Engineers Main ideas for fixing the RNGineers.

How do you think the RNGineers should best be fixed?

  • Player has control over the ranges and where the ranges are for each attribute of the module. The RN

    Votes: 24 13.1%
  • Same as #1 but allow the player to give additional materials for some kind of bonus.

    Votes: 19 10.4%
  • Use credits to re-roll in the system we have now

    Votes: 14 7.7%
  • No RNG. All mods are to preset standards

    Votes: 51 27.9%
  • The player themselves do the crafting as the engineer teaches them.(Physically putting parts togethe

    Votes: 9 4.9%
  • Same as #5, but with an RNG at the end to work on variences the player's item would have based on ma

    Votes: 4 2.2%
  • No change wanted. The n'th time when you finally get something worth anything makes it all the sweet

    Votes: 62 33.9%

  • Total voters
    183
  • Poll closed .
What youre saying makes sense. And yes i agree the RNG was implemented to prolong lifespan and the "things to do" problem.
The thing is its a BAD solution. The rng would only work if the activities required to GET the materials were engaging. Driving around an empty planet for what feels like hours looking for a thing that MIGHT help is not motivation. Its demoralising.
So tell us..any ideas how they could make this better?

Because they need to.
 
i feel confused here.

but why so many people voted
''No change wanted. The n'th time when you finally get something worth anything makes it all the sweeter. ''

it's total illogical to me.

only a revenge of the fanboys army ?
or simple maybe because not all the players voted this poll, yet ?
 
No 30% isn't a majority, but as the majority cannot agree to what they want, then you have to go for what has the most votes and in this case, it is leave as is.

The real question is not how many would want to see it changed now, but how many would have opted for the current implementation if they had to vote for various alternatives at the beginning of season 2. Many probably just don't want the devs to spend too much time on changing this, and more time on other, future features.

Also, we basically bought the cat in the bag. We knew little more about 2.1 than that there will be "loot and crafting". This could have meant all kinds of things, and out of that large possibility space, FD pulled a gear level increase and RNG statsm, two things a lot of people would have preferred to never occur in ED.

You can't have total control.

Any more.

For 1 1/2 years, or more like 2 1/2 years if you consider alpha and beta, there nothing even remotely resembling RNG stats and escalatingly powerful gear. For some people this was one of the key strengths of the game, and now it is suddenly replaced by this.
 
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Having total control of the outcome would allow for player skill by being able to tailor mods (within parameters set by the blueprint) for specific roles the ship is playing. For example, the blueprint would define how increasing one specification would affect the other specifications negatively. There would be no 'perfect' mod, as it would allow others to counter each mod upgrade by setting other parameters to counter yours. Instead it would introduce a new skill type. You would pick your own ship, pick your loadout and earn+pick your modifications. There's a lot of things to do there and if you picked something too powerful in one area it would be negative in another, allowing for other players to counter you. For me, that would bring some truly interesting challenges and gameplay, and most importantly -> rewards. Remembering of course that you can't just max everything, as a blueprint would control how one attribute affects another!

After having said that, I'd probably be willing to live with the current situation if it didn't take so damn long to earn a dice roll. It can take hours to find the right parts for a blueprint, and being 'rewarded' by randomness (within blueprint parameters) can often make you feel like you just wasted all that collection time. I've had my heart sink too many times so far because I've invested so much time for little reward. I really want to like 2.1 but I'm not feeling so good about the Engineers part. The animations on the dice roll don't help much either :\

I still think full control, with attribute limits and balancing set by the blueprint is the best option. Imagine the possibilities and the gameplay skills to be developed and rewarded by!
 
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i feel confused here.

but why so many people voted
''No change wanted. The n'th time when you finally get something worth anything makes it all the sweeter. ''

it's total illogical to me.

only a revenge of the fanboys army ?
or simple maybe because not all the players voted this poll, yet ?

I haven't had a single roll that wasn't already worth what I got it for. That whole "finally get something worth anything" is horribly biased.
 
