My only guardian unlock gripe is that I could never seen to find the pattern Epsilon data as quickly as it was needed for certain mods/fighters.
Dont mind a bit of engineering but not a full time job.
Why are so many items needed..
Just an example,
Unlocks:
L1 = (5 x grade 1)
L2 = (5 x grade 1) + (4 x grade 2)
L3 = (5 x grade 1) + (4 x grade 2) + (3 x grade 3)
L4 = (5 x grade 1) + (4 x grade 2) + (3 x grade 3) + (2 x grade 2)
L5 = (5 x grade 1) + (4 x grade 2) + (3 x grade 3) + (2 x grade 2) + (1 x grade 1)
Experimentals 5 x grade 5.
Instead we have hundreds and hundreds of "very rare grades" which make them not so rare and valuable, majority of people relogging all morning to get them, pretty ridiculous.
I've done thousands of engineering rolls and I am not sure what you're trying to show there.
Modding one module completely unlocks the engineer and you don't need to unlock experimentals.
Those often use lower level mats as well.
A G5 module maxed out can take 30+ G5 mats that said.
I've done thousands of engineering rolls and I am not sure what you're trying to show there.
Modding one module completely unlocks the engineer and you don't need to unlock experimentals.
Those often use lower level mats as well.
A G5 module maxed out can take 30+ G5 mats that said.
I'm not sure if getting the Guardian FSD booster counts as engineering
The way I read it was, he was suggesting to do away with the subcategories of mats and simplify the types, so the blueprint requirements would be more straightforward.
If that's what he meant I fully agree, anything that simplified that system would be welcome. I don't mind difficult things, I mind repetitive, tedious, mind numbing, non intuitive, not fun things. which is what mat gathering and putting together a full G5 build seems to me today. I haven't done as 1/10th as many rolls as you, but even the handful of fully kit G5 ships in my hangar were a chore.
Other games try and make the looting process more easy to the player. Far Cry 5 even removed disrupting looting animations to enemies and plants, which were established with the prequels. Freelancer had a tractor beam. In Conan Exiles you can loot an enemy by a single button press. In the last three Tomb Raider games, you could unlock perks for instant looting of enemies. Other games don't have that amount of different loot.
Picking up stuff in ED is rather awkward either way. Scooping up mats directly using the cargo hatch or the requirement of fitting an extra model and limpets. The latter can be difficult, at least for for smaller ships. And also be sure to have enough limpets.
While late to the party, to the OP question:
Yes.
I enjoy the actual engineering and the materials gathering and trading. I don't even mind the travelling to an engineer for specific aspects of work as that promotes reasons to move around the universe to some degree.
However, while I enjoy it, I think there are clear reasons to substantially address a few areas for Engineers specifically:
- The inability to also pin modifications to your selected engineering blueprints is odd. The localized engineering bays aren't full service it seems in ways that seem pointlessly arbitrary. You already limit one blueprint type per engineer, why the sub-limit?
- Materials brokers work just fine for me for all materials purposes. I don't share concerns regarding the sourcing challenges of some versus others because I can readily stockpile whatever IS appearing for what isn't and trade accordingly. The only edge case to this is not being able to trade across material groups (i.e. data to raw to industrial) or engage the brokers with actual money. That conversion gap is the only thing in the system I find irksome, but hardly to the point of distraction.
- Unlocking the engineers is a ludicrous task in several cases, designed to be pointlessly punitive. The engineering itself is interesting and promotes variety of choice and experimentation for me. Getting access to it for some of the engineers was a lesson in tedium and aggravation to a significant percentage. I strongly believe that a large part of people's lasting frustration for engineering comes from a 'was this juice really worth that arduous, mind-numbing squeeze?' aftertaste, but your mileage may vary. If these tasks were _a_ way to unlock the engineer but there was another (again, cash money comes to mind, even if in large sun-eclipsing stacks worth), I would expect everyone's enjoyment of the options would increase dramatically as they didn't start from a place of misery.
So, as stated, the engineering and materials system associated with it, I quite enjoy overall. The Engineer unlock process is ill-conceived to Beyond and further (see what I did there...).
