Engineers Engineers RNG is stupid

Again, you're proudly displaying your ignorance of your game. Combat Aftermath USS and Encoded USS are never traps. There are no ships attacking each other in them, it's just free materials floating in space for you to get. If you're doing missions you're flying all over the place and you will see heaps of them. If you choose not to drop in occasionally and get free materials, that's not the games fault. Not doing mining is fine, it's one of the worst ways of getting mats, I was just saying that it's one of the ways I get mats just by playing the game and not grinding. Many missions take you planet side, again, if you're not diverting a bit just to check out meteorites which are again, free mats lying on the ground that you don't even have to work for, that's all you.



Again, I never looked for the DWE I got, I just got them by dropping into Encoded USS, when I see them, as I'm playing the game. No grind required. I got enough to put 50%+ rolls on 2 ships doing that. If you're ignoring those free materials sitting in space, you can't blame the game for that.



I totally agree with you, I'm not missing any points. I agree that the range RNG is too wide.

What I was responding to was the erroneous claim that you have to grind to get upgrades. That is patently false, you can get upgrades, not the best in many cases but you will get many just by playing the game normally as long as you take the time to pick up the many freely available mats that are just lying around for anyone to claim.

But some people would rather shake their fist at the sky than see what's plainly before them.

To be fair here, L1 mods are stupidly easy to get, and they often give you results with near zero losses and a whole load of bonuses - even if they are small. A plus is a plus.

Z...
 
Again, you're proudly displaying your ignorance of your game. Combat Aftermath USS and Encoded USS are never traps. There are no ships attacking each other in them, it's just free materials floating in space for you to get. If you're doing missions you're flying all over the place and you will see heaps of them. If you choose not to drop in occasionally and get free materials, that's not the games fault. Not doing mining is fine, it's one of the worst ways of getting mats, I was just saying that it's one of the ways I get mats just by playing the game and not grinding. Many missions take you planet side, again, if you're not diverting a bit just to check out meteorites which are again, free mats lying on the ground that you don't even have to work for, that's all you.

...

That's not ignorance - the game intentionally tries to shaft you on so many occasions in these USS. Historically, any USS that had some loot went like "hue, hue, I've spawned Anaconda with escort to gank you and deny that loot". That's basic conditioning when you just decide it's not worth the effort for the reward and dismiss those pois for future gameplay considerations. Without outside the game information you'll have no chance finding out these new loot opportunities unless you give it a try again, but why would you if you only expect some bulldung thrown at you.

Anyway, loot is thrown all over different collection spots - there's a good chance people have no clue where to find the ridiculous amount of different same sounding materials.

And in the end - all it serves is to artificially increase the grind until you maybe are OP enough to lolstomp AI and players and can complain again the game is become too easy. I could handle the AI pretty well before engineers and the buff to them. Why would I sink now additional time to be able to do the same as before? Nah, engineers and AI buff practically removed content that was accessible before in exchange for additional grind. I'd rather have some real compelling gameplay than this.
 
You obviously never attempted to OC your PC and find out it gets much hotter much quicker, or mess with the map in your cars ECU and find out it won't idle nicely afterwards or try to redesign and electronics circuit only to find an undesirable interference signal appears.

Engineers are fiddling with established technology to try to make it better than it was from the factory of course sometimes it goes wrong and unfortunately they warn you you will still have to pay anyway, if your not happy with the system don't use it is my opinion.

if you go to an engine tuner in the real world and he says "well i can get you more power but the car will use more fuel and it MIGHT run a bit hotter" then you decide if you want to risk it or not.
 
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You obviously never attempted to OC your PC and find out it gets much hotter much quicker, or mess with the map in your cars ECU and find out it won't idle nicely afterwards or try to redesign and electronics circuit only to find an undesirable interference signal appears.

Engineers are fiddling with established technology to try to make it better than it was from the factory of course sometimes it goes wrong and unfortunately they warn you you will still have to pay anyway, if your not happy with the system don't use it is my opinion.

if you go to an engine tuner in the real world and he says "well i can get you more power but the car will use more fuel and it MIGHT run a bit hotter" then you decide if you want to risk it or not.

