fdev got burned by that last time round and it's so bloated that they cannot do anything without spending an entire year on it and they won't do that any more.

Best we can hope for in EDO is simple, quick fixes. So, narrow data lists and increase available volume per data port. Enable trading of data (we can actually trade it between players so why not allow us to use the bar?)

And one thing the OP missed (I think) is allow us to get mats from combat.
 
And one thing the OP missed (I think) is allow us to get mats from combat.
Yes, yes and one more time yes.
Perhaps some loot from killed enemies would be nice.

On the topic of engineering - I feel it is a step back in several aspects compared to Horizons. But again, that might be just me.
 
I agree, and why did we get back to a general storage capacity instead of a per ingredient one ? It was changed after Horizon because it was crap. Could we move forward instead of going back to past mistakes ?
 
Yes, yes and one more time yes.
Perhaps some loot from killed enemies would be nice.

On the topic of engineering - I feel it is a step back in several aspects compared to Horizons. But again, that might be just me.
And to think one step ahead: Loot equipment (e.g. a shield generator, a gun, daily rations) from the corpses and afterwards disassemble that in your ship's workshop
 
I agree, and why did we get back to a general storage capacity instead of a per ingredient one ? It was changed after Horizon because it was crap. Could we move forward instead of going back to past mistakes ?
That's the plan.

Now they can fix it and tell, that they are improving the game 😉
 
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