Does anyone actually enjoy engineering?

The actual Engineering itself is decent since the update to rework it a bit. Still not a huge fan of the meta progression gameplay behind it though. Considering I care to play the game as an independent Commander in the Pilots Federation and general prefer to go exploring in the game, Engineering is very much out of my way and "unimmersive."
 
Last edited:
All I ask for now is that they get rid of raw material requirements that force you to do SRV planet rock hunting and data material wake scanning. These are garbage activities that nobody likes. Why force people to do them?

I often just chillout planetside and grab rocks. It's a fun little aside form all the spaceship shenanigans.
 
But engineering makes no sense and is the opposite of fun.

It's a terrible upgrade / crafting game mechanic. Almost all games are smart enough to make it less intrusive. You do stuff you enjoy and you passively collect loots or experience you use for upgrades or crafting. In ED you have to get into your SRV and shoot rocks for hours or scan wake after wake. Terrible game design.

Totally agree with you here, it's insipid gaming at it's worst...

The problem being fdev have kept dropping lacklustre drivel into ED on a regular basis.
All the big visions during Kickstarter are a distant memory now.

Engineers is not a crafting system.
Engineers is not fun....
 

Rafe Zetter

Banned
[snip]

Said it before but human-nature is to problem-solve by identifying the problems, looking at what resources are available to us and then making use of those resources to solve the problems.
I doubt that the Egyptians decided to build the pyramids and then just carried on picking dates and riding camels until they stumbled across anything that looked like it might come in handy for building a Pyramid.

Oh man Stealthie - this is a genius level quote that parodies how FDev (badly) designed engineering.

Because humans regularly say: "We want to make / build / earn the money to buy / learn how to..." in EVERY aspect of their daily lives, but almost never complete that same sentence with: "Well it'll come, eventually, with time, y'know as I'm doing other stuff, bit by bit, one piece at a time..."

Then turn around and 10 years have passed because they weren't paying attention, and it's still only 1/4 finished.

The majority of humanity just doesn't live that way, humans aren't even genetically programmed that way; if we were, we'd already be extinct a million years ago - not even those who still live a tribal life in the amazon basin, still have to WORK at getting what they want instead of assuming it'll just "happen" organically on it's own.

It's an abject failure by FDev at such a basic level to understand the fundamental core aspect of human behavior - the one we needed to survive, and evolve to become more SUCCESSFUL at surviving.

This never went away once life became less about food and shelter in developed countries - it just got transmuted into other things - it has a word, a very specific word - a word that many of the employees at FDev needed to get where they are, but forgot it applies to EVERYTHING in our lives.

What's the word of the day?

Ambition - the STRONG desire to do or achieve something, the (almost singleminded) desire to pursue a goal to completion.

So when faced with a decision situation of "you can take months or years to have X - OR - with some effort you can have it sooner, and have the benefits that much sooner" 99.9% of humanity says - "OK, what do I have to do to get that NOW, so I can carry on with other things in a more efficient manner?"

Ambition - that thing which, quite often and oddly for many (most?), seems to ONLY manifest itself in gaming.

How else do you explain the way the great majority of people play? Often going to extraordinary lengths to get the best result.

We even saw it in Engineering mk1 with the "god rolls" and what that took to get them.

FDev KNEW this was happening - saw it, and read about it.

Then utterly failed to redesign engineering to parallel WHAT THE PLAYERS WERE ACTUALLY DOING.....

*sigh*

Over the last 20 years there's been enough evidence in games to prove a significant section of players would grind out engineering in the shortest possible time to get the maximum of results.

FDev ignored all of it and designed it for the minority, you could rightly assume FDev thinks the players have nothing better to do with thier time than play thier game....

All together now "We value your time.... (TM)".

*shakes head*....
 
I just gather materials along the way to doing other things, have wake scanners on a couple of my frequently used ships and visit USS's when I feel like it. So I engineer the things I want, will never unlock a few engineers as their unlock requirements would have me do things that would be utterly boring (think Dangerous to start!) so I'm not going to miss them.

