O7 Bruce G, hopefully, this feedback is valuable to you and your team in making decisions in improving the game. For my analysis, I utilized the existing logs in my Elite Dangerous folder. I pulled them into PowerBI for research to help drive discussion and thoughts on improvements.
All my data points are from when I started playing the game from September 2019 to October 2021.
Rolling for Engineering Improvements
Since I began playing, I have completed 2,676 engineering upgrades; these figures exclude experimental effects placed on items, as those upgrades contain no random characteristics. The current engineering system has a randomizer to indicate the quality of the particular upgrade. The quality is characterized by a number between 0 and 1 in the logs. Where quality of one would mean the best upgrade was applied and would maximize the use of engineering components, while the closer to zero, the poorer the upgrade performed. In my 2,676 upgrades, I averaged a quality roll of
0.79, with the lowest being a
.17 and the highest received of
1.00.
A further breakdown of the quality rolls by grade indicates that as upgrades progress in grade level, the average quality level received decreases. Comparing the average quality of .69 received on Grade five upgrades vs. the average of 0.87 received on Grade one indicates a -.18 average quality or a 20.7% reduction in the upgrade quality. However, the stats could be exacerbated because more grade one upgrades are completed than grade five. As engineer levels progress, they are more efficient at lower grade upgrades. As engineers can never progress beyond Grade five,
they can never be more efficient at grade five upgrades. T
hey will inevitably maintain the lower average quality roll than other grades and require more upgrade attempts to maximize components.
View attachment 274515 View attachment 274516 View attachment 274517
Suggestion
Modifying the upgrade process to remove the randomness on the quality so players can know precisely how many of each component they are going to need. However, an expanded suggestion is to have fixed component requirements, as the engineer increases in level, those component requirements decrease as the engineer becomes more efficient at the lower level upgrades.
As an example
Felicity Farseer – Frame Shift Drive Increase Range (each cell assumes you max out the level, the upgrade process still requires multiple attempts, but the cell is your total material requirement)
The number of requirements illustrated in my suggestion are towards the progressive reduction and not a reflection of the current conditions nor is these suggested requirements!
Engineer Level | 1 | 2 | 3 | 4 | 5 |
Grade 1 | 10 Atypical Disrupted Wake Echoes | 8 Atypical Disrupted Wake Echoes | 4 Atypical Disrupted Wake Echoes | 2 Atypical Disrupted Wake Echoes | 1 Atypical Disrupted Wake Echoes |
Grade 2 | X | 6 Atypical Disrupted Wake Echoes
6 Chemical Processors | 4 Atypical Disrupted Wake Echoes
4 Chemical Processors | 4Atypical Disrupted Wake Echoes
4 Chemical Processors | 2 Atypical Disrupted Wake Echoes
2 Chemical Processors |
Grade 3 | X | X | 10 Phosphorus
10 Chemical Processors
10 Strange Wake Solutions | 8 Phosphorus
8 Chemical Processors
8 Strange Wake Solutions | 6 Phosphorus
6 Chemical Processors
6 Strange Wake Solutions |
Grade 4 | X | X | X | 6 Manganese
8 Chemical Distillery
8 Eccentric Hyperspace Trajectories | 4 Manganese
6 Chemical Distillery
6 Eccentric Hyperspace Trajectories |
Grade 5 | X | X | X | X | 8 Arsenic
10Chemical Manipulators
10Datamined Wake Exceptions |
So using my example above, If I have Felicity at level 3 and bring a new ship in to upgrade grade 1 frameshift drive, I know I will need four atypical disrupted wake echos. If she hits level four the next time, it will only need two, etc.
Availability and Time Required
I want to use a small part of this section to point out an existing game problem that will hopefully be addressed by my suggestions and suggestions from other players. While gathering items at a location, logging out, and then logging back in to collect the same resource is not an exploit in Frontier's eyes, it should be a glaring spotlight that there is a problem if players do this. Players feel there is no other way to gather a material type other than logging on and off. In that case, that is a symptom of an existing problem that a
material distribution is too low or too difficult.
Players are resorting to this method and this should not be a core game design (Odyssey Manufacturing Instructions and ALL odyssey data types come running to the front, but this thread isn't about that). With that said, I have done the relog method for engineering materials on occasion, but I wouldn't say I like it, and it's not my primary way of gathering materials.
