Does anyone actually enjoy engineering?

It seemed quite interesting until I had to apply the same upgrade(s) multiple times in order to unlock higher ones. (Although I'll accept I may have been doing that wrong, it isn't very obvious, but it is quite annoying.)

Imagine doing the same thing, but instead of improving the module every time you spend materials, it might take your modification in the exact opposite direction lol.

Once in awhile with the old system, you could roll a grade 5 modification only a couple times, and end up with a really nicely modified module. That's the one aspect I miss, sort of. The random godroll in the first few tries. Problem was, you might roll that same module 10-20+ times, and never see an improvement.


I suspect you know this, but for the sake of some others:

Try hundreds or even thousands of rolls.
I've personally done hundredS of rolls just trying to get a solid set of dirty drives in the old system.

You had to plan your mats really well too, not only because of storage constraints, but because of how experimental effects worked.

You always needed a bunch throwaway rolls, so you could line up the good secondary effects with the experimental you wanted.
 
[...] Jameson's Cobra [...]
OT: is it just me or does anyone else get thirsty when they see that phrase?

jamesoncobra_s.png
 

There are a few manu G5s you can still harvest using the exploit (now requires task kill instead of menu exit). Most easily Imperial Shielding but some of the others are pretty easy. Imperial shielding is so easy to find you might not even need the exploit, although to fill in an hour I suspect it's the exploit.

There are two manu G5 (IC and Pharma Isos I think) that are nearly impossible to find.

Whether it's 1 hour or 100, the engineering grind sucks and is stupid pointless play we'd all be better off without. Whoever said in this thread that once you engineer something it should simply be unlocked forever had it right.
 
Engineering has always been one of the best and worst parts of ED for me. I was quite late to the game contacting my first Engineer, and it was a bit of a shock when I did. I'd read threads of people saying they had collected ample materials just through their "normal gameplay" so they "never did any grind" and never had any cause to explicitly go after certain materials. This was back in the original Engineers implementation. When I tried it myself for the first time I initially LOVED the gains I was getting and LOVED that once I hit level 5 with an Engineer I could directly apply any level of upgrade to a given model, materials permitting. Sure, I burnt through my materials pretty quickly - shocking quickly in fact - but as I'd already unlocked level 5 stuff, I ONLY needed to gather enough additional materials for one role on any new module I bought. Quite often , I was perfectly happy with a middle of the road G3 roll, as even that made a HUGE difference to the ship. So, buy new ship, A-Rate (or B/D as per ship requirements) all modules, rather some materials and perform a single G3 (or G5 for FSD) roll on each. Nice. I even sometimes Engineered "lesser" modules on ships for a boost back when I wasn't quite as wealthy as I am now. However, I'd not waste a roll on anything but modules I plan to keep now.

Then we got the "improved" (really? sigh) Engineering update. Now, to get those middle of the road G3 rolls I'd been perfectly happy with took at the very least three rolls and three times the materials - if I got lucky and had a good rep with the Engineer. Sure, the results were sometimes a little better, sometimes a little worse but there was no chance of a "bad" stat wiping out an otherwise good roll. The extra materials costs though shudder I had to invest a lot more time just getting materials rather than doing things I found fun. Thankfully, a fellow forum member what happy to join my Private group and help me out. He flew around blowing stuff up - something HE enjoyed - and I flew around scooping up materials - so I could, eventually, do something I enjoyed. It worked pretty well and I'm very grateful for the time he spent helping me out. Still, it was SHOCKING how quickly I burnt through materials, even though I'd filled up on several! Of course I had "trading losses" for stuff I'd not been able to get hold of. I'd unlocked a couple more Engineers by then, so I had to level them up, which took quite a few wasted material rolls before I got what I wanted. A far cry from my single G3 roll and I'm happy days.

