Engineering 16 ships takes a long time but it's worth it in the end.I'm having loads of fun .
Hang in there -))
Hang in there -))
Initially engineers was to provide sidegrades. Customize your ship to make it more unique, not overpowered.
I agree that open is a no go for me as well cause of engineers before 2.1 I was aways in open rarely ever now.Well, weapons and shields engineering is keeping me away from open.
Gap between stock and engineered is too big making it God mod, removing skills factor from the game.
It turned elite in pure RPG game. I see sense only in fsd engineering.
So yes i think 2.1 did ruin the game, at least open!
I don't think i'll ever play open cos i don't want to grind for those mods and that feeling of being undestructable and fighting for 20+min is repeling.
Yes side/up grades with equal negative effects to balance it out instead of all positive effects!Initially engineers was to provide sidegrades. Customize your ship to make it more unique, not overpowered. At the same time AI was buffed and given stronger loadouts.
The community went berserk and started wailing. Blueprintd were buffed, rolls were loaded in our favor, mods became three times easier to obtain, AI was nerfed, loadouts were gimped.
Thank, guys.
Its really cool FD tries to 'work with us'. But at somevpoint Sandro just has to grow a pair and tell us when we are way off. Engineers still provides me with tons of fun, its one of the main reasons I still log in. But the community seriously damaged it, and its impact on balance.
Initially engineers was to provide sidegrades. Customize your ship to make it more unique, not overpowered. At the same time AI was buffed and given stronger loadouts.
The community went berserk and started wailing. Blueprintd were buffed, rolls were loaded in our favor, mods became three times easier to obtain, AI was nerfed, loadouts were gimped.
Thank, guys.
Its really cool FD tries to 'work with us'. But at somevpoint Sandro just has to grow a pair and tell us when we are way off. Engineers still provides me with tons of fun, its one of the main reasons I still log in. But the community seriously damaged it, and its impact on balance.
Since 2.1 it just seems like a lot of time is being wasted on the balancing issues caused by engineers and base game players were put at such a disadvantage at such an early stage adds to the balance nightmare. Engineers should of been a season all into itself not some rushed thrown together time sink. I just want to see an update that is fleshed out I guess not some misguided half done time sinks and gimmicks. All the little quality of life stuff has been better than the main features IMHO. What else could they of got done without the engineers?
Fairy tales.
Since 2.1 it just seems like a lot of time is being wasted on the balancing issues caused by engineers and base game players were put at such a disadvantage at such an early stage adds to the balance nightmare. Engineers should of been a season all into itself not some rushed thrown together time sink. I just want to see an update that is fleshed out I guess not some misguided half done time sinks and gimmicks. All the little quality of life stuff has been better than the main features IMHO. What else could they of got done without the engineers?
Agree with the OP on this.
I was a person who never tried solo at all until some point and I thought it was actually a different start with a new character. I was scared madly of getting interdicted for giggles when I was returning to bubble before I could land my months of exploration trip data a while ago, data so large that it carried me from Aimless to nearly Pioneer when I delivered it. I refused to acknowledge anything else than Open up until I decided to get my career started in combat and started experiencing the gap between Engineered ships and normals first hand. I've seen some CMDRs say you don't get penaltized if you choose to ignore engineers or don't play around with it, but I don't think thats really the case.
Here is a little example I experienced that might be somewhat a proof to that claim.
I was a Novice rank, flying an all A fitted small fighter when I got interdicted for no reason by a high rank CMDR with the same ship. Immediately there was ramming and we went into a dogfight which to everyones suprise, my clever use of where to place my speed-line inside that blue zone and a tiny use of FA-off to cause a little drift resulted in my opponent missing me with an inch off his screen while I was landing volleys after volleys from my fixed beams and pulses on his tail while we were spinning around. It was thrilling and felt dangerous, we both had low shields due ramming I think but then seeing the loop in the situation, the guy boosted away for a joust as we readied our lances in anticipation but like 1,5 seconds after he started shooting, which was the first time he shot me, with his blue laser kind of things that filled my whole screen with lightning like he was a huge space Palpatine, this I assume a weapon mod that I don't even know what it is called, my computer yelled "TRUSTERS OFFLINE" and I came to a full stop and stood there for 15 seconds while the guy kept shooting me. Then I gained control of my ship but I was around 30% hull or something with a near destroyed canopy and modules were all damaged while the guy was recovered from my shots and the first ramming event, back to full shields, 95% or something hull.
People who aim to attack people in a PvP interraction would surely like to maximize their chance of success by tweaking the most edge on their vessel as possible, but I think the gap between normal and engineered is a bit too big to be covered up by other means or that can be simply ignored at a little cost. I can only imagine what not an all A rated normal fighter, but a trade ship could actually do against such odds. This is how I decided to avoid Open for not always but a larger percentage of my playtime now since I see theres not really a point of risking getting interdicted and trying to hold your ground like that against such tweaked ship. And if thats the case all option I'm left with is just trying to avoid every hostile interaction with a player like Im some sort of a gazelle in a savannah until I start tweaking my own ship to reach the same fight-able level. In before people come and lynch me with git-gud and bring tons of advices in that situation I could do, sure I might not be the best pilot out there at all, but I don't think the difference in between was solely my lack of skill or could be covered with a better skillset easily. But the issue is not only the balance between these two players.
