Make the engineering grind remotely palatable

There's a way to find out, if you've got a little time!


(Note: I just googled this quickly, so it may not be the original test)
I've seen it before, but thanks for the offer.

Hence my comment...
There's a way to find out, if you've got a little time!


(Note: I just googled this quickly, so it may not be the original test)

Edit: Here's my results, if people are curious:

View attachment 320346
Mine...

bartle.png


Of course, I'm a little less brutal these days, it is only NPC's and friends who have to face me. I'm slowing down a little now, age has its drawbacks.
 
I've seen it before, but thanks for the offer.

Hence my comment...

Mine...

View attachment 320347

Of course, I'm a little less brutal these days, it is only NPC's and friends who have to face me. I'm slowing down a little now, age has its drawbacks.

Interesting. It's almost impossible to get a 100% score without actively trying to. Still, I suppose it might be true.

Nonetheless, it demonstrates quite effectively how we have very different fundamental approaches to our gameplay. And again, that's fine! But devs can't afford to cater to one group at the cost of the others, especially not the Killer subtype, which typically make up 1% or less of the potential audience.

By contrast, the 'socializer' subtype is 80% of the potential audience.
 
Interesting. It's almost impossible to get a 100% score without actively trying to.
I used to play quite "not very nice", WoW was fun!

It was very easy to score 100%, if there had been 100 or more better phrased questions I probably would only have hit 60-70% ;)

ETA: I am in a squadron that is very much not Lawful (in as much as one might be a true criminal in this game) with a small group of like-minded players. Exploration isn't one of the things on the agenda, although travelling to Colonia & back is pretty common, it helps to burn off the notoriety.
 
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As for myself, I've been playing for probably 3 years now, though I can't recall for sure. I attempt to stay in touch with my inner noob, however, by regularly watching newer players on twitch, and helping to teach them.
So, after Beyond was released. 3 years out of the 8 years the games has been out, 8 years over which time it has changed considerably.

It's massively easier and better for the new player now than it was before you started playing.

it's possible you just want changes to the core of the game that the makers of the game don't want, and perhaps a lot of the players who have joined over those 8 years?

And sure, maybe some players just aren't meant to play this game at all. But it's up to the developers to make a game that's as accessible as possible to as large an audience as possible, because audience = success, and success = further development, and further development is good for all players.
No, it's up to the developers to make the game they want to make. If just getting more people was the purpose, they wouldn't even had MADE Elite Dangerous.
 
So, after Beyond was released. 3 years out of the 8 years the games has been out, 8 years over which time it has changed considerably.

It's massively easier and better for the new player now than it was before you started playing.

it's possible you just want changes to the core of the game that the makers of the game don't want, and perhaps a lot of the players who have joined over those 8 years?


No, it's up to the developers to make the game they want to make. If just getting more people was the purpose, they wouldn't even had MADE Elite Dangerous.
Begging your pardon, but what core changes that break the game have I proposed? All I've suggested in this particular thread is making the scooping process for materials faster. I would hardly call that a core change to gameplay.

I do find it amusing that after 5000 hours playing the game, people are still saying I haven't played for long enough, though. When I was making suggestions 50 hours in, people were telling me that I haven't played the game long enough to make good suggestions. 4950 hours later, people are still saying the same things about the same suggestions, just like I knew they would. Still, thanks for that chuckle.
 
I do find it amusing that after 5000 hours playing the game
I find it amusing that people quote the hours that their ED application has been turned on.

Or have you actually played 208 days of actual gameplay? Anyway, its moot. I really don't care. Do what you please and feel free to continue ranting about how hard the game is and how much grinding there is.
 
I find it amusing that people quote the hours that their ED application has been turned on.

Or have you actually played 208 days of actual gameplay? Anyway, its moot. I really don't care. Do what you please and feel free to continue ranting about how hard the game is and how much grinding there is.
There is a big difference between something that is hard, which is good, and something which is frustrating, which is not.

Engineering is not hard. It is simply frustrating. I don't want to make it easy, I just want to make it fun.
 
Engineering is not hard.
True
It is simply frustrating.
For some
I don't want to make it easy,
Are you sure?
I just want to make it fun.
It is.

Different viewpoints, of course. I had plenty of mats before I even considered engineering, knowing that I would be looking at some very 'specialised' builds and that to G5 them would require quite an assortment of mats.

Oddly, I had plenty of fun collecting stuff, still do to be truthful, but collect 'stuff' doing things I enjoy (which is the only way to play) and find the traders incredibly useful.
 
True

For some

Are you sure?

It is.