No grind for anything, I just go on my way doing what I want to do, I've not done bad so far and will continue having fun :)

I do see the 'need' for some to have the 'best' engineering soonest, so for those it likely would be 'grind' today for goodies, nothing wrong with that either.
So, with your post, you somewhat acknowledge the issue within the process of Engineering. You simply avoid any tediousness that comes with it, by only occasionally engaging with that content. That is like saying turd sandwiches are not that bad, I only eat bits sporadically. But in the end, to reach your goal you have to eat the sandwich. To saying grind is the players fault is only partially right. ED provides only very rarely viable alternative ways to gather materials. Overall it forces players to do the same (basic) activities over and over again, and most times not even providing a challenge. That is the worst thing of all!

If it isn't a deliberate "philosophy" then I suspect it's simply that they realise that a lot of this stuff is intrinsically simple and they're trying to add "depth" to it by making it inscrutable, confusing and irritating.
It feels like someone in charge of ED's game design is oblivious to the progress of game design for the last 25 years. Due to their business modell, they want/ need to keep players engaged as long as possible. So they took the easy way by making the activies basically simple, but added repitition to retain longevity to the process.
Ideally engineering would need to be mandatory to visit certain systems, to progress in the overall game world, helping the player to overcome greater challenges, enabling him to do something he was unable to do before. But for that to work, shallow and simple grind mechanics have to be toned down. Amount of data and mats cut in half, variety added to get hold of mats, (as Stealthie said) greater challanges should lead to bigger rewards.

@the "but it's optional"-crowd: This is actually a bad thing, because if game a mechanic is purely optional it is ultimately meaningless. Imagine an arena shooter where you can kill other players, but the round is not being won by that, but some arbitrary dice roll. With kills being meaningless the basic game mechanics would become obsolete.
 

Rafe Zetter

Banned
Seriously, you need to slow down and read posts without any a priori bias against specific posters. Sure, Bob loves ED, rarely complains about it, and often shares that he does enjoy what others may complain about. But even when the tone of his posts seem a bit abrupt, you've got to do a fair bit of the interpretive literature dance to reach the conclusion that he (not meaning to speak for Bob, but as you've lumped me in with him...) are frowning upon people, saying you shouldn't be complaining, or need to alter your playstyle. Go back and read my posts in this thread, slowly.

Actually in the years I've seen him post he does say "you're doing it wrong" in multiple ways, multiple times about pretty much every aspect of anything he's ever commented on - or he simply says "that doesn't affect me".

I can honestly say I've NEVER seen any form of indepth analysis post from stigbob in the entire time he's been posting - either he just doesn't look at things that way and is happy to go with whatever gets put in front of him - or just doesn't care enough - either way, honestly his opinion has little weight.

Almost all of the "main players" in the forum, on BOTH sides of the fence (and you Sleutelbos - sitting ON the fence all coy like the proverbial Cheshire Cat) have posted at one time or another an indepth "this is why" post about some aspect of the game, new or old.

Not even when stigbob says "you're doing it wrong" - does he EVER go on to explain WHY he thinks you're doing it wrong, based on evidence from other players experiences, or helpfully points to information a person has overlooked, or ANYTHING even remotely resembling GETTING INVOLVED.

Everyone else is just an uninvolved rubbernecking onlooker, and stigbob is most definitely one of those - so please try not to point at him and claim his playstyle is better, because it really isn't, it just suits HIM, and nothing more.

I agreed that Bob's approach to ED engineering was better than yours, because his approach allows him to have fun, whereas yours doesn't allow you to have fun. That's a pretty simple metric. I apply that to all aspects of ED. Your approach to combat, trade, mining, exploration, BGS, PP, whatever may be better than mine, or someone else's, if it is more fun for you than my approach is for me.

FDev opened an indian restaurant where the ONLY THING available is a bland chicken korma and boiled rice - and annoyingly it's the ONLY curry house in the city. Stigbob loves bland chicken Korma - others, not so much.

Stigbobs approach is that of an unambitious stoner who's happy to drift through life and it'll happen or it won't, and really doesn't care one way or the other - other peoples approach is one of "I'd like to have the benefits of X, SOONER, rather than at some point in the future at an indeterminate time, by which time I might not even NEED it, or it's become superceded by something else and I have to START ALL OVER AGAIN."

While you may applaud the relaxed nature of the former, the world we live in was based on the latter, and will CONTINUE to be based on the latter for as long as humans exist - we are programmed that way by evolution.

