I can’t believe I forgot to finish my reply to this topic. Oh, well… better late than never.
Greetings Commanders
Now that Update 8 for Odyssey is live, we'd like to reignite the series of balancing changes that started before Odyssey's release. Now, it's time to turn our attention to ship Engineering. We recognise there has been significant feedback for on-foot Engineering too, but we'd like to approach these one at a time due to the number of aspects involved. Specifically, we'd like to look at the balancing of the Engineering grind, which largely relates to...
This is kind of a difficult topic for me to address, because the bulk of my current engineering materials was gathered
before Engineering 2.0, and all the changes that made getting
specific materials
easier, and I had no complaints at
that time. In my opinion, the main complaint gathering engineering materials stems from following the plethora of “This one easy trick” videos about this game, an attitude that one must G5 to 100% to be effective, and hyper focusing on one goal at a time, not a problem in material gathering itself.
Material Gathering
Availability and Time Required
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?
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?
These two questions are mutually exclusive IMO, unless you intend to dial up material drops to 11, like you did with credits. If you don't increase the rate of which materials drop overall, then if you increase how frequently grades 1-3 drop, you're effectively decreasing the rate at which grades 4-5 drop. And if you increase the rate grade 4 drops, you'll effectively be decreasing the rate at which grade 5 drops.
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.
The biggest problem with engineering materials in my opinion is that it's too
complex. You've got materials tied to BGS states, government types,
and faction types. You also have three categories of engineering materials, an average of eight classes of engineering materials per category, and five grades of materials per class... many of which are of limited use. And then you've got all the various ways modules can be engineered, frequently five different types of modifications, combined with five different types of experimental effects... again many of which are of limited use. This is a
lot of information for a player to keep track of in their head, and a
lot of materials to clutter up the game's drop tables.
Simplifying things, while retaining the current system's depth, would go a long way towards a better engineering experience for everyone.
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.
What I wanted to do
most in this game was play a struggling commander who makes interesting decisions about how to accomplish her goals, while waging a personal, one person war against the Evil Galactic Federation. Thanks to how absurdly easy it is to make credits these days, I’m playing a wealthy dilettante who is willing to manipulate the fate of millions to cure her ennui.
Engineering her personal collection of ships isn’t
much of a challenge these days, but at least it’s engaging enough to lead to
interesting decisions. Engineering a
single ship enough to beat all but the most difficult NPCs is IMO a fairly trivial task, as long as you pursue your personal goals in parallel, and gather materials as you come across them during your normal activities. The fairly common advice of “Today you should grind credits, tomorrow you should grind reputation, and the next day grind gathering material X” is really the worst advice out there as far as I'm concerned. Materials A through Z are readily found while gathering credits
or reputation... if you keep your eyes open.
Regardless of what the
actual rate of drops is, I've found the rate that materials drops is sufficient for me to casually engineer my ships to easily defeat most NPCs in 1-1 combat, while still leaving me more than enough of the "good stuff" left over to "play with." This, to me, feels right. YMMV.
Alternate Gathering Methods
We appreciate that the repetitive nature of material gathering may not be for everyone. Some have called for ways to earn materials while engaging in the specific types of content they already enjoy.
Variety of is the spice of life. Having more ways to accomplish the same goals is always a good thing. But remember: "Water will find a crack." The "easiest" way of accomplishing something will always be attractive to a certain type of player, no matter how dull, repetitive, and time consuming it may be.
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.
More mission types are always good in my book. More missions that offer high-grade engineering materials as alternative rewards
throughout the galaxy would be even better.
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.
This is one step removed from buying engineering materials for credits outright. At least with missions, you don't have a
choice for what materials you'll receive. You also failed to account for traders in that list.
Rolling for Engineering Improvements
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.
This is
one change that should've been done right from the start.
Other Feedback and Suggestions
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.
Thanks in advance for your thoughts!
O7