Engineering Under Threat - Open Letter etc

I am completely against Nerfing engineering and the scales of balance being tipped by the devs in favour of those who did not bother to do so,

The recent announcement by Frontier that fleet carriers are being delayed, beta will be a thing again and focus is changing to bug fixes are things that were requested in the open letter.

So Frontier have listened to it and taken action.

One thing I seriously did not like about the Open Letter and main reason I did not sign was because it asked as one of the four primary issues for balance changes to bring engineered ships and non-engineered ships onto some kind of par.

I am totally against this. From my standpoint I probably spent 100s of hours of my time engineering ships. And I am not alone.

Now people who fly in Solo/PG dont really have much incentive to engineer other than that is what they want to do. It is not a must for them so we doubtless going to hear the usual voices.

And I know this post probably going to cause a lot of fighting, but I really think it is important to put this point of view across, that many players DO NOT WANT the hands of the devs to tip the scales of balance in favour of those who did not bother to engineer. I see a future where there are shieldless ships flying around in Shinrarta in open with ne'er a care in the world. For me that would be the end of this game. May as well remove "dangerous" from the title, just a joke then. Things have already went too far with the C&P system and ATR are implemented stupid, lazy, immersion breaking, and just a pandering to the carebear community. I wont digress into ATR that is another post.

And the next step on this kind of path is to make people invulnerable in Shinrarta or some proper Concord-style instant response NPCs. That is really the end of this game for me, say it right now if it happens.

1. THOSE WHO SPEND THE TIME AND EFFORT ENGINEERING THEIR SHIP DESERVE TO HAVE AN ADVANTAGE OVER THOSE WHO DO NOT. No one argues that a doctor aught to have same salary as a labourer, given all the time and effort the doctor put in to get where he is. No one argues that the man who works his butt off to get to the top aught to have the same salary as the guy who lazes around. YET, in this game there are so many voices that argue "just because it is a game we paid for it we deserve this and that etc etc".

2. THERE NEEDS TO BE SOMETHING FOR UP-AND-COMING PLAYERS TO AIM FOR, and GETTING A GREAT SHIP TOGETHER is definitely one of those things, and especially has been for me, there needs to be something for new players to aim at. Nerfing engineered ships/bringing them down a peg is really the wrong thing and dis-incentivises people to play the game never mind engineer. And for those who don't buy Horizons why should they get an advantage also?

3. IT IS YET ANOTHER SLAP IN THE FACE AGAINST VETERAN PLAYERS AND THOSE WHO BOTHERED TO REALLY INVEST THEIR TIME IN THIS GAME. Let us take example of person who wants to get a top quality Shield, they need to Unlock Lei Chung, which means they need to unlock The Dweller, which means hopping around from market to market spending good few hours doing that. They then need to gather all the mats together, especially if they dont know how yet, takes a long time and lot of effort. Then they need to unlock Did Vaterman which means they also need to unlock Slean Jean who is a serious b***h to unlock as it means mining a whole bunch of stuff that was previously, before hotspots REALLY time-consuming and a ballache for those who were new to mining esp. And so on... To take all that away just because there are a lot of whining voices in this forum and elsewhere, or to just give it away to those who didnt bother...

4. COMBAT BALANCE IS FINE THE WAY IT IS - THERE ARE NO VOICES CALLING FOR MAJOR CHANGES FROM THE PVP COMMUNTIY. Right now and always has been a very dynamic game of rock, paper, scissors always evolving. There are no serious problems or voices in the PvP community saying that balance has to change etc etc. Yes there are some specific cases where a given ship or module could be buffed(I am generally against nerfing), and that aught to be listened to but there are no major complains of large systematic problems or balance issues from the people who actually do ship-to-ship combat. The only whining about these issues is from people who hide in solo/fed up with ships being attacked and not having the skill set to deal with it. Pandering to these people yet again is the wrong answer.

