I'm a Mentor at the New Pilots Initiative, and have 5000+ hours of expereince, with the last 2000 or so spent helping new pilots with almost every aspect of the game. So I have a fairly decent interaction with both extremely experienced, and extremely new pilots on a regular basis.
Engineering is one of the best aspects of the game for me, and this focused feedback makes me
extremely excited. The almost endless possibilities in making a ship do
exactly what I want drives me to keep playing and experimenting with different ideas (
I own 150 ships, of which about 80 are fully engineered). However, the process of gathering the materials is one of the worst aspects of this game. It is
currently a mindless grind I do while watching youtube, logging in and out of the game,
over, and over, and over (with the exception of the Crystal Shard Sites, which are cool). This isn't good for the playerbase, and it can't be good for the servers.
To obtain them as fast as possible, materials within Grades 1 to 3 are typically traded down from Grade 4 and 5s. To make them worthwhile to gather by themselves, should their availability and the rate at which they are obtained be increased?
I believe that Grade 1-3 materials should be a "bonus" reward for
all mission rewards, and the Grade 4-5 reward pools should include
all Grade 4-5 materials as a possibility.
As an example, if you're
Neutral with a faction, you should get
1-5x Grade 1 materials, AND the INF/REP reward as you complete a mission. This means as a new player completes missions, they are already gathering Grade 1 materials as they work their way out of the starter area. As you become
Allied with a faction, the grade of materials should be increased on average as such that you should get a bonus
1-5x Grade 1-3 materials on top of the normal mission rewards of INF/REP.
This
shouldn't impact the mission rewards for Grade 4 and 5 choices, such as Embedded Firmware. If you want to pick the Material reward over a INF reward, you should get both the
Grade 1-3 "bonus" AND the
Grade 4-5 reward being selected. Also expanding the Grade 4-5 reward pool to include all Grade 4-5 materials will go a long way to increasing the availability and quantity of materials across the board. Also note that I mean
all materials types;
Manufactured, Encoded, and Raw should spawn in the reward pool.
Similarly, Grade 5 materials can be traded down into 3 Grade 4 materials within the same category. However, Grade 4 and Grade 5 materials take similar amounts of time to gather. Should the number of materials picked up per instance be increased to account for this?
Increasing the number gathered per instance doesn't solve all the problems with gathering them. Finding Pharmaceutical Isolators is almost impossible, so even changing it to getting 25 of them per pickup means
most players will still have NONE. Opening the reward pools for missions is a good way to increase the availability of all material types, and gets people interacting with the content that you've had in the game since launch.
Making Dangerous, Deadly, and Elite enemies have guaranteed drops for Grade 4-5 materials is also a great option.
We're also aware that some materials are much harder to find than others as they are tied to rarer BGS states. Let us know which materials ought to be made more readily discoverable.
Please completely detach it from BGS and system states.
The materials that need to be
a lot more discoverable are Improvised Components, Military Supercapacitors, and Pharmaceutical Isolators. Biotech Conductors, and Exquisite Focus Crystals are tied to being mission only (outside of rare pirate anacondas sent from missions), and are easy enough to get, but
more options to get them would be better. Also I don't think I've discovered all the Grade 5 Encoded materials in my 5000+ hours, as I've only ever traded them. Again, more options to get all the different material types and grades is required.
Any estimates regarding how long it took to earn a given Engineered module by gathering materials will also be helpful in addressing this aspect of balancing.
Engineering is such a
core aspect of the game compared to when it was first introduced, as many players have never played without engineering being in the game. Currently, material grind aside, I can fully engineer a ship in a couple hours running around from engineer to engineer just to grab experimental effects. There's nothing wrong with the time it takes to physically engineer something for an experienced player.
If I had to estimate how long it takes to earn a given engineering module changes, depending on
how much time I want to dedicate to farming. If I had to estimate it, I'd say a single Grade 5 module would take me about 5+ hours of dedicated farming, but a whole ship can take
days even using the most efficient material gathering methods we have available to us. This can't be good for the Servers, with players constantly logging in and out for no other reason than material gathering.
Additionally the time it takes to get the materials in the first place, as well as unlocking the engineers need to be changed. Some engineers, like Lei Cheung or Selene Jean simply require too much time for players to invest. Lei Cheung requiring
50 markets is a couple days worth of time investment, going around delivering one commodity at a time, one, by one, by one. A simple solution is lowering it to 5 markets. Similarly Selene Jean requiring
500t of ore to be refined
can take days in something like an Asp Explorer or Type 6 for a newer player playing a couple hours per day. Changing this to 50t should be much better.
The engineering unlock requirements could use a balancing pass by themselves. I get that they're meant to be a "teach yourself tutorial" in a sense, by
forcing players to interact with many aspects of the game, but some of them
require too much time and investment.
We'd like to hear your feedback on the idea of unique missions offered by Engineers themselves. These could be repeatable and offer materials specific to the upgrades offered by the Engineer who issues them. Let us know what you think of this idea and how many materials this might offer relative to gathering the materials manually.
This would be a
great addition. These engineer missions should have a more focused reward pool of materials than the idea above about opening up the reward pools. Both of these ideas can exist at the same time. Need general materials? go do general missions. Need specific materials? go see the engineering missions and get the ones you need.
Another idea is to allow materials to be "bought" with items that are not obtainable at Commodities Markets. This could include things such as Exploration Data, Bounty Vouchers, Void Opals and Thargoid Hearts and would allow players to earn materials while playing within their chosen disciplines.
The more methods of obtaining materials, the better. Materials should be commonplace. Allowing the Miners, Explorers, AX Pilots, and Bounty Hunters the ability to reliably get materials is the right way to go.
Some time ago, Engineering was changed so that some improvement was guaranteed with each roll. However, the amount by which your progress towards the next module grade is still random. This means sometimes the same number of materials will produce a minimal increase. Should this be changed so that the same number of materials are always required to reach the next tier? This would allow Commanders to know exactly how many materials are needed.
RNG and the uncertainty it comes with, while good in some cases (mission board), is bad in others (engineering). Engineering grades currently have many levels of uncertainty, such as the ability to
even find the materials you need in the first place, to actually requiring more materials than "normal" just because you get a bad roll. Changing this whole system to be a straight upgrade that you can "purchase" like
Experimental Effects are currently would be a welcome addition.
Feel free to respond with other ship Engineering balancing feedback and suggestions that go beyond the ideas mentioned above. To keep the conversation on-topic and help us collect the feedback, this thread will be closely moderated. Please only reply with responses to the topics mentioned and keep feedback constructive. Unrelated or unhelpful posts may be removed during clean-up. If you find this has happened to your post, consider raising your points in another thread within the Dangerous Discussion section.
A full ship engineer unlock balance pass needs to happen. Unlocking some engineers is a lot more time intensive then it should be. We have pilots putting of unlocking specific engineers for
months because they don't want to mine 500t of ore.
A Guardian Material Trader would be a great addition, however I suspect that the AX crowd will have more specific ideas, so I'll leave it for them to post.
Well, there's my ideas and comments. Use them, or don't, but
Either way thank you for asking this from your playerbase. Despite everything, we're all here because we love the game, and wish it the best.
o7 CMDR's