I've not really played the game for quite a few months now - since before the new Exploration stuff was introduced. It's safe to say that Engineering grind finally broke me and I simply didn't want to play. I LOVED buying new ships and testing them out in various roles - I have lots of credits. But once you've gone Engineered, you really cannot go back the improvements are so marked. So, while I could buy ships to play with, A-Rate them fully if I chose, I knew I'd NEVER get the best out of them until I Engineered....and that meant the dreaded material and data grind.

Back to my first sentence here: I've had some of my very best times flying a newly Engineered ship. Be it for it's Improved Jump range - which was a big deal for me, as I liked trading and running long-range passenger trips - shields that shrugged off enemy fire with ease, weapons I could fire for days etc. etc. I loved all aspected of an Engineered ship. Some of my worse times however have been multiple play sessions - mine are generally short and not daily - simply hunting down materials. Gathering the easy stuff on a planet could be quite fun sometimes, if RNG was on my side, other times it was pure frustration. However, it was data gathering that was often the worse for me. I felt like I was working rather than playing sometimes, and it wasn't a job I loved. That was a shame. I'd then become elated again when I finally had the materials and data I wanted. I'd even become excited about what I'd like to buy and Engineer next...until I remembered the dreaded grind sigh

Now, I'm aware that since I was last playing regularly there have been some changes to material gathering. However, I'd need to read up on past patch notes to find out what. However, the single biggest "you've ruined it!" moment for me was when we lost the ability to attempt a high level roll right away on a fresh module. Being forced to do the whole G1 to G4 wasted material rolls before being allowed to try a G5 roll is bloody ridiculous in my view. If an Engineer I'd build a relationship with allowed me to do a G3 roll from nothing I'd be happy, as I was happy with middle of the road G3 roll on most modules under the original system. I saved my more exotic materials for FSD mods - jump range - that's about the only thing I'd regularly G4 or G5. Everything else was G3 and I was happy.

I think FDev made Engineering too effective so it became a must have after you'd tried it. The frustration of basic flight in a ship with a standard A-Rated FSD with standard A-Rated Thrusters...the thing is just HORRIBLE to fly after you've experienced even middle of the road G3 Engineering. Same for lasers and other weapons, Efficient makes so much difference, as does long-range if that suits your play-style better. But basic lasers? shudder So, we as players know there's such fantastic benefits to be had from Engineering that it has the potential be the addictive and fun perfecting our fleets. But then the "pay wall" raises its ugly head in the form of a time-consuming grind-fest cost to get to that fun.

Finally, RNG can be a real pain at times. I've had instances where I've had a fair amount of the required materials for a given mod at a G3-G4 level with some spares. I've then been unlucky and burnt through the lot before I've left G2 and not gotten quite close enough to unlock G3, for while I still have materials lol.

Anyway, long post, but I've been away a while and Engineering grind was part of the reason. So, I wanted to give my feedback in a fairly verbose manner :)

Scoob.
 
Yeah i really like it,
Don't like just the BGS problems that are causing a MESS on HGE contents - but all the rest seems near to perfect to me.

Just want to enguinner some guardian/tech broker stuff too!
 
That's an extremely negative and pessimistic outlook.
Last year they made an update that allowed you to apply special effects at any engineer, regardless of grade level. That means that with all my pinned blueprints that I can leave Jameson with a fully engineered ship and only have to go to, maybe, 4 engineers to apply all the special effects.

Engineering is fairly easy and takes no time at all if you learn how to use the system efficiently.
You're restating what I already said. You do LESS engineering now, therefore the system is "improved". If you did NO engineering, the system would be as good as it can possibly be!
 
Here's the thing, I like making money in game. I find it satisfying and rewarding in that it opens up new ship and module purchases to me. So, a fun activity (making money) opens up a fun activity (upgrading my ships) which is nice. There are many ways to make money in the game, so hopefully one or several appeals to every player. If we could purchase materials directly with credits - say from Engineers, but other sources too - I'd be very happy indeed. I known we can trade materials for material at a huge material loss, but why not with credits? How to balance the pricing exactly, well I've not even remotely thought that though. However, an in-game economy where players can both buy and sell materials would be great. Those that like material / data gathering and, perhaps, are really good at it, could make a killing. Those of us who really don't like it or, perhaps, have been worn down by too much of it, can simply buy what they need.