As I said in another post FDev designed Engineering to match ONLY ONE playstyle, (the "relaxed stoner" method) instead of building in the flexibility for ALL PLAYSTYLES to have an equal experience.

PVP combat is a decent example, and there's loads of complaining about that too. Some love it, some hate it. Some approach it from an engineering min/max direction, some approach it from the menu mode option, each to their own. I play in Open (and part of me wishes everyone did) and the state of PvP pretty much forced me to seriously alter aspects of my playstyle - because I wasn't willing to compromise playing in Open. So I learned more about the game, combat, escape, engineering, and adapted to the game environment.

PvP is VERY different aspect and in no way can be compared to engineering, because the driving force behind the evolution of PvP is THE PLAYERS. As players learn more about the possibilities of engineering and come up with new and more ingenious ways to kill each other, so everyone else around them has to ADAPT OR DIE.

The PROCESS of engineering however, is STATIC. As fixed as a mountain to the earth - immutable, it DOES NOT EVOLVE according to player interaction, just as PvP does - because if it did the topic of "engineering sucks" would NEVER have happened, now or in the past with the previous version because everyone's experience of enginnering would be wholly personal and subjective to them.

So leave the PvP combat and engineering aspect out - it's wholly irrelevant to the question "do you like engineering".

PP is a good example too (and brought up in this thread). My approach to PP for over a year was flawed, I wasn't really enjoying it, didn’t like the timed merit hauling system one bit - but I did it, just to serve a specific end - Prismatics. Then I had to do it over multiple times when I kept forgetting to buy & store enough for future ship purchases. Eventually, I changed my approach to PP and am enjoying it far more, probably not as much as some others, but the way they are playing really doesn't suit me or what I want to spend my time doing. So ya, again, I did change how I approach that aspect of ED, in order to try and increase my fun at the expense of taking a quicker easier route. And I did that after reading a post by some god awful forum rat who wrote a positive post in a thread complaining about PP.

PP is a non starter for most people and the answer to the question "do you like... Powerplay" would be a resounding and overwhelming "no, because I don't do it and the fact I don't do it has ZERO affect on my ability to kill NPC's, PvP, kill Thargoids, Explore, Mine, Bounty Hunt, Piracy - or anything else in the game, other than how much it costs to buy stuff with my squillions of credits".

Powerplay could vanish from the game and only a handful of players by percentage would care.

Remove Engineering, rebuild and balance the ships modules basic stats more in line with well engineered versions and I think everyone would be the happier for it. The playfield so to speak gets "reset and re-levelled" - PLAYER SKILL becomes the defining factor for success and the whole system becomes more organic and emergent.

And people can spend less time worrying they have "got the right upgrade" and spend more time ENJOYING the game - when you add a second job and a source of unecessary worry into a game, you've made a VERY BAD DESIGN CHOICE.

Was it Stealthie who said he spends hours and DAYS pouring over coriolis.io checking and rechecking his builds before he even undocks? He does that because he knows if he doesn't, a mistaken calculation could mean the ship WILL NOT EVEN FLY (which I didn't even know was possible) and might take dozens more hours to get the mats to put it right if he were doing it ingame without the help of a 3rd party tool.

Now please - sit there with a straight face and tell me you think that's a good situation FOR A GAME THAT IS NOT SUPPOSED TO BE A JOB.

But hey ho, rant, rage, and complain all you want, but be wary... other people may enjoy something you don't, they may approach it differently (to ensure they enjoy it), and in a thread specifically asking if anyone enjoys it, they may well share their enjoyment and how/why they enjoy it. As much as that may wind you up, your complaint is no more relevant or valid than their enjoyment, and who knows, maybe someone (not you) might read through and think, ya, maybe that's not a bad way to approach this.

Enjoyment is subjective - granted and accepted no arguments there - the fundamental mistake YOU are making Ethaiden, is that you think people are /ranting because they want other people to play the way they do (stigbob doesn't rant).

They are /ranting because THEY HAVE NO CHOICE BUT TO PLAY THE GAME IN A WAY FDEV HAVE DESIGNATED - IN A GAME WHERE "BLAZE YOUR OWN TRAIL" is the motto of the game.

