Engineers Is engineers a joke?

Agree that the random element introduced with engineers is ridiculous... but to me, more egregiously, is how it completely unbalanced pvp with no hope of it being "re-balanced" (some may argue it wasn't balanced previous to engineers!). Simply put, engineers was a "content addition" done with little consideration for game balance but as a benefit to the devs, would cost very little (development wise) to do. There's very little actual content to it at all, and engineering boils down to long range fetch quests with crummy rng as the reward.

Completely agree there, mate! Engineers created a near insurmountable grindwall barring all but the most dedicated from entering into pvp with Open Viable builds.
 
There's nothing wrong with RNG, there can be a problem with too much RNG and too wide a range of values though.

The place where it has been put within the Elite Dangerous world creates for numerous difficulties related to both game balance and effort/reward from several angles. This is massively problematic for a multiplayer online game. This is what I meant by "wrong". I'm not arguing semantics, I'm pointing out a widely agreed upon issue (one of many) with Elite Dangerous and Engineers. I still love the game, but there are some things which can be so very agravating because the fix is obvious to anyone but the people in charge.
 
There's nothing wrong with RNG, there can be a problem with too much RNG and too wide a range of values though.

I think the range of values looks wider than it really is because the engineer UI scales to fit. If you saw your entire jump range (etc) go 'up a bit' or 'down a bit', the perception would be very different imo .. though possibly illegible.
 
I think the range of values looks wider than it really is because the engineer UI scales to fit. If you saw your entire jump range (etc) go 'up a bit' or 'down a bit', the perception would be very different imo .. though possibly illegible.

That's not what I mean. I mean that the overlap between some blueprints is too large (the increased FSD is one that's actually quite good in that regard). Then you have stuff like overcharged powerplants where you can frequently get a better result with G3 than a G5 (that's just wasting player time and effort). Then there's a bigger problem with the "Jackpot" effect. I dunno what distribution they're using but it's clear that one or 2 lucky people (or people with the time or inclination to do 1000s of rolls) can get extreme outliers that are just plain better than the ordinary roll and it's frustrating for people for aren't lucky (or able to roll 1000s) to keep up. As if that wasn't bad enough, there's a second "Jackpot" element with secondary effects that makes that divide even larger. It's like they deliberately designed the system to be as frustrating as possible.

I like the random element because it produces uniqueness and difference, but there's random and then there's random.
 
When setting up a ship for my first trip out into the black (Destination Colonia) I rolled 20 G5 range rolls from farseer. Every one of them was in the low end of the blue bar. Then I rolled another ten in G4 (because I was out of mats for the G5) and got a range increase above all 20 rolls of G5. RNG is lame...

Lame, but not particularly implausible.

I had about twenty Intel Nehalem CPUs, the best clocking one of all of them was an i7-920, which came with slower stock clocks than the i7-930s, 950s, and their Xeon equivalents (which were also Nehalem parts).

The RNG for the core stats is one of the things about Engineers that bothers me the least.

Not sure what you where doing wrong to be honest.

He wasn't doing anything wrong, he doesn't have any control over the process!

I like the random element because it produces uniqueness and difference, but there's random and then there's random.

I do agree that the spread is far too wide for many of these effects.
 
Engineers can be a pain and the randomness of stuff turning up can drive you a bit crazy but persevere and its well worth it.

Rolled a decent Grade 5 Increased Range FSD for my Python last night and must confess to being particularly stoked.

Mind you the 2 rolls that followed it were terrible
 
Everyone goes on about the RNG part of the engineers but I've never really had a problem with that. You get good results with G5 mods, modest with G1 mods. Maybe some tuning is needed (e.g. G3->G4 power plant), but for the most part it doesn't bother me.

The dubious weapon special effects and balancing are rather more of a problem.
 
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Everyone goes on about the RNG part of the engineers but I've never really had a problem with that. You get good results with G5 mods, modest with G1 mods. Maybe some tuning is needed (e.g. G3->G4 power plant), but for the most part it doesn't bother me.

The dubious weapon special effects and balancing are rather more of a problem.

Do you play in Open? Just curious.
 
The 'spent x rolls on' mentality is more about human nature than dodgy game mechanics IMO. A bit like pouring money into fruit machines or buying lottery tickets. Yes it could be better but its what weve got and i quite like it with all its eccentricities...
 
I like the engineers myself and yes, that's even the experimental (RNG) side of it!

So you're the one? I knew someone out there must actually like engineers!!

