While anecdotal, I personally know 5 people who have this game, but refuse to play it due to black hole time-sink that is engineering. That's lost revenue for Frontier, and I'm sure they are far from the only ones with this mindset. There's a difference between "we want the player to feel accomplished" and "we hope you have room for a second full time job". We are closer to the latter than the former with the current system.
The famous suggested changes brought up by Frontier however many months ago are apparently never going to surface and I can't help but complain. This has to be one of the worst systems ever created.
Here's a list problems with solutions that cannot possibly be hard to implement from a technical standpoint.
1) We are in the 34th century and somehow I can only pin one set of blueprints. Ok. Data storage must be hard in this universe.
2) Watching the tediously gathered materials drain from my inventory while getting 5% of the blueprint done is indefensible.
3) Having to take a combat ship 100ly to get a experimental effect applied isn't engaging, rewarding, or even slightly fun. See point 1.
4) Trading a grade 4 mat for grade 3 mats in a different category and having said grade 3 mat cost MORE than the grade 4 is always a blast.
5) Mission material rewards are vastly too low and unvaried. Let me spend an hour killing 50 ships for 3 grade 4 materials. Yea, no.
6) Cut down the amount of engineers or let each offer at least G4 for whatever they do.
With the "disappointing reception to Odyssey" (exonerative tense like it wasn't fully deserved) I don't see why Frontier wouldn't make quick changes to appease what little player base remains, or make even the slightest attempt to reengage players who abandoned the game for greener pastures. Revamping engineering and making it suck less would be a step in the right direction.
The famous suggested changes brought up by Frontier however many months ago are apparently never going to surface and I can't help but complain. This has to be one of the worst systems ever created.
Here's a list problems with solutions that cannot possibly be hard to implement from a technical standpoint.
1) We are in the 34th century and somehow I can only pin one set of blueprints. Ok. Data storage must be hard in this universe.
2) Watching the tediously gathered materials drain from my inventory while getting 5% of the blueprint done is indefensible.
3) Having to take a combat ship 100ly to get a experimental effect applied isn't engaging, rewarding, or even slightly fun. See point 1.
4) Trading a grade 4 mat for grade 3 mats in a different category and having said grade 3 mat cost MORE than the grade 4 is always a blast.
5) Mission material rewards are vastly too low and unvaried. Let me spend an hour killing 50 ships for 3 grade 4 materials. Yea, no.
6) Cut down the amount of engineers or let each offer at least G4 for whatever they do.
With the "disappointing reception to Odyssey" (exonerative tense like it wasn't fully deserved) I don't see why Frontier wouldn't make quick changes to appease what little player base remains, or make even the slightest attempt to reengage players who abandoned the game for greener pastures. Revamping engineering and making it suck less would be a step in the right direction.