What feature do hope will be updated/refreshed for early 2023?

It's how it was sold to us. Sidegrades. I have no idea how and why the powercreep got in. My theory is that they reviewed, found the whole thing grindy and chhanged the power levels to 11 to make it "worthwhile". Or it was the plan all along and they just told us nollocks about the plans.
I attribute it to errors from decision-making management. They had a vague idea from the kickstarter promises, the community team told us it would be that idea, but instead they implemented the worst of MMORPG power-creep-progress ethos. It would not have happened if those making the calls had a clear vision of what the game is and where to take it - and also realized the flaws of most MMORPG designs.
 
New Alt Account - Last year unlocking the engineers and enginering a couple ships was pretty easy. When you are an established player doing that stuff is really easy when you have done it before and don't need to figure anything out. I wasted no engineering on temporary ships. I only did 3 ships which is all I wanted. In addition to other activities Is think I did it in 4-6 weeks of casual play. No Davs Hope or Jameson, just went around doing stuff. Yes if I tried doing a fleet of ships it would have been awful.

Existing Account - I recently repurposed a ship and added a couple ships. It was pretty easy because I had all the mats from just doing all the other activities.


-> I always pick up engineering mats with the knowledge that I will probably want another ship engineered ship or try new modules.

4-6 weeks is a lot of time and effort to get ships prepared to do the things you would actually like to do.
 
What needle?

Seriously. I mean, I played the game long before Engineering was a thing, got my main ships engineered to G5 before they started tripling up the drops, and I’ve added only a few ships to my collection post Engineering 2.0, which is fairly casual to do in comparison. I also spent two years out in deep space exploring.

The most common complaints about material gathering seems to be in the nature of not seeing a $50 bill when you pass it in the street, because you’re far too busy watching Netflix on the phone to pay attention to what’s going on around you. Take HGEs, for example. They’re everywhere, and fairly easy to drop into on your way to a station… assuming you don’t take the slowest, and most frequently interdicted, path to your destination.

What you describe as $50 dollar bills, I see as fun tax toll booths. I can do a lot with $50. There's only one thing I can do with visiting an HGE.
 
They shouldn't change the game for relog-grinders like numy - they mainly want the game static so they don't have to learn more and so are counterproductive.

They shouldn't change the game for ex-players like Navi - they may be forum ghosts but they should be ignored as they admit they don't play.

Balancing up ship engineering for people who actually play would be fine - add more options for picking up mats while playing is fine, hopefully that will happen as many areas like S&R are under-utilised and would add to variety.

Your attitude towards player dissatisfaction and reasons for avoiding change are deplorable. If someone is not playing, there's a reason, and they should not be ignored for bothering to explain why. Your assumptions about dissatisfied player's motivations are also incorrect.
 
By far the most efficient ED gameplay method for completing goals is to be working on several goals simultaneously. Each individual goal will take longer (less efficient), but collectively more will be accomplished and more goals completed (more efficient).

Having multiple simultaneous goals allows a player to seize golden opportunities when they arise. Each individual goal might not get completed in the order expected. And some goals might require more focus than others.

Examples:
  • Increasing combat rank, fed rank, credits, and mfg mats all simultaneously.
  • Increasing exploration rank, exobiology, collect raw mats, get some credits, and place your name on planets simultaneously.
  • Increasing trade rank, imperial rank, credits, G5 mats from trade rewards, and tons of credits simultaneously.

I know lots of players don't believe this.

Edit: As far as EDO onfoot pew pew.... I haven't done any. It doesn't have any goals I'm interested in. Maybe it needs more interesting goals players can work towards.

There's several issues with this theory.

First is that it falls apart when you've already crossed out things on the list. I for example finished Exploration, Trade, Imperial, Federal, and credit grinds, with Engineering gathering left up to how many different ships I want to bother investing time and effort preparing for use.

If players are truely supposed to have the freedom play their own way, then what of those who don't want to pursue 'multiple simultaneous goals' all at once all the time?

Second is that it's only "most efficient" if you want to pursue all of the goals, all of the time, right from the onset, rather than having more individualized and focused goals according to what you enjoy as a player. Not everyone wants to be an exobiologist. Not everyone wants to be an explorer. Not everyone wants to be a trader. Not everyone wants to be a murderhobo. Not everyone wants to be a roadside garbage scrap collector.
 