5. THE MOST IMPORTANT BALANCE-RELATED ISSUE THAT NEEDS FIXING IS CHEATING FROM 3rd PARTY PROGRAMS. This is what really needs to be focused on and a major stop to be put to it. There are "trainers" out there than make ships invulnerable, increase damage, etc, etc, dont know what else they do but they basically are cheat programs that wreck the game. The other really big "balance" issue when it comes to cheating is combat logging, which there has been absolutely no will to fix. There are so many easy fixes to this, like the person who loses connection to Frontier servers while under attack by another player is facing a rebuy screen when they log back in. Kill is just awarded to the attacking player and that is the end of it. Very easy fix, no problems. And as far as it being "legitimate" in Frontier's eyes to use the 15-second menu to exit combat this needs to change if in an instance with other players, it needs to be 15 seconds FROM THE LAST TIME THE SHIP TOOK DAMAGE - and that timer is reset every time damage is taken.

So, probably of all the points I have raised on the forums, this is the one I FEEL MOST STRONGLY ABOUT. For me, nerfing my engineered fleet and seriously lowering the bar of the game will pretty much end it for me, I most likely go find something else to play if it happens. It is not fair given all the effort I put in, and for all the CMDRs out there who did put the 100S OF HOURS together getting great ships that can survive and thrive in open and other areas its really a PUNCH IN THE FACE to make that kind of change.

Keep the balance largely as it is; it is right for those who put the effort to reap the rewards.

Signing off,

CMDR Gavin786
 
Ok @Gavin786 ,

likeyou, I spent a lot of time and energy engineering my fleet.
just be very careful about you generalisations...calling labourers lazy is not only insulting, it is grossly inaccurate.
The difference between doctors and labourers is not about how hard they work, unfortunately it has more to do with what you were born with...which none of us has any control over.

having said that I agree with the sentiment about leveling or balancing non-engineered ships with engineered ones...should not happen....but...i do not recall reading anywhere that FD intends to , or even implied they’re going to do this...please post a link to where this was stated or implied.

Clicker
 
And of course, nothing is going to happen to engineering...it's a fundamental part of the game now, so really nothing to worry about. They couldn't really skew it any more in favour of traders and explorers, the only problem is getting them to use it.

A few balance tweaks wouldn't go amiss and a warning when shot with premium ammo.
 
So there I was in a brand new Krait. No engineering. Kitted for mining. No weapons. Standard A shield, A thrusters and lightweight hull, etc... Dropping in to an engineer prior to planned core mining expedition.
Got interdicted in system.
By an Asp driver.
Submitted, got destroyed prior to high wake. By an Asp.

Can nobody else see that engineering has broken the game in its current state?

I'm not upset or bothered at all by being destroyed. Hell no. Totally ambivalent. Had no missions or cargo or Carto data or anything else to lose other than rebuy money. A mere 2 MCr subtracted from my recent 11MCr CG reward. Inconsequential.

The fact remains that this is tedious gameplay.
Not just for the interdicted, but also for the interdictee. Engineering at the level we're at reduces the assymetric game to basically fish in a barrell.

I cannot fathom, for the life of me, how the aggressor can gain any fun reward for engaging in a cr@ pshoot. That's not a "game" any more. Not really. There's no "gameplay". Just fish in a barrell.

That's the epitome of tedious.
Tedium, by definition, no longer qualifies as a game.
 
The problem with engineering simply is power creep. Engineers should have been a slight direct increase in power of the modules engineered
and allowed more sidegrades. Now we have multipliers, that lead to ridiculous resistances and hitpoints, along with ridiculous damage,
that can't cope up with shield-hitpoint increase.
It killed PvP mostly for me and made the slugfests as interesting as watching EVE Online combat.

And to OP, no engineering is not threatened, too much outcry and no backbone in the decision making,
lets us cope up with this sore topic.
Sure i do enjoy a fast and speedy ship, too and my rapid fire MCs,
but that is just offsetting so much of the game and removing challenge,
that i'd rather see premium beta levels of engagements and subjective NPC difficulty.
 
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Oh boo hoo, you might not be able to powercreep your way into using gear as a substitute for skill.

There's a reason why a lot of games that support both progression and PvP include mechanics like level-balancing to ensure that players are on a roughly equal footing. Powercreep would be fine if this was a singleplayer game, and even then it serves as a massive progression-gate for things like thargoid content. Try taking on an interceptor without Selene Jean unlocked. A new player wants to wing up with their veteran buddy? Whoops, unless they've gone through a massive grind they're just not gonna be able to survive. (meanwhile the veteran in the engineered ship probably could hold their own in an unengineered one, due to experience)

As for no voices calling for change from the PvP community, have you just... not been listening?
 