For most player, if this were to be implemented, I expect a mix of the two would be the norm. i.e. Maybe some surface material gathering fun could be had zooming around in an SRV. Trade some excess with a Materials Trader to gain some stuff you're missing. Then, perhaps, buy a few units of a rare material / data from another source.

I guess, for me, I've done so much material and data hunting that I'm really burnt out doing it and cannot face doing it again. Perhaps I need therapy for my trauma lol.

Scoob.
 
Means to an end. The unlocking blueprints and material hunting is for the birds... So I'll second 'the rewards but not the process'. It's a bit boring overall, though I don't personally have an idea of how to overhaul the whole thing, nor do I care to think one up.
 
Again, not if you know how to do it efficiently. Just a couple of weeks ago I went from 0 to 100 core dynamics in about an hour.
Learning how to do it efficiently takes time.

You can end up with loads of particular materials but ending up with all of the materials you need to met to engineer all of your modules when you have no materials that's nothing you can do real quick. We're talking about all of the encoded materials, all of the manufacturing materials, all of the elements. I spent two afternoons just loading up on ceramics. I made the trip out however many light years, 1600 or so to collect those high grade elements from those biological sites. Still I only ended up with about 30 or 40 selenium.

A Cutter takes several shield boosters and each one has to be engineered from G1 to G5. That will take a lot of materials. With your frame shift drive, if you want improve range you'll need DWEs and where are you going to get those other than scanning wakes? That's Hit or Miss. I would love to see you find improvised components at the moment since there are no systems in civil unrest. Sure you can trade up for things but the trade rate for those are 6 to 1. If you're lucky you find a ton of Imperial Shields or something along those lines that you can rapidly turn over to other materials but that's just a gimmick. You should be able to find these things in your normal gameplay. You should not have to go looking specifically for them.

I remember before I ever started engineering anything, when I never had a single engineer unlocked but I had a ton of materials. I had no idea what to do with them and at one point I was dumping Exquisite Focus crystals like nobody's business because I was running out of room. I discovered however when I went to unlock Engineers that although I had an abundance of most of the materials the difficult ones to find would prevent you from actually gaining much ground during engineering. You run to the engineer, get two or three levels unlocked and then off you go trying to find those materials again. Prior to that you were actually playing the game. After that you were just looking for materials. It became grinding for the sake of grinding, engineering for the sake of engineering. It just became another box you needed to check off.
 
Here's the thing, I like making money in game. I find it satisfying and rewarding in that it opens up new ship and module purchases to me. So, a fun activity (making money) opens up a fun activity (upgrading my ships) which is nice. There are many ways to make money in the game, so hopefully one or several appeals to every player. If we could purchase materials directly with credits - say from Engineers, but other sources too - I'd be very happy indeed. I known we can trade materials for material at a huge material loss, but why not with credits? How to balance the pricing exactly, well I've not even remotely thought that though. However, an in-game economy where players can both buy and sell materials would be great. Those that like material / data gathering and, perhaps, are really good at it, could make a killing. Those of us who really don't like it or, perhaps, have been worn down by too much of it, can simply buy what they need.

For most player, if this were to be implemented, I expect a mix of the two would be the norm. i.e. Maybe some surface material gathering fun could be had zooming around in an SRV. Trade some excess with a Materials Trader to gain some stuff you're missing. Then, perhaps, buy a few units of a rare material / data from another source.

I guess, for me, I've done so much material and data hunting that I'm really burnt out doing it and cannot face doing it again. Perhaps I need therapy for my trauma lol.

Scoob.
I would never hunt for materials again if that's the case. I'd much rather be making money. Imagine buying all the jumponium you need to increase your jump range to Colonia perhaps.
 
I don't know about players, but I'm confident the Engineers very much enjoy Engineering, based on all the swag they get.

Heck, just on the alcohol front, I'm pretty sure Didi Vatermann has cirrhosis from slamming the hundreds of units of Lavian Brandy pilots keep plying her with.

