Feel free to discuss Odyssey materials, but I will not do so because the release is still in a large amount of flux. What I will say, however, is that I think the below points should similarly apply to Odyssey's material system.
Gathering materials in Elite is, to say the least, a grind—we all know this is the case. Even after 2500 hours of play, the grind for materials is absolutely my least favorite aspect of the game. It's so bad, in-fact, that I avoided engineers almost entirely because of it. When I finally did attempt to begin engineering things, I was appalled that even after all the time I collected what I noticed and wanted that I still fell completely flat and had nowhere near what was required to fully engineer a ship—let a lone a few parts. It blew my mind that this was the case, and I was (and still am) quite annoyed that I would have to grind for materials instead of just "playing the game" to get them. What I fail to understand is why Frontier Developments has yet to strictly address the issue that so many pilots have complained about since Engineers were released. Tweaks have of course been made, but no serious overhauls were really seen. Now, I know that many of us have spent countless hours engineering our ships to perfection, and some have spent insane amounts of time on this front—I respect that, and I am not trying to suggest that we did not earn our perfect ships. The current system, however, is very gate-keeping oriented. I don't mind the engineer gatekeeping (having to unlock engineers in some order). What I mind is the grind. What I mind is playing the game normally and yet still managing to have nothing and being forced to grind (which I did, and it was not fun at all).
I'd like to propose a few different overhauls, and I would ask all of you to comment and suggest your own systems and offer tweaks to each other. I believe that with the release of Odyssey, a serious overhaul to materials in general is greatly needed and long overdue.
I'm going to stress once more that these are different systems to overhaul material gathering, and I do not necessarily think they should be paired together. Any one of these has the potential to alleviate the grind.
1. Large increase to material drop amounts.
I'm not talking double, I'm talking 3-10x. It shouldn't be easy to engineer anything, but it shouldn't be so difficult that you have to work tirelessly to engineer a single ship to your heart's desire. Most (if not all) drops are 3 materials per object. I would like to see that change anywhere from 10-30 materials per object, with some variability depending on the quality of the source. For raw materials, for example, Low Reserve systems will typically give 10 materials per drop and Pristine Reserve systems will typically give closer to 30.
2. Large increase to drop rates.
Once more, I'm not talking double for the drop rates, I'm talking up to 10x. I understand that nodes are spread out to give the sense of exploration, and I appreciate that particular viewpoint. However, we all know the feeling of driving many kilometers past hundreds boring boulders to find that one precious pebble that will give us exactly what we...oh, it's just iron. Sure, some have mastered the art of the SRV scanner and know precisely what to look for to increase their chances of finding good materials. I do not think that the signals and how they are read needs to change. What I would like to see, however, is the material scanning range be decreased from several kilometers to only a few hundred meters for raw materials, but about 10x more materials spawn per area to offset the decreased scan range. This will prevent scan cluttering.
3. Large increase to material drop duration timers.
All object despawns in the game are too short in my opinion. I can see where in some cases, it will cause game lag, but I have never personally experienced any such lag even after 2,500 hours of gameplay. I understand caustic items degrading quickly, but most items are completely gone after 3-5 minutes. I've seen materials vanish within two minutes, and I believe there was a bug where it happened in less than one minute. Materials should last no less than ten minutes, and ideally up to thirty minutes and up to fifty kilometers from the nearest Commander. Why? Because it makes no sense to fly around in a conflict zone or Haz Res with a cargo scoop deployed because we have to collect materials quickly or else they blow up. It really doesn't make much sense besides "game stability." Especially given that each ship drops around 5 materials, and even that a skilled pilot can kill about 30-50 ships in a CZ before victory, that means no more than 250 or so materials will be floating around, spread out over the battlefield. These are the spoils of war that we want, but those credits are nice, too!
4. Large increase to the viability of "Scavenger" ship builds.
I admit, this one might need to be paired with 3 to be of much use, but perhaps not. Consider a ship built to scavenge. It flies across conflict zone and haz-res alike, picking up what is forgotten. I recently built such a ship, and to my great surprise, ships didn't drop anything unless I had participated in the battle. This makes me quite sad. Frontier Developments always touts the "Forge your own path" mantra, but when I really did try (and I admit I was quite proud of the ship I had built, the Quantum Fox Mk. V) I was met with an enormous blocker for her entire purpose. She is a scavenger with no purpose...a wanderer of the Black with nothing to offer. Now, this is just in a CZ; I've yet to test this in a Haz-res, but from what I've seen there should not be a problem. I'll update this post if it turns out to be otherwise. Naturally, USS and other sites still drop their materials, but I was quite a bit upset when I realized that ships in CZs didn't drop a thing. This goes against actuality; there are looters who actively looted battles in history while they were happening. They typically got high quality items as they were the first on the field. If ships do drop materials in CZs, I believe that they should lean towards higher quality ones, since it is "riskier" to scavenge in these places. Paired with 3, I think that this would be a really fun role to play, even if it is a bit "grindier" than 1 or 2.
So there you have it. Those are just a few different systems which I think will really help alleviate the grind, encourage newer players to engage in engineering, and allow veterans to engineer their fleet without spending too much time working outside of work. I'd love to hear your thoughts, ideas, suggestions, and comments on what I and others have shared.
Fly safe out there, CMDR.
o7
CMDR Concomitant
TL;DR
Gathering materials is a long and disheartening grind.
