[Doppel's Diatribes #1] Odyssey materials are revisiting old issues

Preface: if you don't know what a Doppel Diatribe is, read here.

The theme of this diatribe is Odyssey materials, and how they fall into some of the same issues Frontier already fixed before in Horizons, while also adding new ones.

For people who've been around since the early days of Horizons until the few days before Odyssey hit, there was a HUGE improvement over time. In the early days, we had an endless grind for materials very few people knew where to find and there was a strong dependence on third-party tools. Also, the recipes all required some material that demanded actual cargo hold storage, which not only was a hassle for many careers that didn't use a cargo hold at all (or, like, had an 8T hold for recipes that required multiple units per attempt at a roll), but also exposed a lot of people to interdictions because every pirate NPC would be like "OwO what's this on your cargo hold?". As for the materials that didn't need a cargo hold, they shared a single pool, were incredibly varied, not all of them were used for anything, and you'd have a hard time collecting for every recipe you wanted before the limited space filled up.

Odyssey players, stop me if any of this sounds familiar.

The improvements were slow. Glacially so. Some came years apart. But they made a huge difference, and huge improvements:

  • The materials that required cargo hold space were completely removed from the recipes.
  • Materials eventually got their own individual pools instead of a humongous shared pool; and the maximum amount you could carry for each varied with rarity grade (300 for grade 1, down to 100 for grade 5). They were also formally divided into Encoded, Raw and Manufactured.
  • The entire recipe system got overhauled, with the heavy reliance on RNG mostly removed (particularly yeeting the atrocious feature that could make your gear worse while eating all your mats anyway), making the entire process of 100%-ing a piece of equipment far less taxing than it used to be. It also made the high-end builds more predictable to balance; but whether there was real benefit taken from that, that's for a different diatribe.
  • Missions started giving 3 options of rewards, often including crafting materials, and in much better rarities, quantities and varieties than before.
  • We got far more places to grab materials from; bases, crash sites, special kinds of missions, our dear shopping malls, etc etc.
  • We FINALLY got trader NPCs on some stations that could allow us to trade materials we had in surplus for materials we lacked, for a ratio depending on the grade difference. We could only trade for materials of the same category (Encoded, Raw, Manufactured), and each trader was specialized in a single one, but hey! Before this system, there were materials some players had never been able to obtain before!
  • Also, it meant that if your routine tends to give you a narrow selection of those materials very often, instead of capping those constantly, you could trade the surplus for stuff you needed for other recipes, meaning eventually you always get what you want.

And after years of grueling wait, Horizons Engineering became not only "tolerable", but for many (including me) an actually interesting system.

...Enter Odyssey.

Let's start with the good:

  • The items are already categorized and already include a trader NPC. Better yet, this trader is in every single orbital station, instead of just a few.
  • The Assets "supercategory" already started with every single item being part of some recipe, and they all have trade value for others in the same subcategory (Chemical, Tech, Electrical), meaning no wasted space on garbage Assets.
  • The recipes are a one-time pay for the entire effect. That's it. No RNG required.
  • None of the materials require cargo bay space.
  • They can be sold and bought on Fleet Carriers, or traded between players in person* [massive glowing asterisk that will be addressed down the line]

...That's it. Now to the bad:
  • Assets, Goods and Data "supercategories" all have their own 1000 unit cap, just like early Horizons.
  • Assets in particular have 3 subcategories sharing the same 1000 cap, and while you can trade within subcategories, you cannot trade between them.
  • Since Odyssey guns and armor can have up to 4 mod slots, plus they can be upgraded from grades 1 to 5 (...3 to 5 if you're lucky with the store RNG, which... is a theme for a future diatribe), that means a lot of materials are required at the same time, meaning it's easy to reach any of the 3 caps; or all of them at once.
  • Unlike Assets, you don't have traders for Goods and Data, just a buyer to dump the excess. Want something you don't have? Go find where it drops, or go board-flipping or something.
  • A lot of material gathering relies on missions and settlements, which are... VERY glitchy at the moment, to say the least. And even the "shopping mall" kind of settlements and missions are prone to the whims of the oh-so-hated BGS (which is... probably something for another diatribe).
  • There are a handful of materials that are "core materials" for most of the main recipes (namely weapons/armor and grade improvements). Manufacturing Instructions is by far the most egregious of these, because it's used by all of those, and it's relatively rate both in the wild and in missions. But Power Regulators, Schematics, Gas and others can also become bottlenecks; while the rest of your inventory fills up.
  • A good part of the Data and the vast majority of the Goods are actually "vendor trash". When such thing exists, a lot of games have a system to sell them all with a single press of a button, but... nope. We don't have that here. Gotta either check one-by-one on a spreadsheet, or have a third-party tool for that.

I'm pretty sure I missed some other stuff, but I'm gonna focus on that big orange asterisk I talked about earlier: PLAYER TRADING. It's a GREAT idea. Seriously. It is.

