Discussion
I started Elite Dangerous at the end of last month. My only goal was to be able to fight thargoids and I am happy to say that I have made it and have killed my first 4 cyclops as of today. A big shout out to the Anti Xeno Initiative for wonderfully written guides and to the content creators that have made such great videos for elite dangerous. Without these resources it would of not been possible for me to get to this point.
Elite dangerous is a great game and a very immersive experience one that I can say is entirely unique and it delivers on a space sim. The flying in this game is pure magic and the solar system map with the freedom to go wherever is just beautiful.
But if one thing needs changed it is engineering in every way, shape and form. First the unlock grind for engineers is not engaging at all and locking engineers behind each other serves no purpose. Second the actual upgrade process with the engineers makes no sense. There is absolutely no reason you should have to gamble materials one at a time to get an upgrade and progress through the grades. Nothing felt worse than rolling for the best stats in grade 5 and being 95% of the way to max to ending up at 99%. Third fully engineering a ship should not be some long arduous process which involves bringing a ship to every one of these roulette scum lords to get the experimental effect or having to do the full upgrade process again to fully kit a ship out. What was the point in getting them to grade 5 if they make you start at grade 1 for these upgrades? Granted you can pin a blueprint but why not let us pin every grade 5 blueprint? Going back for experimental effects alone is already bad.
Besides engineering being an absolute chore to unlock and then even more of a chore to actually use, it was one hundred percent needed for the content that I wanted to engage in. Engineering served as the biggest gatekeeper and biggest time waste of the 200 hours I put into elite dangerous just to be able to effectively engage with something I wanted to do.
I think that if engineering does get changed in the fall it should be as simple as making all engineers available in one place, could even keep the same boring quests for all of them and getting rid of the gambling upgrade system entirely. I do not care that I had to relog at Jameson's crash site, or de spawn brain trees from 600m or find very specific systems to find manufactured pieces. But what I do mind is that engineering is a chore to even interact with after unlocking them all to the point that it actively reminds me that my time is not valued by fdev if they think a system like this is even remotely fun or engaging to interact with.
It is the same principle as why are there three different types of material traders? Make just one and trade all three at the same place.
I started Elite Dangerous at the end of last month. My only goal was to be able to fight thargoids and I am happy to say that I have made it and have killed my first 4 cyclops as of today. A big shout out to the Anti Xeno Initiative for wonderfully written guides and to the content creators that have made such great videos for elite dangerous. Without these resources it would of not been possible for me to get to this point.
Elite dangerous is a great game and a very immersive experience one that I can say is entirely unique and it delivers on a space sim. The flying in this game is pure magic and the solar system map with the freedom to go wherever is just beautiful.
But if one thing needs changed it is engineering in every way, shape and form. First the unlock grind for engineers is not engaging at all and locking engineers behind each other serves no purpose. Second the actual upgrade process with the engineers makes no sense. There is absolutely no reason you should have to gamble materials one at a time to get an upgrade and progress through the grades. Nothing felt worse than rolling for the best stats in grade 5 and being 95% of the way to max to ending up at 99%. Third fully engineering a ship should not be some long arduous process which involves bringing a ship to every one of these roulette scum lords to get the experimental effect or having to do the full upgrade process again to fully kit a ship out. What was the point in getting them to grade 5 if they make you start at grade 1 for these upgrades? Granted you can pin a blueprint but why not let us pin every grade 5 blueprint? Going back for experimental effects alone is already bad.
Besides engineering being an absolute chore to unlock and then even more of a chore to actually use, it was one hundred percent needed for the content that I wanted to engage in. Engineering served as the biggest gatekeeper and biggest time waste of the 200 hours I put into elite dangerous just to be able to effectively engage with something I wanted to do.
I think that if engineering does get changed in the fall it should be as simple as making all engineers available in one place, could even keep the same boring quests for all of them and getting rid of the gambling upgrade system entirely. I do not care that I had to relog at Jameson's crash site, or de spawn brain trees from 600m or find very specific systems to find manufactured pieces. But what I do mind is that engineering is a chore to even interact with after unlocking them all to the point that it actively reminds me that my time is not valued by fdev if they think a system like this is even remotely fun or engaging to interact with.
It is the same principle as why are there three different types of material traders? Make just one and trade all three at the same place.