I miss the old HGE system. No relogging, just cruising along and being a little patient.

You miss literally cruising along with absolutely nothing to do because you're waiting for RNG to drop a random event POI in front of your ship so you can drop in and see if RNG has blessed you with the materials you're seeking?

You're not even viewing that period of the game through rose-tinted lenses, you're wearing opaque blinders.
 
You miss literally cruising along with absolutely nothing to do because you're waiting for RNG to drop a random event POI in front of your ship so you can drop in and see if RNG has blessed you with the materials you're seeking?

You're not even viewing that period of the game through rose-tinted lenses, you're wearing opaque blinders.
No, I actually mean it. The wait between spawns was not too long, and it beats fully exiting and restarting the game after FDEVs half-hearted attempt at "fixing" relogging, so at least mere menu log doesn't work anymore. Also it was less frustrating RNG searching for HGE. In the new system it can take anywhere between 5 minutes to ver an hour until I finally find a HGE that has what I want and is on a long enough timer. In the old system you just knew that the HGEs you want will spawn in the system you picked and that they'll spawn right in front of you instead of thousands of lightseconds away.
 
You're not even viewing that period of the game through rose-tinted lenses, you're wearing opaque blinders.
I guess:
If players are truely supposed to have the freedom play their own way
Goes by the board, if another's likes disagree with your own?

As for:
Your attitude towards player dissatisfaction and reasons for avoiding change are deplorable. If someone is not playing, there's a reason,
Gosh... If someone isn't playing, they aren't playing because they don't wish to play this game...
Are you still playing, or just being one of the 'angry ex-boyfriends'?
Not that it matters, it just appears that, this morning, you have appeared solely to be disagreeable, a bit too much to drink last night?
 
I guess that’s why I often refer to the “forum recommended” method of engineering (both pre- and post-2.0) as inefficient, the equivalent of passing by a $50 dollar bill on the street because you’re too busy with other things to pay attention to the world around you.

Take surface scanning missions, for example. By taking one, you get credits, reputation, and data. You’re also already on the surface of a planet, and there’s usually at least one metallic meteorite in WAVE scanner range. A one or two minute flyve, and you’ve netted yourself 15 G4 and G5 materials as well. Even Engineering 1.0 would’ve given you five. Outcroppings and mesosiderites were good sources of G3 and G4 materials, and much more common. Chances were good that unless you stuck to the shipping lanes (where travel is slowest), you passed several HGEs on the way there (each giving 15 G5 materials, or 5 in E1.0), and more on the way back.

At least that’s how it used to be, regarding HGEs. When Frontier changed their spawning behavior, HGEs I’d encounter en-route dropped. But it’s still a rare session where I don’t encounter any.
HGE? I maybe got materials of a signal source once. It just wasnt worth the hassle of stopping and detouring.
 
No, I actually mean it. The wait between spawns was not too long, and it beats fully exiting and restarting the game after FDEVs half-hearted attempt at "fixing" relogging, so at least mere menu log doesn't work anymore. Also it was less frustrating RNG searching for HGE. In the new system it can take anywhere between 5 minutes to ver an hour until I finally find a HGE that has what I want and is on a long enough timer. In the old system you just knew that the HGEs you want will spawn in the system you picked and that they'll spawn right in front of you instead of thousands of lightseconds away.
I recall the wait between spawns being anywhere from 30 seconds to 15 minutes...and let's not forget doing absolutely nothing in the interim. I think our personal definitions of 'too long' differ a bit much. Relogging, at least, is consistent.

Finding an HGE, certainly, still remains RNG-influenced, but if you have knowledge of what system states they can be found in, I doubt you'll ever hit an hour of search time; using inara, I never struggled as much as I expected I would based on other players' descriptions of finding certain HGE materials. And all you usually need is to find one, maybe two, if you will be relogging. In the old system you would need to wait for RNG a dozen times over.

I'm not saying the present method is good - it's subpar at best - but what we used to have was far worse.
 
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I guess:

Goes by the board, if another's likes disagree with your own?