Personally I found it a dull grind to roll a dice to make sliders move random amounts with no clear idea at all what the end result will be or what most of the sliders actually do - it's like every recipe and slider has it's description written by a politician - it's just a bunch of words leave you more unsure and confused than before you read the damn thing.
Once i got a decent FSD range increase I never went back.
It's like having to fill out a mountain of boring paperwork, just to get a lottery ticket that most of the time just says - you lose.

Had you thought about maybe educating yourself just a tiny first?
Or do you normally just jump blindly into the fire?
https://forums.frontier.co.uk/showthread.php/261466-How-to-effeciently-approach-engineering

Any major feature that requires you go searching the forums and reading a tonne of information before it starts to make any kind of sense is a badly designed feature - FDev rely totally on user created posts and web sites. No wonder they swiftly moved to make sure all the 3rd party web sites and utils came back online - most serious players rely on those sites daily and game would be tedious beyond playable without them. ( just try and find the nearest station to you that has an 'intergalactic broker' - I wasted 10-15mins clicking around the galmap last night to no avail ).

For my brief attempt at engineers I used: https://inara.cz/galaxy-engineers/
 
Engineers Is no joke, it is an invitation to become a god amongst mere mortals(NPCs)...

a well outfitted ship can destroy ships in literally seconds, not to mention you can move faster, jump further, hit harder and overall generally improve your ship beyond the limits of ANY standard model.

My Maxed Anaconda can chew up imperial Cutters and fed corvettes with ease...can yours do the same? :D
 
Engineers Is no joke, it is an invitation to become a god amongst mere mortals(NPCs)...

a well outfitted ship can destroy ships in literally seconds, not to mention you can move faster, jump further, hit harder and overall generally improve your ship beyond the limits of ANY standard model.

My Maxed Anaconda can chew up imperial Cutters and fed corvettes with ease...can yours do the same? :D

Mine can and for the same reason. It's also fairly tanky.

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So you're the one? I knew someone out there must actually like engineers!!

Personally I found it a dull grind to roll a dice to make sliders move random amounts with no clear idea at all what the end result will be or what most of the sliders actually do - it's like every recipe and slider has it's description written by a politician - it's just a bunch of words leave you more unsure and confused than before you read the damn thing.
Once i got a decent FSD range increase I never went back.
It's like having to fill out a mountain of boring paperwork, just to get a lottery ticket that most of the time just says - you lose.



Any major feature that requires you go searching the forums and reading a tonne of information before it starts to make any kind of sense is a badly designed feature - FDev rely totally on user created posts and web sites. No wonder they swiftly moved to make sure all the 3rd party web sites and utils came back online - most serious players rely on those sites daily and game would be tedious beyond playable without them. ( just try and find the nearest station to you that has an 'intergalactic broker' - I wasted 10-15mins clicking around the galmap last night to no avail ).

For my brief attempt at engineers I used: https://inara.cz/galaxy-engineers/

Yep. My iPad is always on next to me when the game is on. It's Discord, inara, Coriolis, Eddb etc.
 
If

Had you thought about maybe educating yourself just a tiny first?

requires

Workaround if unsure :
- enter actual Ship with its entire Config into EDShipyard
- do an "Upgrade Roll" or "re-roll" within the same Grade -> enter the displayed new Data into EDShipyard to see actual performance increase or decrease

then clearly something somewhere went terribly wrong. I'm not against an effort to do some reading beforehand. But I expect at least some basics given by game itself. Like: take this, put here and shake for a result. If it's green - u ok. If red - u bad. Now go and try for yourself. Having a need to use external 3rd party solutions for a basic part of a game is a failed design in my books. This is one of the reasons I haven't touched Engineers - I like to know HOW things works from the game, without obligatory external sources.
 
I'd just like to know their reasoning behind putting randomness in engineers. Cause that's just not how engineering works. It's like a doctor rolling a dice. "Sorry, sir. That didn't work. If you pay me another $200 we can try it again and see if we get better results."
 
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I'd just like to know their reasoning behind putting randomness in engineers. Cause that's just not how engineering works. It's like a doctor rolling a dice. "Sorry, sir. That didn't work. If you pay me another $200 we can try it again and see if we get better results."

I can only assume there are some really dodgy car mechanics in the Cambridge area.

The real reason is they just didn't want it to be too 'simple' to get the good stuff, unfortunately rather than come up with something cleaver and fun they decided on the tedious and dull - but apparently that was still too easy, so they tried to think of some interesting skill based or experience based mini game, and failed - so we get virtual dice instead.

Imagine if, as a software engineer I applied the same principle - just keep throwing random lines of code into the program until it compiles and does something close to what I want. mmm maybe this explains a few things in ED :p
 
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