I'm totally ambivalent about the Engineering changes.

And if it means spread out with less materials, materials you can trade from mats trader....feels less grindy and more progression, isn't it?

Why we are so inclined to look back? Less rolls in old system? I hated old one. It was all about maxing out ships. It mitigates that. Now it is about upgrades.

You might wanna take a look at the proposed changes again.
 
I'm not sure what the real difference is between going to an engineer you've leveled up and making 50 or so G5 rolls to get the top stats out of the RNG or going to the same engineer and making 50 or so rolls to progress a mod into the upper ranks of G5, except that under the new system you're not dumping G5-level mats on all of them. So I honestly don't think there will be much difference grind-wise. I'll check and find out tomorrow night.

I'm more interested in how different it will "feel" though, I've got few mods above G3 at this point because I refuse to subjugate my game to grind. I'm curious to see if the combo of guaranteed progression and the material trader will make me more likely to build higher level mods or not. The beta will reveal :)
 
It's only less grindy at Grade 1.

What I mean that it feels less grindy for me. It has way more precise way to getting an upgrade and it is more flexible.

Path might be longer, but it won't feel that way because I just want regular upgrades. I am not looking at G5 and saying - gee, that's only thing I want.

That's how I might approach opposite sex sometimes (and even then it is not healthy), but that's not how I approach games :)

Anyway, I won't convince you and you won't convince me :) Let's leave at that.

Have fun.
 
I think it will be less grindy if you want top end g5.

If you are the sort of player who just did 1 g5 roll and was happy then there will be more grind. But I hope the lower grade progression will be easy with common mats that I already have sitting around doing nothing...

Doing a single g5 roll on modules before the update is a sensible way to short cut the progression.

Historically I was just a single g5 roll kind of guy. But lately as I had more mats I was trying to upgrade drives and fsds with more g5 rolls and that is a very frustrating process in the old system so I am looking forward to the new system.
 
What I mean that it feels less grindy for me. It has way more precise way to getting an upgrade and it is more flexible.

So instead of getting a straight G5 roll on a new module it's less grindy to go through ranks 1-5? Oh wait, you're not interested in G5, then why discuss in the first place?
 
I view the upcoming engineering changes like this:

ProsCons

  • Individual Material and Data Limits, rather than Global
  • Can choose experimental effects
  • Can get close to maximum for each grade in about 2-3 spins
  • Material and Data brokerage
  • No "wasted" rolls
  • Can remotely improve "pinned" blueprints
  • Slight improvement to each grade's baseline stats
  • fixed negative penalties


  • [*=left]Cannot jump straight to grade 5 modifications
    [*=left]fixed negative penalties

IMO, there is only one negative aspect to the Engineering changes, within a sea of good. It simply dominates the landscape for most players, especially those who's general approach to engineering was "one and done."

I'm definitely going to miss the ability to grade 5 a new FSD right out of the gate, but I suspect I won't miss it that much. Time will tell, naturally.
 
I view the upcoming engineering changes like this:

ProsCons

  • Individual Material and Data Limits, rather than Global
  • Can choose experimental effects
  • Can get close to maximum for each grade in about 2-3 spins
  • Material and Data brokerage
  • No "wasted" rolls
  • Can remotely improve "pinned" blueprints
  • Slight improvement to each grade's baseline stats
  • fixed negative penalties


  • [*=left]Cannot jump straight to grade 5 modifications
    [*=left]fixed negative penalties

IMO, there is only one negative aspect to the Engineering changes, within a sea of good. It simply dominates the landscape for most players, especially those who's general approach to engineering was "one and done."

I'm definitely going to miss the ability to grade 5 a new FSD right out of the gate, but I suspect I won't miss it that much. Time will tell, naturally.

While not quite unbiased, I still like this post a lot.
 
The proof of the pudding will be trying it out this Thursday.

To my non-rabid min/maxing PvEer it looks more attractive, yes there is more effort to fully G5 all modules in a ship, but as I stick to 1 ship at a time, then it gives me a reason to break up mission running, bounty hunting, passengers missions with some material collection and even some mining!!

I am sure their will be guides aplenty that will pop up on how to get those G5 mats as quickly as possible via material farming as well as people seeing benefit of having a level maxxed out playing field for each module type, the variance comes with the known experimental add ons that you can select to suit your playstyle.

Although will PvP matches now have to have a Grandfather vs non-grandfathered rules?
 
No worries, I understood that. And I agree- I will choose my stance, but not before I can test! :) Cheers, mate.



Nice, what would you envision/propose? Honest question.

Well, I would change a lot of things towards allowing players more freedome.

First I would make all those materials tradable. As long as ED has a multiplayer component there is no reason why this shouldn't be. It would help people to stay more with the roles they like.
The guy who likes mining all day could stay miner, and the guy pew pewing around all day because he liks that could keep doing this. And that strange "car" freak running over planetary surfaces all time s well. Then everyone of them gets his specific set of materials which they at the end of the day can trade for.
Atm the game simply puts you in WAY to many roles at the same time forcing you to participate in any feature it offers.

Let's take imperial shielding for example. Atm the best way to get them is finding them in signal sources where a destroyed imperial ship is included. So all you can do is jumping form SS to SS and praying to RNGsus, thats not actually engaging gameplay.