I don't care for you headcanon. If it works out for you - fine, I rather look at "is the gameplay fun" than make up some contrived lore-like excuse about a GAMEPLAY element. And yes, this goes both ways: The argument that uses this real world comparison to reject this GAMEPLAY element is equally bad in my eyes.
 
I already conceded the point about the SRV.

Arsenic is common on planets (OK, you may have to search for that one but if you're on the ground for any reason you might as well go looking).

How much time you have to play is irrelevant, it just means you will accumulate mats slower. You will still get them for all and every upgrade in the game. There is no timer that releases mats based on your duration of play. If you play 10 hours a week, that's plenty.
 
You obviously never attempted to OC your PC and find out it gets much hotter much quicker, or mess with the map in your cars ECU and find out it won't idle nicely afterwards or try to redesign and electronics circuit only to find an undesirable interference signal appears.

Engineers are fiddling with established technology to try to make it better than it was from the factory of course sometimes it goes wrong and unfortunately they warn you you will still have to pay anyway, if your not happy with the system don't use it is my opinion.

if you go to an engine tuner in the real world and he says "well i can get you more power but the car will use more fuel and it MIGHT run a bit hotter" then you decide if you want to risk it or not.
Here's the thing. The results are repeatable in both those scenarios you mentioned.

"I CAN get you more power" and when you OC your PC, you know EXACTLY how much faster the processor will go.

I tend to agree with others regarding the sliders, the output is preset by you but the negative effects also increase as your output increases. I wouldn't mind so much if I had to go back a couple of times to tweak it slightly to reduce the negative effects to a level I can live with even though it means I might lose a bit of performance. Since players have different builds, some producing more heat than others, someone who uses Auto Cannons instead of Beam Lasers would be able to tweak their ship to go faster since the heat build up isn't as severe in battle. Therefore, not everyone is going to push the slider to the upper limit, so people won't all have the same performance anyway. It would work the same as the generators, you want power hungry weapons, you'll have to sacrifice something else to get enough power for them, you want max jump range or max engine speed, you'll have to sacrifice something that generates a lot of heat to allow for it. It's a trade-off that relies as much on your skill to juggle the modules you need with the ones you would like as anything else. Remember that you can always toggle the modules on or off when necessary to reduce heat production just like you can toggle the unnecessary modules on or off to provide more power when you need it.

You can still introduce a bonus system that gives a "random" bonus roll that reduces the negative effect or bumps up the positive effect but either bonus is only slight. If you want to pile loads of mats into getting that perfect bonus, it's up to you.
 
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Here's the thing. The results are repeatable in both those scenarios you mentioned.

"I CAN get you more power" and when you OC your PC, you know EXACTLY how much faster the processor will go.

I tend to agree with others regarding the sliders, the output is preset by you but the negative effects also increase as your output increases. I wouldn't mind so much if I had to go back a couple of times to tweak it slightly to reduce the negative effects to a level I can live with even though it means I might lose a bit of performance. Since players have different builds, some producing more heat than others, someone who uses Auto Cannons instead of Beam Lasers would be able to tweak their ship to go faster since the heat build up isn't as severe in battle. Therefore, not everyone is going to push the slider to the upper limit, so people won't all have the same performance anyway. It would work the same as the generators, you want power hungry weapons, you'll have to sacrifice something else to get enough power for them, you want max jump range or max engine speed, you'll have to sacrifice something that generates a lot of heat to allow for it. It's a trade-off that relies as much on your skill to juggle the modules you need with the ones you would like as anything else. Remember that you can always toggle the modules on or off when necessary to reduce heat production just like you can toggle the unnecessary modules on or off to provide more power when you need it.

You can still introduce a bonus system that gives a "random" bonus roll that reduces the negative effect or bumps up the positive effect but either bonus is only slight. If you want to pile loads of mats into getting that perfect bonus, it's up to you.

No two CPUs are identical so there is an element of chance in an overclock by the way, its called the silicon lottery.

As for the in game stuff the chance for an ill effect kind of has to be there or why bother at all? just make people collect x number of mats to get X improvement which is the same as earning X number of creds to just buy iot in the first place.

