Some of FDev's planned changes to Engineers are good, but I am particularly worried about these two:
Basically, they are planned to do what Obsidian Ant thought FDev should NOT do. The problem is NOT insufficient materials for making lots of Engineering attempts! Instead the real problem is due to two factors identified by Obsidian Ant:
(1) Materials (especially rarer materials) being hard to find reliably/predictably. (The first "dice roll".)
(2) Engineers crafting being too unpredictable. (The second "dice roll".)
Combined together it means you can spend many hours looking for the right materials, only to find that time wasted because of a crappy Engineers dice roll. So the underlying problem is feeling like you have made zero progress due to bad dice rolls.
Obsidian Ant's proposed solutions were rather more subtle & intelligent:
(1) Increase the frequency of materials being found, while also increasing the number of materials required by blueprints. This means people get a smoother sense of progression (less large gaps of finding nothing suitable), without actually getting towards the goal any quicker.
(2) Change the Engineers system, so instead of it being a dice roll deciding the stats, you simply have to provide MORE materials (and rarer materials) to get better stats. i.e. Get rid of the RNG element (except perhaps the Special), and ensure that more effort leads to better results.
[video=youtube;RKeC-FBomCw]https://www.youtube.com/watch?v=RKeC-FBomCw[/video]
This seems like a simple knee-jerk reaction to forum whining, rather than a properly-considered solution that will keep people playing ED in the long run. Their "solution" will simply mean that people can very quickly grind their way to min-maxed weapons upgrades, and then become bored of ED because they ran out of things to do.we just wanted to share with you a few more changes that we are planning for our next major point update. We are aiming for the end of July/Early August
...
- We’re also increasing the number of units you get for each instance of a material you find. This means instead of getting one unit of a material, you will get multiple units of that material. This will allow you to increase the number of attempts at each Engineer.
- We’ll be increasing the number of materials spawned when surface mining. Again, to make the process easier and the materials easier to gather.
Basically, they are planned to do what Obsidian Ant thought FDev should NOT do. The problem is NOT insufficient materials for making lots of Engineering attempts! Instead the real problem is due to two factors identified by Obsidian Ant:
(1) Materials (especially rarer materials) being hard to find reliably/predictably. (The first "dice roll".)
(2) Engineers crafting being too unpredictable. (The second "dice roll".)
Combined together it means you can spend many hours looking for the right materials, only to find that time wasted because of a crappy Engineers dice roll. So the underlying problem is feeling like you have made zero progress due to bad dice rolls.
Obsidian Ant's proposed solutions were rather more subtle & intelligent:
(1) Increase the frequency of materials being found, while also increasing the number of materials required by blueprints. This means people get a smoother sense of progression (less large gaps of finding nothing suitable), without actually getting towards the goal any quicker.
(2) Change the Engineers system, so instead of it being a dice roll deciding the stats, you simply have to provide MORE materials (and rarer materials) to get better stats. i.e. Get rid of the RNG element (except perhaps the Special), and ensure that more effort leads to better results.
[video=youtube;RKeC-FBomCw]https://www.youtube.com/watch?v=RKeC-FBomCw[/video]
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