Engineers A flaw in the crafting design? (long)

As I'm slowly working my way along obtaining the engineers I spotted a potential flaw in the design of how the levelling works. In terms of game mechanics it makes sense, but could well be a serious flaw in the design.

This is going to be a long post, something which I don't apologise for as too often we don't actually take the time to fully read or consider what people are saying. But if reading something for more than about 10 minutes offends, then :p to you :)

As you know, you need to craft(or in a few cases) do other stuff to gain rep and here's the rub. Each time you find a new engineer who will craft a higher grade mod you need to start again from scratch.

E.g To get access to level 5 thrusters I need to

With Elivira
Craft ~4 lots of Lv1 mods
Craft ~4 lots of Lv2 mods
Craft 2-3 lots of Lvl 3 mods(I never got the access until I was 50% of the way past lvl 3)
With Marco
Craft ~4 lots of Lv1 mods
Craft ~4 lots of Lv2 mods
Craft 2-3 lots of Lvl 3 mods(I never got the access until I was 50% of the way past lvl 3)
With Palin
Craft ~4 lots of Lv1 mods
Craft ~4 lots of Lv2 mods
Craft 2-3 lots of Lvl 3 mods(I never got the access until I was 50% of the way past lvl 3)
Craft ~4 lots of Lv4 mods
Finally Craft Lvl 5 mod.

So that's a total of about 37 mods to get to palin.

With me so far?

Ok. Now.. In each of those 37 times I am faced with a choice. Do I overwrite what I did before just to upgrade a level? The only way around this is to buy or use a spare ship and risk the module swap roulette in swapping it out with all the messing about that entails

Now this thread isn't about the time it will take to get those 37 mods, but about the logical absurdity of the levelling and total necessity for storage. Without storage the levelling system starts to break down, and eventually collapses unless the player is willing to risk wasting their time by wiping out a previous mod in favour of supposedly a better one.

If you look at the stats for say a level 3 to a level 4 you'll notice it is entirely possible to end up with a worse level 4 than you had as a level 3. In terms of people thinking "was this time well spent" I question how many would say "sure it is, I might have got a worse module to fly around in, but at least I have 32 more to go.."

And now for a video break
[video=youtube_share;0V5eq4IQ6Go]https://youtu.be/0V5eq4IQ6Go?list=PLhyKYa0YJ_5DZUWTC25vSZbJ6OCk1XB1p[/video]

By using RNG to determine crafting, you don't solve balance issues you make them more complex as quite simply you have the delta of randomness to contend with rather than absolutes.

(TLDR)
Without module storage, the levelling system necessitates either the play risking what they had in the hope they get something better, or juggle ships around to act as a safety net.

The route causes of this issue are mainly two fold. First different levels of module have stats overlap and secondly the whole way the RNG works

Now, much has been written about the RNG and I think most of it is based on a misunderstanding of what the crafting RNG system is and say the random nature of NPC appearances. Random NPC appearances are transitory, they come and go with very little impact to the player in the long term. The Crafting system has permanence. it affects the player for so long as they wish it.

Quite simply, they are two different things.

The engineers RNG mechanic is known as operant conditioning and is widely seen to be a bad thing in game design. Not only does it ultimately prove to be uninvolving and unrewarding it also manipulates the player into continuing to perform an action they would other wise get bored of? Do you want to be manipulated like that? I don't

To further explain what I mean please take a few minutes to watch the video, put together by professional game designers.

[video=youtube_share;tWtvrPTbQ_c]https://youtu.be/tWtvrPTbQ_c[/video]

I've also seen the term 'minmax' thrown around like it's some sort of criminal act. We all minmax in our play. be it from choosing the fastest route over economical, using pips in combat all the way to planning our ship builds to achieve what we want it to.

There is nothing wrong with minmaxing in itself. It's often the attitudes that go along with it that is. Baby. bathwater.. everywhere..

There is also fear of 'the meta' well what we have seen is a delaying of the inevitable for perhaps 3 months. Meta's exist in very game no matter what. So is the sacrifice in game design worth delaying the inevitable meta for?