I haven't had a single roll that wasn't already worth what I got it for. That whole "finally get something worth anything" is horribly biased.

So, I threw the dice on my Pulse Lasers and ended up with power savings. Power savings for a weapon that doesn't struggle for power in my current setup. I call that worthless.

Edit: and I forgot to mention I got negatives on other attributes as a part of that roll.
 
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So, I threw the dice on my Pulse Lasers and ended up with power savings. Power savings for a weapon that doesn't struggle for power in my current setup. I call that worthless.

Edit: and I forgot to mention I got negatives on other attributes as a part of that roll.

Which pulse laser mod was that? (also was it the first or a subsequent roll?)

I gotta admit I've only gone for power/heat/efficiency/mass optimizations so far. Not DPS.
 
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Which pulse laser mod was that? (also was it the first or a subsequent roll?)

I gotta admit I've only gone for power/heat/efficiency/mass optimizations so far. Not DPS.

i forget which one it was. I just remember my heart sinking as I realised that I'd just spent all that time collecting resources for one dice roll and that was what I got. I should have taken a screenshot so I could demonstrate it, sorry.
 
I don't mind the RNG per se, I'd just like a little more input into the process. It feels just a little too much like a pure slot machine at the moment for my tastes, like something from a Borderlands game.
 
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You gotta pick your modification very carefully I guess :p

If you know what you were actually after you should be able to tell which type it was.
If you also remember what kind of resources (or amount) you had to collect you might also be able to figure out the grade.

For all the lower grades that do possibly end up slightly negative I have always had enough resources ready by default, so I could have re rolled and the second one should've been positive already.
And higher grades don't seem to have a negative result in the category they are aimed at (from what I've seen so far).
 
That option isn't at all biased for a lot of us. Taking 10+ rolls before the gods bless you (yes level 5) with something that either hasn't gone completely in the red or completely defeated its own purpose is literally just throwing the dice and hoping that the n'th time will be a good one. Sounds to me that you just have very good luck comparatively; and more than that, rolling dice isn't even crafting or tweaking to begin with.
 
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something that either hasn't gone completely in the red or completely defeated its own purpose is literally just throwing the dice and hoping that the n'th time will be a good one. Sounds to me that you just have very good luck comparatively; and more than that, rolling dice isn't even crafting or tweaking to begin with.

Sounds to me like you are comparing a first roll of a level 5 to your already pimped out multiple level 4 rolls module.
 
Some of the ideas in the poll aren't too bad, but personally I would like to see that the more time you spend on a mod they better it gets. I feel like when you're working on things your first pass may be more or less acceptable. However after you spend some time away and come back to it you often find ways to make it better (Thinking more from a programming perspective). I think it would be kind of cool that once you craft a mod, for that module you can continually iterate on it's success (or failures) to make them better. Once you rolled a grade on them, repeating that same grade roll instantly starts your lower bounds where they were, so they can't get worse you can only improve. That way spending a lot of time getting repeat materials for a blueprint can only yield more rewarding gameplay. For the experimental effects maybe you could choose to accept a different experimental effect if the roll offered them, but you could always keep the performance improvements without changing the experimental effect worse case.

If you think you got a really poor roll on the initial mod, you would always have the option to buy a new stock module and start over, since if you mess something up it usually works better to start fresh than to fix what is broke.
 
Posted this in another thread about the clarity of mod effects on ships:
Yeah but a nice simple visual representation of what the mod is doing to your ship. Current manouverabilty: 4
After mod manouverabilty: 5 thermal load increased by x
When you buy the ship there's a spec sheet, number of hard points, utility mounts, how many internal optional slots etc etc.
So if I take my freshly bought DBE to an engineer why can't I see what's changed relative to that original spec sheet and pertinent data added as it deviates from the original? Add to the new sheet any info re changes to thermal load etc.
 
I would like to seen another option, player chose what status they want using the same amount of material or less then today. And the drawback should dynamically adjust by the player selection, like in other games where this mechanic works fine.
Absolute no RNG please.
 
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