A proper implemention would allow:
To buy it from imperial stations (it's after all just a ship component). So that woudl mostlikely cater a lot playtsyles like trading or whatever.

To salvage it from Imperial ships by either destroying them actively, or salvaging them, like in a CZ (involving Imperial ships) or via interdiction and destruction.
This would allow people liking a peaceful gameplay to enter a CZ neutrally and just salvaging remains when ships blow up.
It would also allow more aggrassive players to actively hunt Imperial ships.

This way a player can blaze on his chosen trail instead of crawling on a predefined rail that FD grants us.

I'm not sure what the real difference is between going to an engineer you've leveled up and making 50 or so G5 rolls to get the top stats out of the RNG or going to the same engineer and making 50 or so rolls to progress a mod into the upper ranks of G5, except that under the new system you're not dumping G5-level mats on all of them. So I honestly don't think there will be much difference grind-wise. I'll check and find out tomorrow night.

I'm more interested in how different it will "feel" though, I've got few mods above G3 at this point because I refuse to subjugate my game to grind. I'm curious to see if the combo of guaranteed progression and the material trader will make me more likely to build higher level mods or not. The beta will reveal
smile.png

top rolls with 50 attemops, lucky you. But clearly not everoyne experiece, just one of the reasons why RNG rolls are bad.
 
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I've seen threads about how much people LOVE the upcoming engineering changes, and threads about the HATE about them.

I don't think LOVE is the right word to use, since those in that camp are simply intrigued and willing to give the new system the benefit of the doubt before throwing a temper tantrum and literally loosing their S in public.

The haters? Well... We kind of already know how that group operates right? Not like they have established much in the way of credibility based on them always predicting dire consequences and doom before any of the changes are actually playable/testable by the community.

Level headed players are waiting for their chance to actually use the new system and intelligently compare its changes and results to the existing system.

You know... An objective approach vs an irrational emotional one?

I will say this though... The doomsayers and negative Nancy's are wearing out their welcome with myself and many others around here. If they continue to have a problem with everything Frontier is changing in the Beyond updates, I really would like to see them LEAVE THE GAME FOR GOOD!

I am getting fed up with their non-stop whining campaigns after every single update is announced. How long will it take for these terminally unhappy people to get a clue and find a game they actually like?

(If such a game even exists)
 
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I don't think LOVE is the right word to use, since those in that camp are simply intrigued and willing to give the new system the benefit of the doubt before throwing a temper tantrum and literally loosing their S in public.

The haters? Well... We kind of already know how that group operates right? Not like they have established much in the way of credibility based on them always predicting dire consequences and doom before any of the changes are actually playable/testable by the community.

Level headed players are waiting for their chance to actually use the new system and intelligently compare its changes and results to the existing system.

You know... An objective approach vs an irrational emotional one?

I will say this though... The doomsayers and negative Nancy's are wearing out their welcome with myself and many others around here. If they continue to have a problem with everything Frontier is changing in the Beyond updates, I really would like to see them LEAVE THE GAME FOR GOOD!

I am getting fed up with their non-stop whining campaigns after every single update is announced. How long will it take for these terminally unhappy people to get a clue and find a game they actually like?

(If such a game even exists)

without having it tested, just the raw design looks better than the old one, but still seems to not be a good one at all. Especially when it comes to the integration of the feature linked with other game features.
 
I do realize that there will be more materials required for each new module that I engineer, compared to the old system. But still, the way I play, I think it'll work out more conveniently.

Instead of my Materials storage being full, overflowing (constant insufficient space warnings), and many Engineering aspects unused (mostly because I'm just not in the neighborhood)... Having remote Engineering available in stations, plus the Materials traders, I'll probably be "spending" from my Materials cargo far, far more often. As Materials randomly roll in while I play, I'll likely be spending them on Blueprints as soon as practical, in fact.

Before (or presently), spending the Materials took time of travel that I often would not invest. With the new design, the Materials are at hand, as is their application.
 
I've seen threads about how much people LOVE the upcoming engineering changes, and threads about the HATE about them.

In the year 2018 I propose this thread for a more considerate player that is interested in the changes but will diligently wait to actually play the thing before getting the panties in a bunch and/or starting a salt mininig company.

Admittedly, I start as a player that did Engineering without a Min-maxing stance and had quite some fun with it: the changes for me promise to level the game as I no longer risk to waste materials for worse stats.
It also makes engineers a bit more reliable and less... artsy?

Let me know your considerate and balanced opinion!

To me it really has to be seen in the context of two other changes: storage and material broker. For someone like me, who bumbles about in multi-role small ships, more roleplaying than minmaxing, this means I will end up with stupifying amounts of mats and data. Which a hoarder like me loves. Combine this with the broker and it seems to really short-track engineers. That you have to go through the lower levels is meaningless to me. I also like how you can remote-upgrade, and the specials stay. So you go to the engineers for the special, and you remote upgrade them as you go. So as soon as you've got your four nickel plus whatever the cost of the special you can get started, and the rest is more organic.

What I do dislike is the seeming reduction in variation. With negatives being fixed, and progress being linear, the 'custom ship' aspect is greatly diminished in my opinion. Which is a shame, and reason for why I am keeping ALL my old modules. Even if they objectively are crap. :D My ships will be museum pieces!
 
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