The problem with engineering simply is power creep. Engineers should have been a slight direct increase in power of the modules engineered
and allowed more sidegrades. Now we have multipliers, that lead to ridiculous resistances and hitpoints, along with ridiculous damage,
that can't cope up with shield-hitpoint increase.
It killed PvP mostly for me and made the slugfests as interesting as watching EVE Online combat.

And to OP, no engineering is not threatened, too much outcry and no backbone in the decision making,
lets us cope up with this sore topic.
Sure i do enjoy a fast and speedy ship, too and my rapid fire MCs,
but that is just offsetting so much of the game and removing challenge,
that i'd rather see premium beta levels of engagements and subjective NPC difficulty.

Engineering takes a lot of time and effort. With no real and tangible results nobody would do it.
 
Engineering takes a lot of time and effort. With no real and tangible results nobody would do it.

You just describe the grind engineering is. Before you could refit on the fly and be top notch equipped,
engineering is now standard, so getting a ship ready for a task (a fallacy of mind) requires even more grind.
Is that a welcome result of introducing a game mechanic?
 
Engineering takes a lot of time and effort. With no real and tangible results nobody would do it.
Honestly though? Experimental effects? Changing damage types up? Rebalancing resistances so they're not the standard? That stuff's great. Quality of life things like overcharged powerplants and long-range FSDs? Also good. Lightweight versus reinforced mods? Fantastic. Those mods make a tangible difference but not an overpowered one. A focused, gimballed burst laser will help you run a laser build that can punch up against tougher hulls, but on the kinds of ships that benefit from it (small and medium hardpoints) the thermal load means you'll need to combine it with thermal vent beams or heatsinks, or at least be careful on the trigger. That stuff's fine.

The problem that keeps getting brought up in the PvP chats I've been in is the hitpoint inflation on just about everything. Ships that can just throw four pips to shields and not even fly evasively, just wait until their opponents run out of ammo. A straight multiplier that puts the gulf between combat-fit ships and ships fitted for anything else even more out of wack than it already was - it's fine if a combat ship is stronger than a noncombat ship, but there's "just shy of 3k shields" (unengineered prismatic cutter with all a-rated boosters) and "just shy of 12k" (that same cutter with heavy-duty/reinforced mods).

If the defensive benefits were brought more into line with the offensive benefits (+80% bonus of raw numbers at most, some jiggling around of damage types) maybe we'd see people bothering to fight back against pirates and gankers and whatnot, or wings able to mind their own business on account of actually posing a threat to an attacker. As it is, they might as well sell their hardpoints to save weight for all the good they'll do.
 
Okay...

1. Regarding your comparision: the one that cleans the office of the manager doesn't deserve the appropriate salary? Or the janitor that cleans your toilet? The ones that take away your trashbag? The ones that drives the bus for you to get to work? In MY world the ones that are "only switching excel-sheets from one side to another" DON'T deserve the salary of'a manager. So much about generalisation.

2. Where did the open letter stated to NERF engineering? BALANCING (or a lack of it) is the elephant in the room. (Referring to shieldmonsters or OneHit Rails etc.)

3. Did I got that right? In your point 2 you demand not to nerf engineering and NOW you claim engineering is too tedious?

4. Okay...somewhat a point given.

5. Do you have the slightest insight of coding? It's not really possible to differ a CL from an ISP-disconnect. Even more so, that the p2p-mechanics complicates things even more.
Cheating though is another topic. Just take your time reporting cheaters if you believe one is cheating. That's more efficient than hyperboling on the forums.

Just my 2 Credits.
 