They CANNOT "blaze thier own trail" when there is ONLY ONE BLOODY OPTION AVAILABLE.

And THAT is why they (and I) /rant.

Until FDev change engineering to allow ALL ENGINEERING MATS / BLUEPRINTS TO BE OBTAINED IN MULTIPLE WAYS FOR ALL PLAYSTYLES (except exploring obviously), without forcing players to buy / engineer modules to do a specific activity they don't normally do - then this issue isn't going to go away.

But that would require a third overhaul and just won't happen.
 
Last edited:

Rafe Zetter

Banned
Congrats for just having found the entry level of echo chambers! :D
That said, I admit I also have 4 clowns in my ignore bin. Self-defence as I care about my mental health...

Am I one of them?

I don't like Clowns, with their flappy shoes and tiny cars - can I be something else annoying? I quite like banjo players, or bagpipes for that matter, but I don't suggest you do it while bungee jumping, or playing the banjo.

Oh and not a mime either - I walked into a glass pane once in Covent Garden, some dude in a stripy shirt was standing behind it - it was really there and I almost broke my nose, again.

It didn't 'alf hurt.

The dude just stood there and laughed at me - silently.
 
Last edited:
Engineering was added to try and mend the cookie-cutter results of having no real player-driven crafting system. But since they didn't want to add a real player-influenced economy, they opted for this monstrosity.

Even Ultima Online in 1997 had a more balanced and interesting crafting system.
 

Rafe Zetter

Banned
Of course it adds depth, this forum amazes me sometimes.. The unlock requirements are shallow, but the actual engineering part has a huge amount of depth. Engineers allows us to modify and experiment with the massive amount of variables behind each ship and it's systems.

I enjoy reading constructive feedback on this forum, but your comment shows just how bitter and ridiculous some jaded cmdrs have become, all because the game isn't what they want it to be. Heck I'd like DCS in space, combined with the best parts of X3TC and Star citizen, am old enough to realise I don't always get what I want.

Sorry 777Driver - you used to not be a fanboi but that's changed.

Egineering doesn't add depth at all - because for a large section of players they tend to go with "best fit builds" for a particular activity - quite often because other players have spent hours and days pouring over fitting options and results - and done the work already.

The 1-4 versions of those modules could be removed and almost no-one would notice.

If it were possible for every player to list each ship according to usage and modules - you'd find a significant amount of commonality within each ship and useage type.

List that against all possible varients of those modules and you'll have a pile of unused modules left over - and the only people who pick at that pile are the ones trying "off the wall" builds - who maybe have one ship with an "off the wall" build "for teh lulz".

That isn't depth - that's variation for variations sake to flesh out a wholly lacking inventory of options.

Now IF FDev took that information and then regularly REWORKED modules so that there were no "duds" and each had a role, then yes you could claim "depth" just as Eve Online's module system has "depth" - because it really does.

Sure games aren't always what people want, and you're right that sometimes people get a little over excited about that (myself included), but until until that day when ALL modules (1-5) have a place of significance within a ship build, and the mats required can be gained in MULTIPLE ways during MULTIPLE activities, then engineering = tedium for a good portion of the playerbase, regardless of how YOU feel they are approaching the activity.
 
I wish ED's Engineering took a page from games like Monster Hunter World. In that game, when you upgrade a weapon, you can later "undo" a particular upgrade and your materials are refunded to you.

My second CMDR just bought a Cutter - the first Cutter I've ever owned after 1.5 years playing the game, woot woot! I can't afford to A-rate the things I typically would, so I'm settling for C & D for now. Because the jump range is rubbish (thank the Guardians for that booster), I'll likely G5 my 7C FSD. Some of those "materials" are a big pain in the stern to gather, so it sure would be mighty nice if I could get those mats & data crystals back to use on my 7A FSD when I can afford it.

BTW, I inadvertently shine a light on another problem with Engineering. In many cases it's optional - nobody needs a ship with 80LY jump range or lasers than can melt an NPC in 2 seconds. However, take a ship like the Cutter, and without some serious engineering, it's just not that fun to fly (that's including the very sad default jump range). Nine times out of ten, I'm engineering to compensate for weaknesses in things like weapons range, FSD range, top speed, etc. Nothing I have is a "god ship" (no 80LY JRS, no 800+ m/s thrusters, no instakill phase-shifting quantum entangled bacon-powered torpedoes). Nope, I just want to the ships I like to be good, not necessarily super. That makes Engineering mandatory, whether I like it or not.
 