These are each separate ideas and overhauls, probably not best to combine them:
1. Large increase to material drop amounts.
2. Large increase to drop rates.
3. Large increase to material drop duration timers.
4. Increase viability of a "scavenger" type ship build.
Gathering materials in Elite is, to say the least, a grind—we all know this is the case. Even after 2500 hours of play, the grind for materials is absolutely my least favorite aspect of the game. It's so bad, in-fact, that I avoided engineers almost entirely because of it. When I finally did attempt to begin engineering things, I was appalled that even after all the time I collected what I noticed and wanted that I still fell completely flat and had nowhere near what was required to fully engineer a ship—let a lone a few parts. It blew my mind that this was the case, and I was (and still am) quite annoyed that I would have to grind for materials instead of just "playing the game" to get them. What I fail to understand is why Frontier Developments has yet to strictly address the issue that so many pilots have complained about since Engineers were released. Tweaks have of course been made, but no serious overhauls were really seen. Now, I know that many of us have spent countless hours engineering our ships to perfection, and some have spent insane amounts of time on this front—I respect that, and I am not trying to suggest that we did not earn our perfect ships. The current system, however, is very gate-keeping oriented. I don't mind the engineer gatekeeping (having to unlock engineers in some order). What I mind is the grind. What I mind is playing the game normally and yet still managing to have nothing and being forced to grind (which I did, and it was not fun at all).
I'd like to propose a few different overhauls, and I would ask all of you to comment and suggest your own systems and offer tweaks to each other. I believe that with the release of Odyssey, a serious overhaul to materials in general is greatly needed and long overdue.
I'm going to stress once more that these are different systems to overhaul material gathering, and I do not necessarily think they should be paired together. Any one of these has the potential to alleviate the grind.
1. Large increase to material drop amounts.
I'm not talking double, I'm talking 3-10x. It shouldn't be easy to engineer anything, but it shouldn't be so difficult that you have to work tirelessly to engineer a single ship to your heart's desire. Most (if not all) drops are 3 materials per object. I would like to see that change anywhere from 10-30 materials per object, with some variability depending on the quality of the source. For raw materials, for example, Low Reserve systems will typically give 10 materials per drop and Pristine Reserve systems will typically give closer to 30.
2. Large increase to drop rates.
Once more, I'm not talking double for the drop rates, I'm talking up to 10x. I understand that nodes are spread out to give the sense of exploration, and I appreciate that particular viewpoint. However, we all know the feeling of driving many kilometers past hundreds boring boulders to find that one precious pebble that will give us exactly what we...oh, it's just iron. Sure, some have mastered the art of the SRV scanner and know precisely what to look for to increase their chances of finding good materials. I do not think that the signals and how they are read needs to change. What I would like to see, however, is the material scanning range be decreased from several kilometers to only a few hundred meters for raw materials, but about 10x more materials spawn per area to offset the decreased scan range. This will prevent scan cluttering.
3. Large increase to material drop duration timers.
All object despawns in the game are too short in my opinion. I can see where in some cases, it will cause game lag, but I have never personally experienced any such lag even after 2,500 hours of gameplay. I understand caustic items degrading quickly, but most items are completely gone after 3-5 minutes. I've seen materials vanish within two minutes, and I believe there was a bug where it happened in less than one minute. Materials should last no less than ten minutes, and ideally up to thirty minutes and up to fifty kilometers from the nearest Commander. Why? Because it makes no sense to fly around in a conflict zone or Haz Res with a cargo scoop deployed because we have to collect materials quickly or else they blow up. It really doesn't make much sense besides "game stability." Especially given that each ship drops around 5 materials, and even that a skilled pilot can kill about 30-50 ships in a CZ before victory, that means no more than 250 or so materials will be floating around, spread out over the battlefield. These are the spoils of war that we want, but those credits are nice, too!
4. Large increase to the viability of "Scavenger" ship builds.
I admit, this one might need to be paired with 3 to be of much use, but perhaps not. Consider a ship built to scavenge. It flies across conflict zone and haz-res alike, picking up what is forgotten. I recently built such a ship, and to my great surprise, ships didn't drop anything unless I had participated in the battle. This makes me quite sad. Frontier Developments always touts the "Forge your own path" mantra, but when I really did try (and I admit I was quite proud of the ship I had built, the Quantum Fox Mk. V) I was met with an enormous blocker for her entire purpose. She is a scavenger with no purpose...a wanderer of the Black with nothing to offer. Now, this is just in a CZ; I've yet to test this in a Haz-res, but from what I've seen there should not be a problem. I'll update this post if it turns out to be otherwise. Naturally, USS and other sites still drop their materials, but I was quite a bit upset when I realized that ships in CZs didn't drop a thing. This goes against actuality; there are looters who actively looted battles in history while they were happening. They typically got high quality items as they were the first on the field. If ships do drop materials in CZs, I believe that they should lean towards higher quality ones, since it is "riskier" to scavenge in these places. Paired with 3, I think that this would be a really fun role to play, even if it is a bit "grindier" than 1 or 2.
So there you have it. Those are just a few different systems which I think will really help alleviate the grind, encourage newer players to engage in engineering, and allow veterans to engineer their fleet without spending too much time working outside of work. I'd love to hear your thoughts, ideas, suggestions, and comments on what I and others have shared.
Fly safe out there, CMDR.
o7
CMDR Concomitant
TL;DR
Gathering materials is a long and disheartening grind.
These are each separate ideas and overhauls, probably not best to combine them:
1. Large increase to material drop amounts.
2. Large increase to drop rates.
3. Large increase to material drop duration timers.
4. Increase viability of a "scavenger" type ship build.