...Too bad we can't make any practical organized use of that in-game.
What do I mean? Well, you have no in-game system to find who's selling what you need, or who's buying what you have, other than hop from Fleet Carrier to Fleet Carrier. You need a third-party app synchronizing to Inara (and more importantly, the trader needs to do it), and you need to be refreshing Inara constantly. Or have good networking, be friends with commanders with lots of spare stuff. But most of the forum threads for trading are dead, and even Inara can often be unreliable. So... if you use outside-game tools, you have a chance of trading, sometimes. If you rely on the game only? You're screwed.

So.
How do we fix this?

First of all, just look at Horizons and replicate everything they did back then that worked.
  • Give us separate pools AT LEAST for Assets subgroups.
  • Reduce the clutter or give some use for it. So much of Data and Goods are redundant clutter that does nothing but get in the way of a good settlement run.
  • Maybe give us a trader for Data, even if this one is only in some stations (much like the Horizons traders), or like... just found in Outposts or Odyssey bases or something.
  • Give more/better rewards from missions (importance, variety and/or quantity, preferably all 3).

...And as for NEW solutions:
  • Give us a button to "sell all garbage" for Goods and Data. We already browse through enough spreadsheets already, and this is not supposed to be EVE.
  • Fix the glitches preventing us from getting good rewards from missions. Also, increase the frequency of IMPORTANT materials on those station NPCs we can bargain with.
  • PLEASE list them in alphabetic order at the bar. It's already hard to go through the list of useless fluff as it is.
  • Reduce the amount of missions "going for glory" (i.e that just give money, rep or influence), specially when we're already allied with the faction. We don't need more rep when we're capped, so hide those missions and shuffle us some actually decent ones with mats.

This is for the current state of affairs. I'm pretty sure new solutions (and possibly new problems) will arise as soon as we finally get more guns, more armors and more modules. But those... are a theme for another diatribe.

Until next time, folks.
 
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This reads very well. I came to Elite just before Odyssey released and wasn't much into engineering before that. Since then my focus has been on ship based engineering principally because this really is a ship based game but also because ship engineering matters and, frankly, suit and hand weapon engineering doesn't. Once you've picked up a few G3 things then everything can be done on foot relatively easily. And that's a good thing.

But I support your suggestions because data is 100% a pain to gather and manufacturing materials are terrible as well. The problem with trading materials is that it can lead a little to grinding for them. I personally would appreciate somewhat more targeted dropping of certain materials in certain types of places. While this seems to happen a little at the moment there's not enough consistency to rely upon it. Odyssey materials helper has done great statistics in drop rates. While places like Arai's Mine are popular, their drop rates are not good and not statistically different from many other places.
 
Best place to pick up manufacturing instructions is with the wreckage salvage missions that have the satellites or nav beacons with the data ports (they also turn up on planets without needing a mission too).

Weapon schematics at least are best found in the larceny missions where you get the irregular marker POIs with the 3 shipping containers. Suit schematics seem to turn up pretty regularly in the sealed power or command building lockers.

Some stuff is predictable - you just need to know where to look. Other stuff however - yeah I'm not going to disagree with wanting a data mat trader.
 
Best place to pick up manufacturing instructions is with the wreckage salvage missions that have the satellites or nav beacons with the data ports (they also turn up on planets without needing a mission too).

Weapon schematics at least are best found in the larceny missions where you get the irregular marker POIs with the 3 shipping containers. Suit schematics seem to turn up pretty regularly in the sealed power or command building lockers.

Some stuff is predictable - you just need to know where to look. Other stuff however - yeah I'm not going to disagree with wanting a data mat trader.
Oh, I know where to find those (I even had to sell excess Weapon Schematics yesterday, because as I completed most of my loadout, and I did plenty of Larceny missions, I was getting far more than I was spending).

The problem is that I don't believe many players think it's "fun" to have to, say, check a terminal, download data, then log off-and-on again and again until you farm 100 MIs, which is what you need for going G3-to-G5 on a single full loadout (armor + 3 guns). Assuming you have the free data space.

Multiply that for all of your other loadouts, and you start to see the problem here. I believe most people would like to get those mats from playing fun stuff, instead of finding "tedious-yet-effective" workarounds.

...Heck, even Dav's Hope was more fun than this. At least there was some driving around (and Bug Killer Conda had the spooky space flower to give a good scare)
 
Multiply that for all of your other loadouts, and you start to see the problem here. I believe most people would like to get those mats from playing fun stuff, instead of finding "tedious-yet-effective" workarounds.
I am 100% guilty of always using the "tedious-yet-effective" workarounds, especially for ship engineering and synthesis materials. I'll relog at Jameson's heap of scrap for an hour. I'll relog and revisit that same emission signal over and over. And then I'll just trade down for everything I need. It'll take about a day, and then I won't think about it again for ages. There is nothing fun about this process. At all. But if I did it the honest and immesive way, I would probably die from sheer boredom.
 