Many many players want the game to include ways to make their ship individual and unique, you can't do that with kits, paint jobs or modules because everyone can see which ones are cool or useful and they buy those, the ONLy way to create individuality within the game is to add in random flaws.

Originally FD had the plan that all ships we bought would be pre owned and would come with quirks and stat differences, maybe this is the first sign of that.
 
I, too, find the idea of running around the galaxy to upgrade my vehicle a bit odd as well.

OK, some Engineers have certain 'proclivities' that mean you need to do or provide something special for them to notice you. I get that, but there ain't no 'real world' engineer that's going to turn away business because you bought them the wrong kind of tea.

As a middle ground, EVERYONE should be able to access Engineers and get reasonable upgrades by paying them (in game) money. If you want 'special favours' and experimental effects, then this is where you should be seeking out odd data or rare materials.

Exactly this. After all, how rare and unheard of can these people really be, WHEN EVER NPC PILIT EVERYWHERE has AT LEAST ONE of their mods.

High time we had a credits for sliders options, and let the grind for those wanting Experimental stuff.

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Here's the thing. The results are repeatable in both those scenarios you mentioned.

"I CAN get you more power" and when you OC your PC, you know EXACTLY how much faster the processor will go.

I tend to agree with others regarding the sliders, the output is preset by you but the negative effects also increase as your output increases. I wouldn't mind so much if I had to go back a couple of times to tweak it slightly to reduce the negative effects to a level I can live with even though it means I might lose a bit of performance. Since players have different builds, some producing more heat than others, someone who uses Auto Cannons instead of Beam Lasers would be able to tweak their ship to go faster since the heat build up isn't as severe in battle. Therefore, not everyone is going to push the slider to the upper limit, so people won't all have the same performance anyway. It would work the same as the generators, you want power hungry weapons, you'll have to sacrifice something else to get enough power for them, you want max jump range or max engine speed, you'll have to sacrifice something that generates a lot of heat to allow for it. It's a trade-off that relies as much on your skill to juggle the modules you need with the ones you would like as anything else. Remember that you can always toggle the modules on or off when necessary to reduce heat production just like you can toggle the unnecessary modules on or off to provide more power when you need it.

You can still introduce a bonus system that gives a "random" bonus roll that reduces the negative effect or bumps up the positive effect but either bonus is only slight. If you want to pile loads of mats into getting that perfect bonus, it's up to you.

Exactly. Sliders would actually result in more varied, unique builds than the garbage RNG system we have now.
 
Without RNG people just min/max in ANY game, if you want variety you need the RNG its simple. Blame the gamers who's first port of call in any game is the internet page that shows the best build/equipment if you want to blame something, personally i'll take the flaw and have each of my ships be a bit different rather than spend hours rerolling looking for perfection.

I like the RNG, game needs more RNG (ideally make modifications a one shot deal for each module) mixed in with more requirement for player skill and far less tedious grinding IMO.
 
Without RNG people just min/max in ANY game, if you want variety you need the RNG its simple. Blame the gamers who's first port of call in any game is the internet page that shows the best build/equipment if you want to blame something, personally i'll take the flaw and have each of my ships be a bit different rather than spend hours rerolling looking for perfection.

I like the RNG, game needs more RNG (ideally make modifications a one shot deal for each module) mixed in with more requirement for player skill and far less tedious grinding IMO.

Less grinding - more RNG. Yeah right...
 
Without RNG people just min/max in ANY game, if you want variety you need the RNG its simple. Blame the gamers who's first port of call in any game is the internet page that shows the best build/equipment if you want to blame something, personally i'll take the flaw and have each of my ships be a bit different rather than spend hours rerolling looking for perfection.

I like the RNG, game needs more RNG (ideally make modifications a one shot deal for each module) mixed in with more requirement for player skill and far less tedious grinding IMO.

So what?
If people want to min/max let them!
 
I like the RNG, game needs more RNG (ideally make modifications a one shot deal for each module) mixed in with more requirement for player skill and far less tedious grinding IMO.

That's not skill, that's just reducing the chance of a good roll on the modules. Here's a better scenario: Get rid of the engineers. Each ship and module has fixed operational parametrics. Everyone has the ability to have the EXACT SAME SHIP. Now it's about the skill of the pilot, NOT some lucky RNG rolls that give one person an advantage over another. Then we can see just how 'Elite' some of these people really are...