As for:

Gosh... If someone isn't playing, they aren't playing because they don't wish to play this game...
Are you still playing, or just being one of the 'angry ex-boyfriends'?
Not that it matters, it just appears that, this morning, you have appeared solely to be disagreeable, a bit too much to drink last night?
Perhaps you ought to eat your own medicine as regards to the tone of your response. Disparaging and dismissing people's views because they are choosing not to participate in the current state is a one-way trip to making things worse.

It might behoove you to also not ignore the context and reasoning I put forth regarding the past means of finding HGEs.
 
Perhaps you ought to eat your own medicine as regards to the tone of your response. Disparaging and dismissing people's views because they are choosing not to participate in the current state is a one-way trip to making things worse.

It might behoove you to also not ignore the context and reasoning I put forth regarding the past means of finding HGEs.
Ah, so you actually dislike similar responses?
OK. :ROFLMAO:
 
Bear with me on this one...and I do realise this will never happen.

I always thought it was an odd decision for a docking computer, or supercruise assist to weight a ton and take up a module slot, same with the various scanners. Surely a docking assist would be a software upgrade to your ship computer. You already have scanners so surely a Pulse Wave would just be a software upgrade to change how your scanners work.

Rework the scanners and add a ship main computer.

So you now have a scanner that has module slots and / or a hard drive with limited space that you can add software to. The various scanners (DS, FSS, Wake, KWS, PWS etc) are now software you upload to your scanners computer. Instead of module grades you have software grades to achieve similar results. The benefit is that you now free up several module slots for other toys.

The ships computer would work in the same way and the software for that would be limpet controller programs, docking navigation, supercruise assist as well as software that can enhance things like targeting resolution, navigation upgrades to improve jump efficiency, improve power plant efficiency to enhance ship cooling etc...

Software can be enhanced and engineered or upgraded to achieve different results giving us ways to further customise our ships for different roles and also creating more module space for actual hardware or cargo.

It's way, way too late for such a rework of basic ship design and engineering but if done right it could have allowed for more focused and specialised ship builds. Like I said...it'll never happen.

The rework will more than likely be another stab at 'improving' engineers, however I do have a sneaking suspicion that it may be a rework of the travel (supercruise) mechanic just from the wording of how they described it...we'll see.
 
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Bear with me on this one...and I do realise this will never happen.

I always thought it was an odd decision for a docking computer, or supercruise assist to weight a ton and take up a module slot, same with the various scanners. Surely a docking assist would be a software upgrade to your ship computer. You already have scanners so surely a Pulse Wave would just be a software upgrade to change how your scanners work.

Rework the scanners and add a ship main computer.

So you now have a scanner that has module slots and / or a hard drive with limited space that you can add software to. The various scanners (DS, FSS, Wake, KWS, PWS etc) are now software you upload to your scanners computer. Instead of module grades you have software grades to achieve similar results. The benefit is that you now free up several module slots for other toys.

The ships computer would work in the same way and the software for that would be limpet controller programs, docking navigation, supercruise assist as well as software that can enhance things like targeting resolution, navigation upgrades to improve jump efficiency, improve power plant efficiency to enhance ship cooling etc...

Software can be enhanced and engineered or upgraded to achieve different results giving us ways to further customise our ships for different roles and also creating more module space for actual hardware or cargo.

It's way, way too late for such a rework of basic ship design and engineering but if done right it could have allowed for more focused and specialised ship builds. Like I said...it'll never happen.

The rework will more than likely be another stab at 'improving' engineers, however I do have a sneaking suspicion that it may be a rework of the travel (supercruise) mechanic just from the wording of how they described it...we'll see.

If non-essential modules (like supercruise assist and autodock) were software updates rather than optional modules you'd have the same build availability as now, just with autodock & supercruise assist too, removing any incentive for a player to learn how to traverse supercruise or dock/undock manually. I think those are skills worth learning.
 
If non-essential modules (like supercruise assist and autodock) were software updates rather than optional modules you'd have the same build availability as now, just with autodock & supercruise assist too, removing any incentive for a player to learn how to traverse supercruise or dock/undock manually. I think those are skills worth learning.
Agreed, I have never used auto dock as I think docking is an essential skill.

With limited hard drive space on your ship computer however you'd still have the same choices to make, a docking navigation upgrade or a limpet controller upgrade etc...it just won't be using a module slot.
 
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