I am 100% guilty of always using the "tedious-yet-effective" workarounds, especially for ship engineering and synthesis materials. I'll relog at Jameson's heap of scrap for an hour. I'll relog and revisit that same emission signal over and over. And then I'll just trade down for everything I need. It'll take about a day, and then I won't think about it again for ages. There is nothing fun about this process. At all. But if I did it the honest and immesive way, I would probably die from sheer boredom.
I think the big issue is when people think of "but the honest and immersive way would take long and be boring", people think of replacing the "quick version" for more of the long one, when in reality the idea is not needing the extra steps at all. Do you spend your fun hours doing combat? That gives you the things you need. Do you spend it on trading? That gives you the things you need, etc etc.

I also use the "tedious-yet-effective" workarounds, often while listening to music, or watching a series, or marathoning Trope Talk for the umpteenth time. But I'm also AGONIZING in my chair waiting so I can just finish that, upgrade my stupid gun/armor/ship and then just go out there to the field and use it, which is where a good chunk of the fun lies for me (...the other part of the fun is fiddling with the settings and specs, but that one is impossible to get paid for; that's what you get from being raised on Gran Turismo).
 
(Oh, and a reminder of another thing that I didn't put in this diatribe because it kinda deserves to go to an Engineering one, but.... Frontier, where's the pinned blueprint for Odyssey engineers?)
 
Reviving this thread because it's very well written and aligns with my thoughts.

First of all, just look at Horizons and replicate everything they did back then that worked.
  • Maybe give us a trader for Data, even if this one is only in some stations (much like the Horizons traders), or like... just found in Outposts or Odyssey bases or something.
  • Give more/better rewards from missions (importance, variety and/or quantity, preferably all 3).

...And as for NEW solutions:
  • Fix the glitches preventing us from getting good rewards from missions. Also, increase the frequency of IMPORTANT materials on those station NPCs we can bargain with.
  • Reduce the amount of missions "going for glory" (i.e that just give money, rep or influence), specially when we're already allied with the faction. We don't need more rep when we're capped, so hide those missions and shuffle us some actually decent ones with mats.
This is all good stuff, but the root issue in my opinion is why so many materials and data for each mod?

Why would an engineer, who is the best of their class in the whole galaxy and the only one who can do a certain modification, need 10-15-20 identical copies of the same data for each single modification?

A few sample questions that come to mind:
  • Why do they need so many data and materials for every single time they upgrade something? One or two data of each kind is not enough?
  • Are data like manufacturing instructions different from each other? If so, how?
  • How can they be the best engineers in the galaxy but forget how do do a modification every single time? In other words, why 10-20 data of the same type every single time? They lose it? Their dog chews data pads all day long?
  • How do they even fit 30 power regulators + a gazillion other materials in a suit when upgrading from G1 to G5??
In the current state, the Odyssey grind makes no sense and it's an immersion breaker. It turns the game into a freemium-like repetitive and tedious activity that drives new and old players away. There are many posts criticizing this mechanic, it's a big problem, a financial one too. Personally, I hesitated to buy Odyssey after reading about this. Others just go with other games that don't have endless tedious grinds.

Don't get me wrong, I'm fine with some data or materials being rare and hard to find.
Uncommon missions to grab such rare data? Great!
A little bit of RNG like in ship module engineering? Fine, I like the "experimental" aspect of it where things may go wrong.

However, there is no need for 10s of identical copies of the same data to do a modification, especially after the Nth visit to the same engineer.
I like how ship module engineers progress through grades with multiple tries, maybe do the same for Odyssey materials and data?
 
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You are asking pointless questions. They lazily copied over fantasy MMO crafting without thinking about the setting they were putting the mechanic into. Someone decided replacing unicorn farts and fairy tears with "sciency" stuff like data and elements was all the work required to put fantasy MMO crafting into a science setting. There is no great mystery here; it is just a formula that requires filling, the names of the things are meaningless. Just pure laziness and lack of imagination.
 
You are asking pointless questions.

Maybe for "science", but not for money because this is a financial problem too. Potential new buyers of the game are driven away by these bad freemium-grind mechanics.
It almost happened with me and it happens all the time. Just look at this forum, Steam, Reddit, etc., everyone is complaining about this and people are saying nope to buying Odyssey.
FDEV is not doing well financially this year, isn't this a good enough motivation to change things and attract new players?

There are very easy and obvious fixes to this that worked really well in the past, use them!
 
Maybe for "science", but not for money because this is a financial problem too. Potential new buyers of the game are driven away by these bad freemium-grind mechanics.
It almost happened with me and it happens all the time. Just look at this forum, Steam, Reddit, etc., everyone is complaining about this and people are saying nope to buying Odyssey.
FDEV is not doing well financially this year, isn't this a good enough motivation to change things and attract new players?

There are very easy and obvious fixes to this that worked really well in the past, use them!
Pointless not because they aren't good ideas, but because it's like trying to teach a pig to sing. It wastes your time and annoys the pig.
 
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