Last edited:

Rafe Zetter

Banned
Now for something completely different, I am going to discuss Engineering, I will refrain from discussing relogging as a mechanism, or whether one persons playing style is superior or inferior to someone else's.

Yes I have engineered some of my ships, one or two ships are fully engineered (as in every available module has been engineered), most of my ships have very basic engineering (normally FSD and PP for some reason). I haven't unlocked all the Engineers but undoubtedly will accomplish that sooner rather than later.

But on the topic of whether Engineering is enjoyable, to me it is just part of the game, something you do to get (IMHO) more benefits from the game. But I do have an issue with Engineers, and that is the entire storyline and mechanics of them. Consider this:

(1) You do 'something' and receive a nice letter from an Engineer basically stating they recognise what I did - whoopdi do for me I guess, someone knows me in the game. Then I have to perform some inane task to be granted permission to interact with said Engineer. The strange thing is often these tasks have little or no bearing on the Engineer, it is like FD used a lucky dip to work out the tasks.

(2) Anyhoo, I did what I had to do, and now I can engineer to my heart's content - oh lucky me. But FD made it even easier, I can now pin a blueprint. This magical blueprint now allows every idiot who has ever held a sonic screwdriver to replicate what this unique Engineer did - so much for copyright laws and proprietary retention of intellectual properties in the 34th Century. Still can't work out why some enterprising scoundrel hasn't started making modules based on these blueprints that every has and selling them off as new and improved modules. Come on, every station, every outpost, every surface settlement that has the ability (i.e., someone with the 34th Centuries equivalent of a multi-meter and a soldering iron) can exactly reproduce exactly what up until you got your greedy little hands on the blueprint what something that could only be accomplished by the Engineer.

(3) But you all cry, what about the Experimental Effects, they are the thing that truly makes these modifications wonderful. Yep, only an Engineer can apply those little enhancements until you die. Then any station, any outpost, any surface settlement that your little life pod happens to land at can, without fail, perfectly reproduce to the same exacting specifications, not only the engineering modifications you may have, but also those wonderous and so unique Experimental Effects that up until that point of time, could only be done by this mystical engineer.

Yep makes a lot of sense doesn't it.

I know it would be a massive PITA (and yes I expect abuse over it) but to my thinking it would make more sense that upon destruction of your ship you don't get anything back engineered on rebuy. How can you get that G5 Power Distributor magically made for your replacement ship when you don't even have the blue print for it. How can the experimental effect you had on your FSD suddenly be available since the only place you could get it applied is now 2,000lys away. It just doesn't make any damn sense!

So to answer the OP's question "Do I enjoy engineering" I will have to state no, simply because it doesn't actually make sense.

But to clarify, do I appreciate the end effects of engineering - yes I do.

Would I be upset if suddenly FD took the Engineers away - hell no I would probably do a happy dance around my study :D

M00ka - you've mellowed, or seen the reality behind the curtain, can't tell which - but keep it up, and rep to you.

Engineering, the entire thing from top to bottom as you clearly point out is ridiculous.

If FDev wanted to add more time to the engineering activity - they should make those "special effects" specific to that engineer - that blueprint to that engineer and upon death it's lost, all of it.

Do not pass go, do not collect a full set of engineered modules.

So it's halfway across the galaxy to replace - be more careful then eh? Rebuy suddenly got serious.


I heartily agree with you, and not because I'm a sadist (or masochist as I don't partake anyway) but because this level of jeapardy would enhance the "Dangerous" part of the game's title no end.

Gankers would think twice about being around CG's when they stand to lose their precious god rolls from obscure engineers on the outer rim. PP fights would become far more interesting - PvP in general would be more interesting I think, with more people doing it especially around CG's if they thought it would have a very real impact on the greifers and remove their ability to gank, at least for a while.

I'd even be interested in that - it would actually give me reason enough to finally launch the game after four years - I could forgive quite a lot to have gameplay activity in the game that MATTERS, and has a real time MEANINGFUL impact on an otherwise static BGS (NO PP does not count), where the rebuy screen is more than a 5 minute inconvenience and fights are won by which side can re-log the fastest.

