I managed to get a 55 and a 52.5 a few months ago with very few rolls, and no secondaries. I don't min/max nor typically go over 4 or 5 rolls on any module/upgrade, and I used to see 50% quite frequently.
Then all of a sudden things changed. And not for the better. Given FD's history of 'tweaking' things, this shouldn't have come as a surprise. But it did.
I agree.
It's these type of timesinks that burn people out and make them quit the game altogether.
I just worked hard to engineer Hull today on the PS4 and wasted all my gear on half good rolls. I'm thinking the new way will at least offer some assurance of progress with regards to engineering, even if it take more time, to hell with this current lucky dip the more I think about it.
That said, having flown the Chieftain in beta, I was a bit underwhelmed...
The flight model was OK IMO, but the lack of general slots was a killer. I won't be buying one when it's released.
Mmm, I don't know if it will work this way. ED is not subscription based game. After they got your money, that it, they have it. Then all they need to do is just to keep people hooked *slightly* not to quit forever in droves by keeping just some minimal viable "carrot" here, so these players will buy some store cosmetics and future expansion packs (then devs will be - got your money again, and can again kick back).Just don't do it.
If you don't enjoy it stop participating.
If enough people followed that simple advice it would be noticed and addressed.
Dev 1: Hmm.. y'know, the amount of people using engineers has dropped off quite a bit.
Dev 2: Really? I hadn't noticed... Lets take a look at the numbers..
Dev 1: Yep, seems less people over all are using engineers on their new ships. XX%, crazy huh?
Dev 2: Maybe they don't like the system (old/new/whatever). We should maybe ask the players about it
Just don't do it.
If you don't enjoy it stop participating.
If enough people followed that simple advice it would be noticed and addressed.
Just don't do it.
If you don't enjoy it stop participating.
Stop using engineers if you don't like the system.
No need to be nasty, no need to be annoying.
But then the pathetic children around here would have nothing to whinge about if they just stopped playing and put themselves out of the misery they create for real gamers.
You understand he will have only 100 of each once Beyond goes live?
No he won't.
Anything you do in Beta, stays in Beta - it's not carried forward into the Live game.
If you watched the stream of today you saw that they showed off the new system.To make things short.
Forcing us to roll a module 5 times to "complete" rank 1 to progess further to rank 2 is just a waste of time and material as it is waste of time finding all those material.
The materials required to go through 2,3 and 4 to finally roll 5 is such a huge new time sink that you will probably have to spend all your time on RNG jesus in order to aquire the tidious bits for the grades noone wants and uses.
They even adressed it quickly and said thats not a new grind. LIES, Do you even play your own game?.
Solutions to this is
1.) Remove the barrier and let us roll staight to G5 from 0
2.) Remove the utter clutter of different Materials. Create a CLEAR and CONSISTENT way of aquiring Materials
The flight model was OK IMO, but the lack of general slots was a killer. I won't be buying one when it's released.
Dev 1: Hmm.. y'know, the amount of people using engineers has dropped off quite a bit.
Dev 2: Really? I hadn't noticed... Lets take a look at the numbers..
Dev 1: Yep, seems less people over all are using engineers on their new ships. XX%, crazy huh?
Dev 2: Maybe they don't like the system (old/new/whatever). We should maybe ask the players about it
Damn straight.
But then the pathetic children around here would have nothing to whinge about if they just stopped playing and put themselves out of the misery they create for real gamers.
If the three military slots were just normal slots everyone would be a lot happier! Why cripple the ship by making them military slots! Having only 5 normal bays makes the ship useless for exploration!
Yes I'm bloody annoyed at this totally pew pew driven game play perspective!
Huge time sinks that only serve to remind me they are a time sink, makes me quit playing a game. I did the engineering grind to grade 5 unlocks, I shouldn't have to do the engineering grind to level up each module to grade 5. What purpose does it serve? How does this make the game a better game? Most importantly, does this contribute to the enjoyment factor of the game?
I'd argue that module upgrading doesn't make the game more enjoyable, it just takes longer to do stuff. The longer stuff takes, the more likely people get bored and do other things.
2.0 : Horizons | 3.0 : Beyond | |
Engineer Invite | Quest | Quest |
Engineer Unlock | Progress bar Quest | Progress bar Quest |
Materials | RNG material collection dependent on: bgs for ships types (i.e trading vessel during an outbreak), types of surface bases & rng for data packages rng for asteroid and surface materials based on material composition drop-rate (go see the discovery panel information) limited to roughly 12 units per material (meaning constant jettisoning common ore, to keep space for rares). | Same as before, but now 100 unit per material (so no jettisoning), planets are on the way to being able to visuall scanned from orbit (mining love will be comming Q2?) And Broker, so your commons can be traded for rares. Like I just traded in for several Cracked Industrial firmwares instead of crying for them on the forums. |
Grades | Worked through once: 4-5 rolls per tier | Must be redone with every module: 3-5 rolls per tier. |
Modules | numeras sliders, 2/3 good, the majority bad, every slider RNG. You could get 30 crap rolls in a row, or a godroll on your first try. Un-rewarding | NEGATIVE RNG removed, replaced by a singular fixed negative cost and each roll then has an accumlative positive outcome to your ship. |
experimental effects | RNG rolled again that could probably postively impact your first roll. Or have no effect, or impact you negatively. effects were lost with every roll. They could be bought back but this would impact your build negatively. | Blueprints are bought and stay with your build |
Location | Each roll needs to be performed at the engineer | Only the tier unlock (and blueprint pin) and experimental effects are the only reason you are returning to the engineer. |