Am I the only one who hates crafting?

I hate crafting not only because of the storage issue, and randomness of having all the right parts (unless you write everything down), and because it doesnt give me a compare screen to compare the upgrade with the one already on the ship! So I dont know if 2.5% and 1.4% is better than 2.1% and 1.8%, in random trials, and as upgrades are not stackable, but instead the module miraculously reverts back its original state and is re-engineered again, it means I have no idea what I'm doing.

I blindly added an extra few % of power to my power plant, but also upgraded my shield boosters, and now I have less power than I need, and I have to turn one of my upgraded shield boosters off, which means my shield strength is the same is it was before doing all this engineering.
 
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Was replying specifically to the bounty hunting quote..

I bounty hunt in a ship with no cargo rack and pick up materials..

When I need to take commodities to an engineer I'll fit a cargo rack and pick them up on the way..

No biggie :)

It is a biggie as some of the items that you need for the engineers 1) take up cargo space and 2) are not available for sale.

So if you find one: you have to hold on to it until you can use it.

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Then wait until you have enough cash for a second multipurpose ship for example. I know that sucks because everyone should have the opportunity to enjoy every part of the game when they want but that is how things are atm. Also you can do the mat grinding then take your ship to the Engineer to upgrade it.
I've gotten some really rare pieces I think I will need for the lvl 4 upgrades.

But I can't do lvl 4 upgrades because I'm missing stuff I need for the lvl 3 upgrades.

So I can dump it; and then have to spend hours trying to find it again later.
Or I can keep an ever increasing amount of cargo space devoted to it.
Or I can ignore the Engineers... which I paid for and which I will at some point have to deal with again (modded AI... not to mention modded players).
Or FD can make a simple change and fix it.

Guess which one I like?
 
I don't hate it, but I don't enjoy it. Haven't done anything with Engineers so far other than check out the new bases. I'd prefer FD focus on making the game feel more "alive" than adding incremental features. What they did with station voices and NPC faces was a very good step - but we need a lot more of that, and more social features. Space feels so incredibly lonely, and crafting/Engineers didn't solve that.
 
Bad example, because that's kind of how it works sometimes: A month of scrounging around for some Skyline injectors on-line, waiting for some bits to turn up from Japan, going and getting the stainless steel fabricated somewhere, checking around to see how other people have done their mapping... Proper race shops don't have time to mess around sourcing or stocking parts. There's no good turning up at the garage with nothing but a full wallet.

Anyhow: These aren't 'standard' tune-ups, where the engineer puts on some known go-faster parts because he likes making money and has a kid to feed. The Engineers are beyond the leading edge of design and on the bleeding edge. This isn't crafting proverbial iron daggers in Skyrim, but more akin to performance tuning a F-30, and the Engineers are doing it because it's what they want to do.

I don't know about you, but if I was a top chef, I'd send someone to do my shopping for me, too. :)

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Not really. Read the recent patch notes?




Actually that's how it works in reality. I go to a place that does a certain thing, and i pay them to do that thing for me. If they don't have it i don't have to make it. I wait until it is available.
 
Scavenging (so actually engineers is probably something I WILL Like), pirating, trading, mining, missions, Bounty hunting the unknown artefact hunt, Mapping (Mapping is different to exploring),smuggling and my favourite hobby - Crashing into things and collecting insurance payouts :D

You said WILL like.
So you havent actually tried it yet?
 
The whole point of a sandbox game is that you do the things you enjoy, and ignore those you do not.

In spite of the current hysteria over engineers, unless you take part in pvp their mods are not essential, and you can chose to level them as and when, or not bother at all. Folks have managed perfectly well up to this point without mods and can continue to do so. With the devs having nerfed a couple of AI bugs, even with mods of their own, the AI really should not prove to be a problem for the majority in future.
 
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Wouldn't call it crafting, it's a boring lottery roll preceded by the most tedious resource collecting.

Total fail FD.
 
The whole point of a sandbox game is that you do the things you enjoy, and ignore those you do not.

In spite of the current hysteria over engineers, unless you take part in pvp their mods are not essential, and you can chose to level them as and when, or not bother at all. Folks have managed perfectly well up to this point without mods and can continue to do so. With the devs having nerfed a couple of AI bugs, even with mods of their own, the AI really should not prove to be a problem for the majority in future.

Mods aren't necessary to beat AI...those using that as a reason for change are getting behind a bad argument.

It is unnecessarily gated content disguised as gameplay...very unfun gameplay with 100's of randomly found materials/commodities necessary for upgrading modules.

Upgrading your ship with the weapons/modules for the style of gameplay you like is something everyone does in the game. Putting the ability to actually customize your ship to be different than another person in the same ship instead of the same cookie cutter build behind an extreme number of RNG rolls was a huge mistake.