It would also mean they would have to drop the ridiculous "mats gathering from obscure sources" system as well or at the very least reduce it drastically.

With more to lose, and the actual fact of loss, will completely alter the game AND give the added bonus that engineers always stays a relevant part of the gameplay instead of the current "do once then forget it" system you have now, with the attributed timesinks to keep people doing it.


.......


Problem is all that was said before - the first time engineers was proposed AND the second time it was announced it was getting a re-work.

Sorry bud, won't happen.

(but dance anyway - everyone should, it's GOOD for you :) - and sing too. )
 
All I ask for now is that they get rid of raw material requirements that force you to do SRV planet rock hunting and data material wake scanning. These are garbage activities that nobody likes. Why force people to do them?

Lol you want to take out a feature that "nobody likes" that multiple folk in this thread have already stated they like. Seems you know more about what I like than I do. Good work!.
Can it be improved? Definitely but I would rather it not be removed.
 
Serious question. I don't mean 'do you enjoy having an engineered ship' or 'do you enjoy trying out different engineering modifications', I mean do you actually enjoy the process, the things that you do to get to that engineered module?

Acquiring vast amounts of materials, trading them when (inevitably) you don't have the one you want, at a massive loss, getting a series of lousy rolls that eat all your mats before you complete the mod you're aiming for?

I read posters on here stating that they've engineered whole fleets of ships in next to no time. I believe them- why wouldn't they tell the truth?- but I'm not enjoying anything like the same rate of progress. I decided to fully engineer my mission runner, an 'A' rated Python, back in November. I'd been tinkering with it for a while, I had what I thought was a huge amount of materials stockpiled and I'd unlocked a few engineers. I gave up half way through December and, in spite of having a whole week off at the end of the month, I didn't even flash Elite up. I just couldn't face it any more.

For most of the last four years I've put in a couple of hours a night, two or three times a week. Not exactly a power player, but not 'casual' either. Now I'm watching ED videos instead of playing- what kind of saddo does that? :eek: It's over a fortnight since I last played and I don't have any particular urge to change that.

Each completed mod has been a revelation. The Python is transformed. I really can't express how much of a difference the engineering makes- it's vastly more than finally installing 'A' class modules when I started the game.

But that's just hacking me off. It's painfully obvious just how pants stock ships are compared to engineered ones. I've got a whole fleet of vanilla ships that are a real struggle to just survive in. I don't mind running away every now and then, but the AI is balanced against much tougher kit than I'm flying. I can see where the 'git gud' crowd are coming from- my partly engineered Python is just melting AI opponents! But I'm about as 'gud' as I'm going to 'git', my fleet needs a ton of work and yeGodsinHeaven I'm burned out just getting one of them up to scratch!

I'd love to try out some of the newer ships, but I know that stock, even 'A' rated, they'll be easy pickings for dumb as a brick AI with ridiculously strong weapons and shields. It's not about skill, or lack thereof, the game's set-up is suffering from power creep. I wouldn't object to that, if engineering to the new standard wasn't such a massive pain in the posterior for me.

Am I looking at this all wrong? Is engineering actually a fun activity that I'm just not 'getting'? [uhh]

I think it really depends upon your personality, and how you approach games.

For me, Engineering is an "excuse plot" to do certain things in the game I might not otherwise do. For example, there would be no reason to install a Wake Scanner in my ships, if it wasn't for Engineering. I certainly wouldn't have any incentive to scan a wake on my way out of a station to make a jump out. I certainly wouldn't be going FAO on my way out of mass lock to scan said wake, while still travelling at high speed. This transforms what would've been a rather dull "boost boost boost JUMP" sequence to something that is more fun.

It also adds an additional strategy layer to the overall game. Before Engineering, the game was all about credits, which is incredibly one dimensional. Either you have the credits, or you don't. Now, there's a variety of things I need, and so now the game is about, "How do I get the things I need without grinding." This is the kind of thing I enjoy doing, which makes the game more enjoyable.