Real issue is, I've played a lot of games from their day-1 and saw them change after years into the future. Nearly all of them started off hard where players were generally underdogs, but ended up fleshing the players out from NPCs and the rest of the world so much that players turned into demigods, which resulted in playerbase who were always asking for more powerups actually quickly getting bored and dropping off from the game. I see the forums are already asking for more buffs. A popular example that people can relate could be WoW for example, where the current version with insane amounts of tweaks that could be done, and allowing players to shoot lazers out of their eyes to stomp battalions of mobs with pressing 1 and 2 repeatedly, has dropped from 10m players to below 2m (they stopped announcing how many players are there), where there are private servers out there hosting the very simplistic classic version of the game with more than 1,5m active players, where it is nearly even impossible for most classes to take on 2 NPCs as players and NPCs and everyone is roughly at the same level which causes a nice connection and immersion. I can tell the exact same story for a lot of other games too.
Just giving my thoughts of the situation, I don't mind being slightly forced out of Open to Solo for now, or accepting the dominant supremacy of a guy who spent a lot of grind to tweak his ship so he is absolutely better than me unless I do the same. I still like this game a lot. But I fear engineering additions might be making the players flesh out way too much over the top of rest of the normal ships and the NPC ships that will break the immersion after a while. This will limit all kinds of variety out there. I've seen this happen way too many times. Just I would hate to see that happen to Elite Dangerous too.[cool]
+1 for that one....
In my case, I'm just heartily bored with the toxic state of competitive multiplayer gaming in general. I like the social side, prefer coop play, but game developers (including FDev) are determined to just keep piling on the adversarial nonsense that's prevalent in today's gaming market, often to the detriment of even a decent single player or coop multiplayer campaign.
Maybe I'm just old and intolerant![]()
How Engineered mods affect gameplay 101:
Consider three playstyles: Solo, Co-op & PvP.
Playing alone (PvE), if you are good at combat, you can ignore Engineers, if you are less good you can use mods to improve your survivability & DPS.
Playing Co-op, you have a similar situation, and with special effects like healing it gives choices & allows each player in a wing to potentially specialise.
For PvP it is still viable to either agree certain rules on allowable mods or simply agree to not use any mods, the issue is more one of trust than anything else. For non-consensual, or free-form PvP there is an issue of escalation & the apparent desire to keep up with whatever the current meta is. This is where the Engineers creates issues, for any other play style one can either ignore mods altogether or they can be used to increase your options & variety of choice.
For any playstyle mods like lightweight components, or increased jump range can make a multi-role loadout more viable, or a specialised loadout even more optimised. It's a great addition to the game in many ways, only non-consensual, or freeform PvP has any downside at all really.
The way the Engineers have been implemented means that it 'encourages' you to explore aspects of the game that you might not have tried (eg mining, or travelling long distances), which is both a pro and a con, and the dice throw mechanism allows min-maxers to endlessly optimise to their hearts content while the regular player can simply have, more often than not, a straight upgrade in the direction they want.
My personal feeling is that if you are wanting to min-max your meta loadout for freeform PvP you should be prepared to put the effort in, just as you do with practising your skills, and if you just want to play the game, you can.
This imbalance of freeform PvP all started with SCBs, not Engineers. For all other play styles you simply have options to cover your particular short-comings as a Cmdr with extra equipment.
Initially engineers was to provide sidegrades. Customize your ship to make it more unique, not overpowered. At the same time AI was buffed and given stronger loadouts.
The community went berserk and started wailing. Blueprintd were buffed, rolls were loaded in our favor, mods became three times easier to obtain, AI was nerfed, loadouts were gimped.
Thank, guys.
Its really cool FD tries to 'work with us'. But at somevpoint Sandro just has to grow a pair and tell us when we are way off. Engineers still provides me with tons of fun, its one of the main reasons I still log in. But the community seriously damaged it, and its impact on balance.
+1 for that one....
In my case, I'm just heartily bored with the toxic attitudes of competitive multiplayer gaming in general. I like the social side, prefer coop play, but game developers (including FDev) are determined to just keep piling on the adversarial nonsense that's prevalent in today's gaming market, often to the detriment of even a decent single player or coop multiplayer campaign.
Maybe I'm just old and intolerant![]()
One of things I liked about ED was that skill was everything. I hated the complexities of EvE and found the simplicity of ED so refreshing. If you're trader you fit out one way, if your a Pirate you fit out in another way, etc. You chose your ship based on its attributes for the role. There was enough variety to tinker without it being too complicated. This meant that any encounter was largely decided by skill, not some complex combination of modules, mods and ammunition.
All that is out the window now and you feel compelled to go an grind quest for the wizard of your choice. They should just make any mod available in the yard so you can pay for it with credits you earned "playing the game way you want to!!!!"