I view myself as a well-rounded CMDR and partake in a little bit of everything (combat, mining, trading, exploration, search & rescue, etc.) The distribution of the three types of material (encoded, manufacturing, and raw) is shown in the graph, with encoded being the fewest received material types over my playtime. The encoded category also represents the most difficult to gather (Scanning ships/wakes/data cores etc.).
View attachment 274519
When it comes to trading engineering materials, I find the opposite of Bruce G's post is true. It is relatively
easy to gather the grade one to three materials, and grades four through five are more complicated. I use the material trader to trade
up, rather than down, for grade four and five materials. Is this the most efficient method? No, it is not, but as my first paragraph eluded, performing log off/on methods for farming materials should not be considered a method of game design as it symptom of a problem, and I don't do it often.
The chart below demonstrates when I used the material trader and traded the different material types for other resources. It indicates that I'm taking many of my farmed materials and trading them in for a net loss most of the time for the higher-grade materials.
View attachment 274522
The following chart lays out the above information from when I started playing to now, showing gathered engineering materials, traded engineering materials, side-by-side along with a number of engineering upgrades performed. The graph does indicate my path as a new player; starting out, I minimally needed the material trader to accomplish upgrades, then as I reached mid-tier gameplay. In March of 2020, I unlocked most bubble engineers, hit trade elite, and purchased my first Anaconda. Federal Corvette purchased in April 2020, spent most of May trying to upgrade these two ships, completed upgrading the Anaconda around June. As of this post, the Corvette is still not finished being upgraded, but still super fun for CZ's. However, Odyssey launched in May, and the on-foot gameplay is disconnected from ship gameplay. As the chart shows, there is little to no progress towards gathering ship materials, even though I am playing off and on (another problem indicator).
The chart is really hard to see, blue is gathered materials, orange is traded materials, pink is upgrades completed.
View attachment 274523
Suggestion and Alternate Gathering Methods
I have never felt a wall stop with the speed of overall ship engineering speeds, but specific
components have felt like a wall stop (those requiring encoded materials or specific BGS state Grade four and five materials) as those generally require an out of the way obscure activity
Anyone or a combination of these ideas can help alleviate availability and provide alternate methods.
- Increase number of encoded materials received
- Increase mission rewards for engineering materials from 5 to 15, allow more types as mission rewards.
- Any material locked to a BGS state needs to be able to spawn anywhere
- Better trade Up/Across rates at material traders
- Add a Guardian Material trader
- Allow players to trade/sell/buy engineering materials through fleet carriers or other means. If this is implemented, the material traders need to be removed from the game; a player economy could thrive in this environment.
- Completing conflict zones should offer engineering rewards and combat bonds; there are many materials that a player cannot gather in the heat of a considerable conflict.
- Opportunity to give search and rescue, and salvaging some love – increase, not only the number of materials but also what is available to be recovered at these signal points. Currently, it is only manufacturing materials that can be gathered. I suggest making it more of a space simulation and allowing all materials to spawn in all signal types potentially.
- Factions that a player is allied with can talk to the faction representative and receive/buy engineering materials based on that outpost/facility type (limited to once-a-week server tick per location).
- Opportunity to give squadrons some love - based on each location that a supported faction that a squadron owns, they can receive materials (limited to once-a-week server tick.)
- Add engineering components to the commodity markets (the game is a space simulation. Really why can we not 'Buy' Iron? AXI players should not have to gather resources to perform synthesis for ammunition. I get from a game design perspective the engineering materials are "tickets" indicating that we are participating in various gameplay aspects but in the spirit of aspiring to be a simulation just get rid of this wall and make them part of the simulation
I do like the idea of more quests for the engineers, and it would give them more opportunities to be connected with more aspects of the Elite Dangerous universe. Repeatable quests from the engineers that net us materials they need would also be a welcome change and require less use of the material trader.
I also like the idea of materials being bought through items not obtainable at commodity markets. However, if you do this, why not just let us buy materials for credits because that's essentially what is happening.
Overall, materials need to be coming from more locations if they are not allowed to be directly purchased. Address the underlying problem that players will resort to log-on/log-off methods and trade down. This problem needs to be addressed as that shouldn't be the core game design (for Horizons nor for Odyssey). When I say solve, I don't mean prevent it; a player should decide that he doesn't need to use that method because he can use another method or play the game normally.