Finally, I'm not a min-maxer or a completionist. I don't care if my ship isn't G5-ed everything. In fact, I've long been of the opinion that in many cases, a G5 upgrade may not be fit for purpose. The fact that Engineering itself isn't necessarily a march from G1 to G5, and the amount of effort invested in G5 may exceed the returns you get, but in fact may actually be counter productive, makes the actual engineering fun.

YMMV
 
@the "but it's optional"-crowd: This is actually a bad thing, because if game a mechanic is purely optional it is ultimately meaningless. Imagine an arena shooter where you can kill other players, but the round is not being won by that, but some arbitrary dice roll. With kills being meaningless the basic game mechanics would become obsolete.

I do agree with lots of this. Making stuff 100% optional does mean that it also makes it some what pointless. In all honesty other than ripping it up and starting again from scratch with elite 5 I actually do not think there is a solution.
It is my big fear with future dlc with the game. One of the rumours are multiple small inexpensive paid dlcs. If this happens then it will amplify the everything optional and therefore largely disjoined and pointless to the max. I really hope the next dlc is massive and just all delivered in 1 go
 
Last edited:
All I ask for now is that they get rid of raw material requirements that force you to do SRV planet rock hunting and data material wake scanning. These are garbage activities that nobody likes. Why force people to do them?

One of my favorite things about 3.3 is that it allows me to land on planets and take "surface samples" from geological sites, which are frequently in difficult terrain. Pre 3.3 it wasn't practical to find these locations, which left hunting meteorites... a process I also enjoyed, but were scattered over a much bigger area that difficult terrain stopped being fun, and became frustrating IMO. Which of course led me to landing in less difficult terrain.
 
So, with your post, you somewhat acknowledge the issue within the process of Engineering. You simply avoid any tediousness that comes with it, by only occasionally engaging with that content. That is like saying turd sandwiches are not that bad, I only eat bits sporadically. But in the end, to reach your goal you have to eat the sandwich. To saying grind is the players fault is only partially right. ED provides only very rarely viable alternative ways to gather materials. Overall it forces players to do the same (basic) activities over and over again, and most times not even providing a challenge. That is the worst thing of all!

It feels like someone in charge of ED's game design is oblivious to the progress of game design for the last 25 years. Due to their business modell, they want/ need to keep players engaged as long as possible. So they took the easy way by making the activies basically simple, but added repitition to retain longevity to the process.
Ideally engineering would need to be mandatory to visit certain systems, to progress in the overall game world, helping the player to overcome greater challenges, enabling him to do something he was unable to do before. But for that to work, shallow and simple grind mechanics have to be toned down. Amount of data and mats cut in half, variety added to get hold of mats, (as Stealthie said) greater challanges should lead to bigger rewards.

@the "but it's optional"-crowd: This is actually a bad thing, because if game a mechanic is purely optional it is ultimately meaningless. Imagine an arena shooter where you can kill other players, but the round is not being won by that, but some arbitrary dice roll. With kills being meaningless the basic game mechanics would become obsolete.

A reasonable assessment of my comment - except that the turd sandwich could be a smoked salmon & cream cheese bagel :) By approaching engineering as something that provided an 'upgrade' that I'd like to have the option (yes, it is optional) to gather the materials needed in a way that doesn't have me wanting to pull my own teeth with a pair of pliers comes into my play.

I've been playing a little over 6 months and have the 'easy' engineers unlocked as they provide the upgrades I want, I have no 'need' of combat related engineering so can, for the most part, ignore those engineers as irrelevant to my game plan.

It is for the folk who actually do need those combat-related upgrades (PvP, BH, Pirates etc) as it is part of their play style that the need to rapidly acquire high-grade materials in large quantities that the 'grind' is a real thing, combat play requires a heavily engineered ship to compete on even ground with other engineered ships...

My comment wasn't disagreeing with the 'grind' aspect, solely making the point that I can forgo concentrating exclusively on mat gathering, rank progression etc. as not relevant to the way i wish to play - so no grind needed as I'll pick things up along the way.
 
Personally I like it,

why are we still moaning about it. Engineering is here, let's move on, rather than trying to get fdev to waist development time in changes or removals of functions, let's spend it on new functionality.
 
Personally I like it,

why are we still moaning about it. Engineering is here, let's move on, rather than trying to get fdev to waist development time in changes or removals of functions, let's spend it on new functionality.

This!
 
Back
Top Bottom