May the best pilot win. :)
 
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That's not skill, that's just reducing the chance of a good roll on the modules. Here's a better scenario: Get rid of the engineers. Each ship and module has fixed operational parametrics. Everyone has the ability to have the EXACT SAME SHIP. Now it's about the skill of the pilot, NOT some lucky RNG rolls that give one person an advantage over another. Then we can see just how 'Elite' some of this people really are...


May the best pilot win. :)

Repped. Games should be about fair play, skill and an even playing field. Elite in ED sometimes means that you just had more dumb luck and tolerance for grind than most and personally i have no respect for the "achievment" if engineers mods were used to get there.
 
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Mehh, Engineers are here to stay. They have been implemented in this way and that will not change (to much effort for too little result)

Iinitially gave up on them, because I found it overwhelming, 4 ships all to Mod, you got to be kidding, right ?
If you look at it as a whole , yes a big effort, but if you segment it and blend collecting mats, going to USS, killing trade ships ect, ect wit other tasks AND at the same time focus on on thing or Engineer at the time, it is not a grind, it is actually enjoyable. This I say as a former avid rejectionista!
Dont focus on min-maxing from start, plan ahead do research, need Tungsten ? Well go where there is Tungsten. Need Polonium? Well go where it is most abundant. (you know how, forums, EDDB)...
You might actually stumble on something enjoyable.

Cheers Cmdr's
 
The system really sucks. I just spent days gathering enough mats for 50 G5 FSD range rolls....nothing good, zip, diddly. I think the highest I saw was +47% with all negative secondarys.
Totally lost any desire to play now
 
Without RNG people just min/max in ANY game, if you want variety you need the RNG its simple. Blame the gamers who's first port of call in any game is the internet page that shows the best build/equipment if you want to blame something, personally i'll take the flaw and have each of my ships be a bit different rather than spend hours rerolling looking for perfection.

I like the RNG, game needs more RNG (ideally make modifications a one shot deal for each module) mixed in with more requirement for player skill and far less tedious grinding IMO.

Dead wrong.

With Sliders we could tweak to our exact preference. No two builds would be identical. Not exactly.

RNG us a cheap wait wall tactic, nothing more. It's never made a game better and it certainly hasn't improved this one.

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I already conceded the point about the SRV.



How much time you have to play is irrelevant, it just means you will accumulate mats slower. You will still get them for all and every upgrade in the game. There is no timer that releases mats based on your duration of play. If you play 10 hours a week, that's plenty.

Unless you don't mine.

Or prospect.

Or do Assassin missions.

Or combat.

So much for playing your way.
 
The RNG is absolutely stupid

Nope, it absolutely makes sense, because what would the alternative be? Freely adjustable sliders as some suggested with negative effects directly linked to the positive ones? Sure, this could be done, but it would basically lead to everyone maxing everything out, with a few exceptions like powerplant. I really can't see anyone modding anything else but a i.e. 130% optimal mass dirty drive to get a somewhat lower heat generation. RNG adds some variety and it usually takes only a few rolls to get something decent, yet leaving some room for the perfectionists to squeeze the last bit out of it with hundreds of rerolls without giving them too much of an advantage.

at least make the main upgrade result only slide in the positive otherwise whats the point?

Isn't that the case anyway unless you are trying to engineer an already engineered module? Can't remember any blueprint with a potentially negative outcome on the main attribute.
 
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No one said you'd get everything playing your way. They just said you could play your way.

Ah...you did.

"How much time you have to play is irrelevant, it just means you will accumulate mats slower. You will still get them for all and every upgrade in the game. There is no timer that releases mats based on your duration of play. If you play 10 hours a week, that's plenty."
 
Ah...you did.

"How much time you have to play is irrelevant, it just means you will accumulate mats slower. You will still get them for all and every upgrade in the game. There is no timer that releases mats based on your duration of play. If you play 10 hours a week, that's plenty."

Uh, I said time just affects the speed you gain mats. I never said anything about how you play.
 
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