The Devs have asked for constructive Feedback an I hope I can provide something.
First, I personally am really enjoying the latest update, I'm travelling about the bubble at a slower rate, not because I couldn't get to my destination quicker but instead in scanning systems to turn in the data to the FSD Engineers while examining the various USS's to see what they have to offer, mostly dropping into Emission Sources and the occasional distress call. Have thing gone bad for me? Sure... pretty obvious I should run instead of fight currently. But that's all part of the experience, and randomly collecting bits and pieces for the engineers has worked out well for me, I haven't gotten material for what I want, but I have collected enough to wander between those Engineers I know and grab a few modifications. For now it's entertaining...
Having said all that, what I can see happening is being forced into game play I do not wish to participate in as a reliable method of building something.
For example, many of the level 3 engineer upgrades seem to require a MINED resource in order to complete, or something you get from hunting Authority vessels or destroying trade convoys. I like to think I am a Bounty Hunter/Mercenary but one with scruples, Mining has little interest for me and I don't want to tank my faction with the local cops. From a "play your own way" stand point having to do these things to gain access to say... longer jump range for Exploration doesn't make a lot of sense to me.
Sure I can see that by putting in these requirements you are encouraging people to try other aspects of the game, but I happen to like the aspects I am already doing and find the others tedious.
On top of this you have the Randomness of the Engineer system, again let me point out for the most part im having fun with the new update. But lets look at some napkin math here...
The Engineers want 2 or more items to make an Upgrade. Even when I go do the exact things they want me to do, their is only a percentage (i.e. Random Chance) that the item I need will appear, be that as a mission rewards, material from a destroyed ship, mining etc... theirs several hundred materials and data types in game as near as I can tell so at any point thats a small percentage of what I want appearing.
So the Engineers want 2 (or more) specific items with a low percentage chance of you finding them. On its own the chances of getting an specific item may be significant but in the right combination for a design? In the right amount? That basically compounds the percentages... getting two items with only a 0.5% chance of either occurring is 0.25% of ever happening, and as we can see from the higher reciepes you need far far more than just 2 items to build them, many of which are very rare AND required in multiple numbers.
On top of that percentage you then have the chance that the build from the Engineer is not to your satisfaction and if you want to try again you need those same resources again.
So, what can be done?
First, don't remove the "Random Chance", that's fine, the universe is a big place with lots of differing technologies and design philosophies, in short a massive list of salvage to acquire is nice "fluff". What you may wish to consider though is loosening up the requirements for what materials are needed to make the particular recipes.
For example, perhaps Materials can fall into classes of use, these upgrades we are getting are more akin to MacGuyver slapping together something from a bunch of random pieces than a tried and tested design. Maybe rather than needing specifically 2x Reinforced Federal Alloy's* I need instead 2x Very Rare Alloys of any type? or if that is too easy then how about each recipe has 2 options for any of the materials required, i.. 2x Reinforced Federal Alloy* or 2x Reinforced Imperial Alloy*. Or even the ability to fill the required amount with one of each.
Either of these methods helps to narrow the field for requirements a lot which in turn helps to alleviate the compounding of the low percentages, even if it simply doubles the final output. Having the ability to use a wider variety of materials should help deal a little with the frustrated feelings of people with the system.
Thoughts?
*Fictitious materiel, name made up cause I can't remember what it was i picked up in game, something to do with one of the Named manufacturers
First, I personally am really enjoying the latest update, I'm travelling about the bubble at a slower rate, not because I couldn't get to my destination quicker but instead in scanning systems to turn in the data to the FSD Engineers while examining the various USS's to see what they have to offer, mostly dropping into Emission Sources and the occasional distress call. Have thing gone bad for me? Sure... pretty obvious I should run instead of fight currently. But that's all part of the experience, and randomly collecting bits and pieces for the engineers has worked out well for me, I haven't gotten material for what I want, but I have collected enough to wander between those Engineers I know and grab a few modifications. For now it's entertaining...
Having said all that, what I can see happening is being forced into game play I do not wish to participate in as a reliable method of building something.
For example, many of the level 3 engineer upgrades seem to require a MINED resource in order to complete, or something you get from hunting Authority vessels or destroying trade convoys. I like to think I am a Bounty Hunter/Mercenary but one with scruples, Mining has little interest for me and I don't want to tank my faction with the local cops. From a "play your own way" stand point having to do these things to gain access to say... longer jump range for Exploration doesn't make a lot of sense to me.
Sure I can see that by putting in these requirements you are encouraging people to try other aspects of the game, but I happen to like the aspects I am already doing and find the others tedious.
On top of this you have the Randomness of the Engineer system, again let me point out for the most part im having fun with the new update. But lets look at some napkin math here...
The Engineers want 2 or more items to make an Upgrade. Even when I go do the exact things they want me to do, their is only a percentage (i.e. Random Chance) that the item I need will appear, be that as a mission rewards, material from a destroyed ship, mining etc... theirs several hundred materials and data types in game as near as I can tell so at any point thats a small percentage of what I want appearing.
So the Engineers want 2 (or more) specific items with a low percentage chance of you finding them. On its own the chances of getting an specific item may be significant but in the right combination for a design? In the right amount? That basically compounds the percentages... getting two items with only a 0.5% chance of either occurring is 0.25% of ever happening, and as we can see from the higher reciepes you need far far more than just 2 items to build them, many of which are very rare AND required in multiple numbers.
On top of that percentage you then have the chance that the build from the Engineer is not to your satisfaction and if you want to try again you need those same resources again.
So, what can be done?
First, don't remove the "Random Chance", that's fine, the universe is a big place with lots of differing technologies and design philosophies, in short a massive list of salvage to acquire is nice "fluff". What you may wish to consider though is loosening up the requirements for what materials are needed to make the particular recipes.
For example, perhaps Materials can fall into classes of use, these upgrades we are getting are more akin to MacGuyver slapping together something from a bunch of random pieces than a tried and tested design. Maybe rather than needing specifically 2x Reinforced Federal Alloy's* I need instead 2x Very Rare Alloys of any type? or if that is too easy then how about each recipe has 2 options for any of the materials required, i.. 2x Reinforced Federal Alloy* or 2x Reinforced Imperial Alloy*. Or even the ability to fill the required amount with one of each.
Either of these methods helps to narrow the field for requirements a lot which in turn helps to alleviate the compounding of the low percentages, even if it simply doubles the final output. Having the ability to use a wider variety of materials should help deal a little with the frustrated feelings of people with the system.
Thoughts?
*Fictitious materiel, name made up cause I can't remember what it was i picked up in game, something to do with one of the Named manufacturers