And last time I visited Lori Jameson, she was so totally thrashed on Kongga Ale that she installed a life support module in my fuel scoop, such that the first time I went to skim a star, my cockpit was flooded with million-degree plasma, killing me instantly.

Good thing I was also totally thrashed on Kongga Ale, or I might have noticed.
 
I really can't see the problem. Some fairly awesome increases in ship capability are available but they take considerable effort to get. Exactly as it should be IMO. In another MMO I played I settled for "G3" armour and weapons because I wasn't prepared to put in the time raiding to get "G5" stuff. In ED I've achieved more and pushed all my ships to G5 now, but if I hadn't done that, mid-tier upgrades would still have been very useful.

As for the actual process, material gathering is not a grind. If it is, you're doing it wrong. Choose the right missions, carry collector limpets, scan other ships at every opportunity and use traders, and you'll hardly ever have to bother with signal sources: I'm convinced those are intended to be occasional bonuses, not places for farming. The ship upgrades themselves have interesting interactions and only recently I found a new wrinkle which I'm gradually rolling out to my fleet.

<Edit> I will not grind, in any game. I'm completely immune to any game-maker's attempt to make me grind. I do what I want in a game and nothing else. And yet, my ships carry G5 modules with cool special effects and my material storage is slowly filling up.
 
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I really can't see the problem. Some fairly awesome increases in ship capability are available but they take considerable effort to get. Exactly as it should be IMO. In another MMO I played I settled for "G3" armour and weapons because I wasn't prepared to put in the time raiding to get "G5" stuff. In ED I've achieved more and pushed all my ships to G5 now, but if I hadn't done that, mid-tier upgrades would still have been very useful.

As for the actual process, material gathering is not a grind. If it is, you're doing it wrong. Choose the right missions, carry collector limpets, scan other ships at every opportunity and use traders, and you'll hardly ever have to bother with signal sources: I'm convinced those are intended to be occasional bonuses, not places for farming. The ship upgrades themselves have interesting interactions and only recently I found a new wrinkle which I'm gradually rolling out to my fleet.
This is not just about having rare and meaningful upgrades. This is also about being forced to grind because the vanilla stuff just doesn't cut it even against environment enemies confronting your vanilla ships.
 
The Problem with Engineering is simple; The gains of some Grades can be as little as .1% on a roll and some times it feels like a real slap in the face when you dont even get that!

Farming the resources isn't the problem usually and its fairly easy to get anything and everything you need to engineer what ever you want for what ever component.
Check out ED Scavenger Guide;

I dont even have an issue with permit locks of some or the distance to Colonia for others, even the Elite Rank requirement can be easy enough to do. My only real issue with engineering is that I just spent those 8hours or more getting all those materials and rolling a mod only to see a slap in the face in the form of taking 10+ rolls to max out a G5 and seeing these *** 0% and .1% increases.
 
I agree that considering the gains Engineering can provide it should demand some effort from the player. I just find the particular type of effort many Materials / Data require soul destroying and about as far from fun as it's possible to get in a game. Conversely, I do enjoy Free trading, Mission trading and doing general passenger and tourist runs. I also like doing the odd spot of bounty hunting. I do like how many missions give material rewards - this has traditionally been my main source of materials - but I always had to spend excessive time doing NON-fun activities to get certain things for engineering, that's what I hate. So, several FUN hours spent gaining most of the required materials and data running missions I enjoy. Followed by many not fun hours gathering the remaining handful of materials / data.

Perhaps material / data gathering has changed quite a lot since I last played and it's quick and easy to target and gather what you need without excessive boring effort. I can only speak about how it was the last time I was willing to put in the effort to grind materials - and it WAS a grind, doing a boring yet repetitive activity that simply wasn't fun.

I may get back into the game soon, so I'll see if there are any new guides on the subject. The prior ones were decent and helpful, yet still required a large amount of grind work to get anywhere for certain materials.

Scoob.
 
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