The weapons content gate is definitely the worst. We've had the same boring choice of weapons for so long, with half of them being so inferior after one patch or another that you were generally stuck with the same builds regardless of ship type. They finally add some depth where the weapon mod/special effect can make numerous viable build strategies, but it is behind so much of an RNG barrier I can't see very many actually succeeding with the build they want to try without some changes.

Yes you don't NEED these mods. They are FUN and should not be gated content behind a bunch of RNG...RNG to get the materials you need. RNG to get the commodities you need. RNG to roll an acceptable level of stats. RNG to get the special effect you are looking for. Spend your reputation to get the special effect you want if you didn't get it. Is this fun yet?
 
Actually that's how it works in reality. I go to a place that does a certain thing, and i pay them to do that thing for me. If they don't have it i don't have to make it. I wait until it is available.
I hate how, in reality, I have to give up my job and only do the "searching for parts" job until that's finished. Otherwise I have to sell all the parts that I found and restart from scratch later if I want to go to work. [/s]
 
Now, if the engineers worked a barter system so rather than having a precise list you just needed a bunch of stuff the engineer wanted then it would make more sense.

I love this idea! Here is a list of stuff I need, the more more you find or the rarer the material, the high spec you get for a module. But it just a shopping list of things the engineer needs to do their work, not specific for the upgrade you want.
 
Analogies aside: The main issue is that it forces me to completely stop playing the game I was playing to play a different one. I was bounty-hunting; but I can't get in my Vulture because I need to hold on to all this cargo that I'll need for future recopies and that's very rare. In fact: It's not easy in my DBX; better get that ASP setup.

Not only am I forced to play this new game; but because there's no cargo storage, I can't switch back and forth with my old one.

At least give me in-game trading.

You're saving up stuff in your Vulture? Man, there's no need for that. Relax! The cargo materials will turn up easy enough and you can do missions for them. You're hitting your own kneecaps with a hammer if you are saving cargo materials up!

I've been just playing the game as I was and enjoying it (truth be told I've been doing a lot more missions). I ensure that I've got at least a ton of cargo space in everything so I can pick up materials. Hoard up the materials (500 here so far), and sell the materials which take cargo space. When I hit the materials cap I'll discard off the common stuff which I've got tons of (worn shield emitter anyone?) and accumulate a massive pile of rarer materials.
Then when I can finally be bothered to do something with the materials I'll think about starting to save the 'tonnage' materials. Until it can wait.
 
I wish we could sell all the junk we gather... It taken up too much room on my ship - add is a total waste of time with no profit ...
 
I hate how, in reality, I have to give up my job and only do the "searching for parts" job until that's finished. Otherwise I have to sell all the parts that I found and restart from scratch later if I want to go to work. [/s]

You are doing that to yourself though, by insisting that you can't go to work unless you have designer shoes and a monte blanc pen. The rod is one you have made for yourself. Put it down and go back to enjoying the game!
 
I dont hate crafting. I dont hate gatheing/grinding/searching for stuff. I DO hate that when I have done that it is put through a RNG to decide the outcome. Idiotic and counterproductive. Senseless and wasteful.Ridiculing player intelligence.
I do not like it, if you are in doubt.

Cheers Cmdr's
 
Besides, if you've got a car that still in production you don't have to go digging round scrappies AND all the other examples the garage will do for you if you pay them.

Not if you're fitting parts from cars which aren't in production any more onto cars which are :) . You have to salvage them. And in a galaxy where we're happy to gun down someone for a 400Cr bounty, prising them off someone else's vessel is fair play!
And like I say: Actual race engineers (rather than go-fast garages which fit standard go-faster parts) will NOT do your shopping for you. They have a backlog of work 6 months long and don't like doing stuff which doesn't involve handling spanners. I'm not making this up. You say what you want, they make some recommendations and suck their teeth in,
and then you go and try and source bits. If you're lucky they might know where to point you. Sure: I could buy a set of off-the-shelf turbo improve handling, but that's not going to be as good as getting someone who really knows their stuff to build one for me.

What you're talking about is the process if you're trying to minimise the cost.

No, I'm not.


Weak. Since there is no "standard" tune up, the engineers ARE the standard tune and no, I don't accept every ship in the game is the modern equivalent to an F-30, a vehicle not available on the civilian market.

What on Earth do you think putting Class A modifications in your spaceship is if it's not 'standard' off-the-shelf tuning? These are 'standard' upgrade paths taken by 'normal' starship technicians.
You have 'normal' tuning, and then you have Engineers.


Yup, and unless it's 0% upgrades for NPC's then my point stands ;)

For practical purposes, no it doesn't. Remaining upgrades are rare and not combat focused.
 
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