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The recent announcement by Frontier that fleet carriers are being delayed, beta will be a thing again and focus is changing to bug fixes are things that were requested in the open letter.
FC delay wasn't requested in the open letter. Obvious consequence of "spend more time fixing bugs", perhaps, especially if those bugs are in the FC code... Beta and bug fix got a lot of requests on the forums generally after September's release, so it's perhaps not just the open letter involved there either.
(After December/January's release only includes bug fixes, the forum complaints will be back to "where's my new features?!", don't worry)

3. IT IS YET ANOTHER SLAP IN THE FACE AGAINST VETERAN PLAYERS AND THOSE WHO BOTHERED TO REALLY INVEST THEIR TIME IN THIS GAME. Let us take example of person who wants to get a top quality Shield, they need to Unlock Lei Chung, which means they need to unlock The Dweller, which means hopping around from market to market spending good few hours doing that. They then need to gather all the mats together, especially if they dont know how yet, takes a long time and lot of effort. Then they need to unlock Did Vaterman which means they also need to unlock Slean Jean who is a serious b***h to unlock as it means mining a whole bunch of stuff that was previously, before hotspots REALLY time-consuming and a ballache for those who were new to mining esp. And so on... To take all that away just because there are a lot of whining voices in this forum and elsewhere, or to just give it away to those who didnt bother...
....or you could unlock Elvira Martuuk (one cross-bubble trip), then unlock Mel Brandon (a tiny bounty hand-in and an easy courier mission, and Martuuk gives you the FSD to get there quicker) and have access to top-class shields and booster blueprints straight away, as well as drives, interdictors, lasers and exclusive SCBs.

Or is that also "ANOTHER SLAP IN THE FACE" to the people who got their shield boosters the old way (material drops at 1 per item, not 3 ... harsh material caps of 500 manufactured ... larger requirements for all blueprints ... rare unlocks at 200t ... no material traders ... commodity requirements ... etc.) so everyone else should have to as well. I mean, good luck arguing for a return to 2.1.0 engineering, if so...
 
There was never a need for vertical engineering progression in this game. Some games got it right, where progression through PvE meant more firepower but less defense and speed, meaning you could remain balanced in PvP but rip through PvE kills so long as you developed the skills to use that offensive pressure effectively. Elite did not get this right. Engineering only made PvE progressively easier and turned PvP stale. To me, it made the game boring. There's way too much rock paper scissors going on within the mid-tier builds. It's why everyone runs super shield ships like the FDL, Mamba, and Cutter. It's also why nobody openly and randomly PvPs without full on engineering for long.
 
just be very careful about you generalisations...calling labourers lazy is not only insulting, it is grossly inaccurate.
The difference between doctors and labourers is not about how hard they work, unfortunately it has more to do with what you were born with...which none of us has any control over.
Agree.
You can have a labourer who is pouring his heart and soul into his daily job, but he won't get anywhere because they job just doesn't pay as much. He might make more out of himself if he could, but that opportunity might not be given, maybe not smart enough, study costs too much, you name it. Doesn't mean he is lazy.

I agree with the "don't nerf engineered ships" as I have an engineered fleet as well.
But why just cater to people who want PvP? Make PvP optional, or able to opt out of. If you got a bounty on your head, you are fair game. But if you are clean, then PvP is disabled by default unless you turn it on.

Else I stay in Solo. No reason for me to go to Open.

That would also fix the combat logging.
 
You just describe the grind engineering is. Before you could refit on the fly and be top notch equipped,
engineering is now standard, so getting a ship ready for a task (a fallacy of mind) requires even more grind.
Is that a welcome result of introducing a game mechanic?

Grinding is playing the game.. you gather minerals on the surface of planets, you gather materials in poi's, you travel to engineers and material traders, and if you plan your actions well you can do all of that while pursuing your game goals.

I see no problem, in return you have a ship that can do well in some not obligatory parts of the game. If you don't want to engineer you can, at least in my experience, do anything PVE related apart from thargoids.
 
"4. COMBAT BALANCE IS FINE THE WAY IT IS - THERE ARE NO VOICES CALLING FOR MAJOR CHANGES FROM THE PVP COMMUNTIY. "

Why not ask them? The last time experienced combat players suggested balancing shields and hull it was squealed into the void when FD contemplated it.

Hopefully with this pause it will give an opportunity to balance engineering in regards material requirements (i.e. some blueprints require more common things while some ask for orphan items), actually look at effects properly, balance hull / shield / SCBs etc and introduce actually imaginative blueprints rather than 'lightweight / sturdy'.
 
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