Do not offer the functionality?Ok how would you say we should better indicate that you can't further tinker with pre-engineered modules? It's always nice to get thoughts!
Including this piece of information in the CG/Tech Broker description text.Ok how would you say we should better indicate that you can't further tinker with pre-engineered modules? It's always nice to get thoughts!
I'm reading them. I'm literally not defending the fact I was a bit suprised. I'm not even denying it.No, as others have already said here, all double-engineered FSDs and other equipment could have experimental effects applied on them.
Again, don't worry, I do feel as extremely bad about the things you're typing out here as you want me to, and should have cherry picked every single one of those so many bug reports you speak about out, in line with all the other ones that come in.It has never been this way before, not being able to do so is a new thing. As evidenced by so many bug reports coming in when these new modules failed to work the same way as the other double-engineered ones already do.
That's exactly the kind of meeting being had now - well - to discuss all of these thoughts in line with the original post and what's falling out of it.I'd urge Frontier's designers to reconsider their stance and allow experimental effects to apply to double-engineered modules intentionally.
Yeah that's the suggestion I included in the post.Do not offer the functionality?
Handing the functionality and throwing a technical server error isn't really kosher in my eyes.
I mean I cant engineer guardian weapons, so somewhere a distinction can be made.
Uh... to clarify, All prior double-engineered modules bar the missile rack Did allow both re-engineering (Though that overwrote/erased the double-gineering, it was still possible) and experimental effect application, hence the issue reports and confusion at this one.
If this was never intended... oh dear.
Can also confirm it was always possible in the past to add experimental values to double engineered parts obtained either via the CG's that created them, or buying them from tech brokers after the fact. I have about 5 of the v1 FSD's for a c5 slot, all of which had Mass Manager applied to them after obtaining them.Right...It's like, you flip over a stone and then there's a stone under the stone.
Commanders, I've grabbed all your comments on experiences with double engineering on 5As and all sorts of things like that and I'm discussing with the team.
If anyone pings or comments with more experiences of having done this please, can you direct them to this comment of mine?
Going to get my head down with the team on more info.
Thanks o7
No.This isn't a new design decision. It's been this way for...ages right? We're addressing the issue now
Apologies that things have been so heavy on this side since Friday and, as I say, that it's only being addressed openly today.
If I had a time machine, I'd be sat in it for you right now.
As always since you have been following our reactions carefully on the Forum, we have a clear and precise answer from you Sally. Again thank you for your follow-up and your explanations. Personally I very much appreciate your follow-up And it doesn't matter if you don't answer right away, everyone is entitled to a vacationGreetings Commanders, hope you're doing well this fine Wednesday.
So first up, apologies that this may be coming in a little on the late side following your reports from the end of last week, but after catching up today and with further discussion held, I'm here with some clarity on the issue you've been facing with attempts to modify the newly rewarded FSD module as part of a recent Community Goal.
To recap the discussion:
Lots of discussion and confusion around since the release of the CG FSD last week, with many of you attempting to modify/apply experimentals once aquired, only to find you were hitting a 'server error'.
Some clarification:
I can confirm that it is by design that pre-engineered modules cannot be further modified.
As this FSD is a pre-engineered, this falls into the 'cannot further modify/add experimentals category of module.
The Issue ("Server Error"):
There's really no other way for me to word this, other than with raw honesty right now but - we absolutely see that by simply displaying 'Server Error' is not a clear indication that you are unable to further modify pre-engineered modules.
Displaying 'Server Error' only makes things look as though you can further modify the module because the option is available for you to do so, but you can't because to you it looks as though 'something is broken regarding the server'.
Action:
While I know this will come as highly frustrating news for many of you, the team have this morning established a priority action plan to address the messaging of this to be clear, as we move toward Update 9. These action points include (but are not limited to, where other options may become available from here on through development toward U9):
Again, our sincere apologies for the confusion on this - the team have had a really good discussion as I say, this morning, so we can further futureproof against the current scenario you've been experiencing.
- Players will be prevented from selecting pre-engineered modules for further modification (button greyed out + message in the module selection popup).
- The proposal of specific indicatation through new iconography, to show which modules are pre-engineered and cannot be further modified or take experimental effect, so that Commanders know in advance of putting all their efforts and hard work into achieving a pre-engineered module which cannot be further modified/tinkered with.
Very best as always.
See you in the Black o7