One of the ways I've seen the current implementation justified is by "Elite is on a 10 year plan, it's not done yet"

And you know what? That's amazing, that's wonderful the developers have a long term plan.. BUT should'nt each step on the way to that 10 year play be compelling, well thought out and well good enough to stand on it's own two feet without relying on 'jam tomorrow?'

Now another reason I've seen defending the use of RNG on RNG is that engineering is not an exact, replicable science and that examples have been cited from car tuning to over clocking CPU's. Now in real life this is totally true.

However. this being a game we need to see how the game treats this real life fact.

We are told engineers are these on the fringes of tech geeks who's work cannot be replicated or predicted and that the RNG mechanic mimics real life.

Except... When you lose your ship the insurance companies engineers will replace your supposedly unpredictable or unable to copy module exactly as it was.. The only way to explain this contradiction is to give the reason "Well game play"


TLDR

The way the crafting system works necessitates use of storage(either by buying a spare ship or by having it in game ) OR forcing the player to risk what they have for what they might get.

If we can use gameplay to justify RNG, we can also use gameplay as a reason to provide the player with alternate more compelling methods of obtaining what they want

In my experience the crafting mechanic is uninvolving. my ability as a player has no bearing on the result... I feel disconnected from the whole process and that the game has taken over. Surely not a good thing

Getting a little philosophical for a moment. Our spare time is precious, we never get it back and surely the point of a game is to allow us to use that precious time as pleasurably as possible

I'm no games designer, but I would ask you to watch the below and ask yourself what sort of progression system would you wanted to have had. What we have now or something outlined below

[video=youtube_share;S5camMoNw-o]https://youtu.be/S5camMoNw-o[/video]

Thanks for talking the time to read and watch :)
 
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I did not read all, but you get reputation even if you don't apply the mod :)
I think it solves your problem, but I agree we need storage.
 
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It is 3 crafts per level, and you need 1 craft on grade 3 to get the invite to the next Engineer. So 14 to get the Palin invite then 12 to get grade 5 with him, for 26 total. Still a lot of work but a lot less than 37.

As already mentioned you can choose to not apply the mod, you still get progression towards the next grade. It's really not much different from standard MMORPG crafting where you skill up by making a lot of useless items that you either bin or sell back to the merchants.

Good read the rest of the post though. +1
 
Ok I get you want storage but just as an FYI you can sell data, bounty vouchers, exploration etc to engineers to raise in rank without loosing those materials and commodities.
 
OP, Thank you!

In my experience the crafting mechanic is uninvolving. my ability as a player has no bearing on the result... I feel disconnected from the whole process and that the game has taken over. Surely not a good thing

This is the exact problem with Engineers. We have to spend hours upon hours searching for materials, only to be totally disengaged from the result. My heart sank the first time I experienced the Engineer casino. My reward should be a chance to learn the skill of manually controlling the attributes of a blueprint, according to the parameters and limitations it sets. Having this done randomly is a huge slap in the face.

Thank you again for taking the time to post what you did.
 
FDev, if you want the dice roll RNG and not totally antagonize the players, then you give them the ability to lockdown certain rolls upon re-rolling.
This saves you from a lot of drama.
 
It is 3 crafts per level, and you need 1 craft on grade 3 to get the invite to the next Engineer. So 14 to get the Palin invite then 12 to get grade 5 with him, for 26 total. Still a lot of work but a lot less than 37.

As already mentioned you can choose to not apply the mod, you still get progression towards the next grade. It's really not much different from standard MMORPG crafting where you skill up by making a lot of useless items that you either bin or sell back to the merchants.

Good read the rest of the post though. +1

Thanks :) for me it was between 3 and 4 crafts per level depending on who it was, which is why I used the about (~) symbol. I found when using other means the 'XP' was about the same as using a lower level to craft. So for the Dweller I was making about 400K profit on a cutter load of indium and that would give me about 3% at level 3. Considering the time it took it's probably only useful to get you started.
 
It only took me 2 rank 4s to get rank 5 shields unlocked.

Also you don't have to make mods so half of the argument is flawed. You can for the most part avoid that all together and use the alternative system for gaining rep. You can also just spam stuff you are not going to use too. I have loads of x, y, and z materials that allow me to make mod A and B that I don't want and most likely will never use then I'll spam them and use that to get rep if need be.
 