Your mileage may vary, as always, as this is an area where there is no doubt a lot of subjectivity in what we find enjoyable in the tinkering and design process.
I dunno mate. I don't object to picking up mats after an encounter- looting the body is a very apt description. What I object to is needing to loot hundreds of bodies...
Back to my OP " 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? "
I don't enjoy having engineered ships in the game, I think the whole process was a good idea (customisation) that's completely and utterly broken the game's balance thanks to utterly cack handed implementation. I do enjoy playing around with different ship builds, in game, so a form of engineering really ought to appeal to me. I don't mind visiting and unlocking engineers-a little role play appeals to me. I detest the outrageously complex materials spreadsheet and the imbecilic and far too often completely counter intuitive gathering process.
So to build on your points:
1. I'm ambivalent to pinning blueprints. I don't mind visiting the engineer in person, it actually helps with my immersion. (Why do I always hear the Yamiks when I say that?)
2. The sheer number of materials, the random nature of collecting them, the requirement to visit three different brokers in three different locations to trade them and the outrageously large number needed to fully engineer a single module is driving me insane! It's not a credibility gap, it's the layers of ridiculously random make work required to get to the effect I want, an effect that may or may not do what I expect it to, given the coy and not entirelyhonestaccurately described summary given in game. It's completely impractical and totally unreasonable to expect a player to find all those bloody brokers, after spending an implausible amount of time gathering them, to trade at stupidly excessive ratios for the thing that's needed for progression to the next level. Without third party tools it would take several game sessions just to find the traders needed (my galaxy filter doesn't seem to show the little buggers home systems- a combination of the graphics settings I use and my being a total n00b with the map, no doubt, but even so...) It's a total pita.
3. I've unlocked most of the engineers fairly painlessly, it's having to bring them a mountain of scrap and building materials that's grinding me down.
I collect materials on the fly, as i play the game and i don't need to leave an engineer with maxed grade 5. While this means slow progress, the game never gets grindy and you always leave an engineer with a better ship. So yes, i enjoy it.
The problem most players will have, is the max-out-madness, which can actually ruin a lot. This includes working up rank for a specific ship or the must to be elite. This would totally spoil the fun i have, flying a spaceship, doing the things i want.
In better news, this thread is choc full of great material gathering tips and a lot of the peeps posting seem to really enjoy some, most or all of the activity, so I think I owe it to everyone (including myself! [haha]) to stop sulking and give it another go.
Wish me luck?
In better news, this thread is choc full of great material gathering tips and a lot of the peeps posting seem to really enjoy some, most or all of the activity, so I think I owe it to everyone (including myself! [haha]) to stop sulking and give it another go.
Wish me luck?
Wow! I am torn. Should i rep this posting? Or report it for breaking the forum culture of focused negativity?
Actually i am also one of those who find most of the engineering still tedious, albeit much better than before the rework. I find that now, when i constantly gather materials and only engineer a ship once a while, i usually have almost everything i need already in storage and engineering requires very limited extra effort. Thanks to pinned blueprints i can even do so with limited traveling. (Any engineer who can do even a G1 of an item can also put special effects on it, no matter which grade it is. So i just need to visit a few selected engineers and have most of my ship fully set up. )
But that's from my current position, where i rarely engineer but collect all valuable stuff crossing my way. For somebody in early stages of engineering and perhaps in a hurry, it's still a chore.
Anyway, i not only wish you luck but also fun and good success.![]()
Heck, worse case make the magic side effects require a special visit to an Engineer or the like... But for simply upgrading just let us do it as easily as possibly if you want us to do it regularly/organically.
I rarely visit an engineer for normal upgrading. When i visit an engineer, I pin the right blueprints. That means i really rarely have to go there. Usually i only visit engineers when i need to add special effects or when i build a new ship and require some more unusual modifications done.
It's really not that bad, once you have all engineers unlocked and keep your material storage in shape by picking up the valuables on the wayside.
And on why to travel there at all: hmm. Yea. We could also have instant transfer of ships and modules. Why have a waiting time?