Different viewpoints, of course. I had plenty of mats before I even considered engineering, knowing that I would be looking at some very 'specialised' builds and that to G5 them would require quite an assortment of mats.

Oddly, I had plenty of fun collecting stuff, still do to be truthful, but collect 'stuff' doing things I enjoy (which is the only way to play) and find the traders incredibly useful.
I absolutely agree that collecting things can be very fun. It just has to go along with activities that are fun. Which is why my number one suggestion is increasing the materials scooping speed, so that players can feel like they can afford it in a way they enjoy.

A few pages back, I demonstrated mathematically why players may feel compelled to ignore materials they find during combat, save the time, and grind some materials at a later date. It would only take relatively minor changes to collection rates to fix this problem, making the game enjoyable for many players who were previously annoying, at no cost to those who currently enjoy it.
 
I absolutely agree that collecting things can be very fun. It just has to go along with activities that are fun.
Indeed - and if the activities are not fun, I wouldn't be doing them...

Now, obviously, the fun the game provides me (and equally obviously other players - else the game would have folded a long time ago) somehow provides an excess of engineering materials, just because I'm playing how I wish. It is transparently, painfully, obvious that there are so many aspects of this game that provide you with dismay and loathing, rather than excitement and enjoyment, and that you continue to make suggestions that it should be altered to bring itself in-line with what you consider would be massively improved.

I demonstrated mathematically
Yes, I read that. I'll be polite and say nothing.

Just one tiny little bit of advice, which I am sure you will ignore: It is possible to be wrong...
 
Begging your pardon, but what core changes that break the game have I proposed? All I've suggested in this particular thread is making the scooping process for materials faster. I would hardly call that a core change to gameplay.

I do find it amusing that after 5000 hours playing the game, people are still saying I haven't played for long enough, though. When I was making suggestions 50 hours in, people were telling me that I haven't played the game long enough to make good suggestions. 4950 hours later, people are still saying the same things about the same suggestions, just like I knew they would. Still, thanks for that chuckle.
I didn't say you had proposed breaking the game 🤷‍♂️ I said perhaps the changes you think would streamline things for "noobs", to prevent the long horrible sounding gameplay YOU chose to do when engineering early on, perhaps those changes aren't what the makers of the game would want?

I'm also not suggesting you haven't played long enough - you've played during a time when the game is simpler faster and easier for new players.

You have to remember, the average gamer puts in less than 80 hours to this game. By playing longer than a single month, you have already surpassed the average. By your own metric, that means the average player is unlikely to get even a single fully engineered ship. And given that unlocking them is the hardest part of the process, this bias is even further against the starter players.
Engineering is indeed a long process, and the progression process is a choice by fdev. How different would ED be if new players had fully engineered ships within the first week playing? And to be honest some new players already speed run things to get a carrier without even playing the game, then wonder where the gameplay is.

🤷‍♂️
 
My wife doesn't like the game at all. She came to that conclusion in less than 30 min. It didn't take her 4-5 years.

Meanwhile, take a look at some of the other players. Have you noticed that they are having lots of fun playing the game? How can this be? What is different? There are other players with huge fleets of fully engineered ships, swimming in materials they can't use. How is this possible? What's going on? Impossible!
I am not your wife and your wife is not your strawman.

Obviously anybody continuing to play the game in its current state is continuing to enjoy it. Your example of having fleets of fully engineered ships already serves a point about how the game becomes enjoyable when you no longer have to interact with Engineering.
 
Enjoying different things to someone else is a common experience; I've seen that many times and I feel I understand it. But in your leisure time, doing something you don't enjoy is irrational.
I take it that what you call "grind" isn't something you enjoy (otherwise surely you wonldn't call it that).
Therefore, grinding in a game is irrational.
Not wanting to do something we don't enjoy is why complaints about Engineering continue to come up, you know?

So playing any games that set forth any sort of grind or even make it a core/key part of the gameplay is irrational to play? I'm curious how you think these games continue to appear and sustain healthy populations of players?

Certainly, from a design point of view, setting up a game to be grind-centric is not a healthy recipe (see: anything created by Wargaming or Gaijin). It can be fine if the game is enjoyable and not otherwise flawed by imbalance, RNG-injection, and other such game design sins. As a term, 'grind' is neutral. The context surrounding it matters.
 
And since Engineering V6 would also be produced and incorporated into the game by Frontier Developments, and not by some mythical competent developer of Elite-like space games, the same is likely to happen again.

Only if they commit to repeating the same process and mistakes that resulted in these less-than-optimal results over and over. Fdev's shown signs of making shifts and changes in their process before. They are competent. The issue is in direction.