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It only took me 2 rank 4s to get rank 5 shields unlocked.

Also you don't have to make mods so half of the argument is flawed. You can for the most part avoid that all together and use the alternative system for gaining rep. You can also just spam stuff you are not going to use too. I have loads of x, y, and z materials that allow me to make mod A and B that I don't want and most likely will never use then I'll spam them and use that to get rep if need be.

As I mentioned above. the alternate methods suffer diminishing returns the further you go up. For the lower level engineers you can indeed create some easy craft and trash modules (that's what I've been doing with light mount weapons) but as you go up it becomes harder and harder not only in terms of mats requirements but also the variety of stuff you can use them on.

Point is, you'll end up with a storage or overwriting something scenario sooner or later which is what the first part is about :)
 
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I guess the elephant in the sidewinder here is that you can't tell whether your new mod is better than the one you already have (unless you meticulously noted down the stats for your current module). I generally just assume it is (i.e. level 2 > level 1) but I don't really know.

As for storage - I can see why people want it, but a) you'd need some way of comparing them (easy enough) and b) some way of getting rid of the dross. The main reason for storage would be somewhere to store all the commodity rewards and to a lesser extent materials (I'm assuming the commodities are for mods here - I usually just sell them...)
 
harder not only in terms of mats requirements

Well that isn't true all the time. Gathering mats for rank 4 and 5 shields is down right easy. You are forgetting not all items are going to be as hard to craft as each other too.
 
+1, nice, well thought-out post. I agree that with the way things are going we need storage. But I also have the feeling FDev is trying to avoid taking ideas from EvE Online (module/item storage and transportation) which is a shame but this one idea seems logical enough to me for what we have.
 
Well that isn't true all the time. Gathering mats for rank 4 and 5 shields is down right easy. You are forgetting not all items are going to be as hard to craft as each other too.

Nothing in Engineers is "hard". The words are "tedious" and "boring".

And before somebody again stumbles in with "but just play and you will get the upgrades", exactly that is being prevented by how the requirements for the upgrades and gathering the materials in distributed. It looks like it's intentionally built to be tedious. :(
 
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Nothing in Engineers is "hard". The words are "tedious" and "boring".

And before somebody again stumbles in with "but just play and you will get the upgrades", exactly that is being prevented by how the requirements for the upgrades and gathering the materials in distributed. It looks like it's intentionally built to be tedious. :(

Repped, very very true! And even more so for the RNGineers grind. Nothing is difficult, it just takes ages to do, and then may or may not reward you at the end. Horrible game design.

Edit: Difficult may be the wrong word. Skill-based would be better, or even knowledge-based. You should know where to go looking, and you should not have to rely on a lucky RNG drop to get the material you want.

Edit 2: Great OP by the way, read and watched it all and I agree with every bit of it.
 
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Well that isn't true all the time. Gathering mats for rank 4 and 5 shields is down right easy. You are forgetting not all items are going to be as hard to craft as each other too.

While the exact numbers will vary from person to person what won't is the process and the mechanics. As I mentioned in my OP post it's not the time it takes(although that is a huge factor) it's the way the whole engineering and crafting has been implemented.
 
I went back and watched the videos now that I have the time. In the 3rd video when he's talking about the most efficient way also being the most boring/least engaging I groaned.

I ran a lvl 2 FSD upgrade and I got this result:
4XacyWy.png
What the heck? If Inara's website (http://inara.cz/galaxy-blueprint/2) is accurate, I only gained 1% more FSD range. it wasn't even 1 LY on my aspx. And I rolled the lowest roll on the mass, nearly min-rolled the power draw and got in the bottom 20% percentile for a 50% roll on the positive?

How many hours did I just spend mining praesodymium, collecting wake scans, hunting for arsenic and killing ships for chemical processors? 3 or 4?
And now that i'm out of chemical processors and arsenic, I have to go do it again for the other ships?? *Edit* For the same chance at having a net neutral or net negative effect? *edit*
I ended up unlocking tier 3 mods on my 3rd and final roll (the only good one).

If you min roll (or max? the worst it could roll) on the negative effects, shouldn't you at least get a good roll on the positive effects and visa versa?
 
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