Could it be better? Yes. So could the entire rest of the game and I'd rather that they put their effort - however mismanaged and badly designed compared to MythiSoft - into something that has been ignored since initial release.

Now there's a Silicon Valley startup name....

You're not wrong to also place importance on the things they have neglected since release, which is considerable. I'm not making light of the plate-juggling act it's going to take to manage the complexities of the problems Fdev faces in improving this game.

But I do continue to view the Engineering issue as one of top importance.

On the contrary I think this is basically the key to the whole dispute. The underlying question is "should players have any meaningful constraints on their ability to upgrade their ship to its maximum?".

If the answer is "no" then the correct approach is just to abolish engineering, and sell G5 modules (no point in offering lower, the downsides are basically irrelevant) as AA-rated in the Outfitting, with some local "engineering" service to pick experimentals at a nominal cost.

If the answer is "yes" then absolutely the engineering system should be encouraging players to think about questions like "which modules are the priority to push to G5" and "how little can I engineer this new ship and still have it fit for purpose" and "having obtained these new materials, what's the priority to spend them" ... which means players shouldn't have the materials they need to just routinely G5 everything - at least not until they've been playing for quite some time.[

Why only consider the two extremes? Why not permit the upgrading our ships to the maximum without obviously artificial gimmicks hampering our efforts? Why commit to the "5-grade" system? Why try to encourage players to 'settle for less' when upgrading ships as a goal (which I think should be apparent as rather contradictory)? Why place an emphasis on solely material hoarding in place of pursuing other gameplay loops as a means of progression?

One way I can take your train of thought here is that Frontier's designers have boxed themselves in with their thinking in such a way that they've trapped themselves; I'm hoping they will allow player feedback to perhaps pull them out of their box, in such a case.

For the same reason, the dispute between "Frontier need to buff credit earning - 500M/hour is too low" and "Frontier need to nerf credit earning - 1M/hour is too high" player beliefs is never resolvable (though Frontier have certainly picked a side in practice) because they're looking for fundamentally different game experiences.

I don't think there can be any denying that the credit situation has been a pandora's box of absolute mess - there's no dispute there, they have made credit earning trivial. The main issue is simply in informing the player on how to make credits, which in my view was the original problem all along. There are also several shifts away from the original vision with market commodities and values back during pre-release that I think contribute to the problem. Add on top of that a low quantity of ways to meaningfully spend credits, and it's not hard to see why dissatisfaction about the issue also continues to crop up. But I don't see it as analogous to the Engineering problem.

(The obvious compromise is to have a button in an out-of-the-way place [1] which if pressed gives you full material reserves and 100B credits. There is no penalty for pressing the button as often as you want to, but equally no requirement to press it even once. You can press it, I won't bother, now we're both happy enough with engineering apart from the excessive power gain it's too late to fix.)

Funny, but definitely has no place in any shared-universe experience.

And I refuse to accept that "it's too late". The issue is rather one of being willing to endure the pain of ripping the band-aids and curing the root of the problem.
 
I think the engineering is just fine. It's not like you need to upgrade every part for a single ship, only the best you can afford. Second, you won't engineer more than a handful of parts out of the entire ship anyways. All your hard points, some of your optionals, 2/3rds of your internals and that's it. You don't need to engineer the SRV AND most people don't own odyssey so you can't even complain about those wasted assets (as you can upgrade them but there's literally nothing to do with the suits or guns once you've upgraded them outside of conflict zones).

Imo, we need more parts to diversify ourselves from each other. Everyone only builds the meta build anyways so it's not like anything else matters, right? I know I don't personally pay attention to anything that's not something I personally plan on invested parts into.

Are you constantly synthesizing stuff? otherwise I don't see how you're going through so many parts, you got the big 3, your FDL/Mamba, your Python.....Or are you thinking you have to actually engineer all 38 ships? lol why on earth for?

Wait, engineering the SRV? Is that a thing now?

Anyways, it's not correct to state "won't engineer more than a handful of parts". It's more accurate to say that you will only not engineer a handful of parts of your ship, all of which will be optional internals.

I don't see how adding complexity and quantity to the ship loadout screen will remedy any of the issues of Engineering in its current state. Adding more ways for imbalances to exist does not resolve the fact that there are gross imbalances.
 
The most enjoyable gameplay is to collect materials as they turn up in the course of other fun activities. As I pointed out above this is also, by any conventional definition of efficiency, the most efficient.

We're actually faced with people playing in a boring and inefficient way and then complaining the game is boring. I don't think it's reasonable to blame the game for this.

I disagree. I don't think playing Space Vacuum Simulator 3300's Edition is much fun at all.
 
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