If only it was a black and white situation with just two sides.
This thread shows that is not the case though - there are plenty of posts here stating that people are happy for gaining upgrades to take time, and that there is no rush. The problem is that the current game mechanics do not support that approach to the game play.
I want to take my time getting upgrades. I want to simply play Elite, and gather the commodities as I go, and not worry about which upgrades I need. However - if I find a very rare commodity but don't need it for weeks / months - where am I supposed to put it in the mean time? The current material limit means I have to pick and choose what to keep, so how do I decide which materials I keep and throw away, if I don't plan my upgrades before hand? How likely is it that I am going to find the rarest data without actually going out and looking for it? Unfortunately the game doesn't currently support the method you and Pecisk are describing. But what you guys are describing is exactly the game I would love to play!
This game is supposed to be a side activity aka hobby. But it has the same problem that EVE does, it commands you spend ALL of your time doing brainless tasks.
There are plenty of healthier hobbies that build real life experience and skills instead of wasting it on a game that only instigates annoyance and boredom.
Yes. It is not proper new content.
The mistake was making a side-activity central by initially giving NPCs the Engineer's upgrades.
Now that that is removed from NPCs with the server side tweak, it will probably fall back into a side activity like Power Play - an activity I haven't participated in either.
Personally I am still waiting for proper content, rather than options.
Totally agree!
After about an hour of searching for specific bits and materials, I quickly decided that it wasn't much fun. Then I realised that if I just went about doing the varied stuff I would usually do, I'd build up a nice collection of various bits and materials - you can't really avoid them!
Every now and again I'll check what I've got, see what upgrades I can get and visit the appropriate engineer.
It reiterates something I've always found true for this game - it's more about the journey than the destination![]()
I hope this approach works, because that's what I plan on doing. I also quickly got bored when I started actually looking for materials. I hope all engineer materials are saved as persistent materials, because I've just been selling all the other junk that actually takes up cargo space.
So, like power play, more stuff to not do because it is layer after layer of RNG frustration. The difference is that, this time, I paid extra for it
Just because you pay for a game doesn't mean that you'll be good at it.
You "seem" to be arguing a P2W thing when you're guaranteed winning if you pay when this game does not work in that way.
If anything, this game now makes players involve themselves in more aspects of the game, rather than play it in a one-dimensional fashion.
I like that kinda variety.
Dedicated players of any particular playstyle are gonna find it hard though because they will have to do other things to get their candy.
Just because you pay for a game doesn't mean that you'll be good at it.
Reading all kind of discussions, pleas, demands, threads about Engineers it feels like people still don't try to understand it, maybe even just because they are going trough emotions, trying to force it to become what it's not. It happens all the time, but it is very visible with Engineers.
So my opinion seeing how it all works is this - Engineers is side activity (not main one, it is clearly not an mandatory upgrade path) which rewards having varied play style or "life" in ED universe.
It is system designed as anti-thesis of "consuming content". It is not really a content per se, it is mechanism which together with assets adds new gameplay, and thus content. It trades clear min/max paths with variations of outcomes. You get bonus...but you don't know what kind of bonus you get, and grinding for it is quite taunting task. Probability gates are there to avoid players get specific upgrade (as I said, not a mandatory upgrade path), but get upgrade nevertheless.
Why I like it? It doesn't force me into mandatory upgrade mill, yet it can give me boost in interesting ways. I also love collecting materials (I love looting, FD has done it right) and it gives some context and ideas how and why to do it.
Why some people might not like it? Well, min/maxers will definitely not like it, as it is clear anti-thesis of calculated paths towards upgrades, they most likely will struggle to understand concept of this. Pure PvP fans will most likely avoid Engineer mods in combative dogfights as they want equal standing. "Griefers" will loath it and love it in same time, but with buffed NPCs I think they will have more issues on their hands. People locking themselves in specific roles will try to understand why they should bother.
I think main point is - you don't. None of ED systems added are mandatory (same as roles - they arent, so why Engineer mods should be). However, if you hit it right with one of them, you are in treat.
I can confirm this. When I logged in after 2.1 I got all these invites to go see the Engineers. I got the things they wanted and went to visit them all. It was overwhelming. So much stuff to collect. I didn't know what to do. I liked the toughness of the improved AI, the market improvements and the updates to missions with there much clearer links to the BGS. I couldn't help thinking, that I wish it had been like this when I started playing six months ago.
So I took the plunge and reset my save. Early missions pay well (made 120k with my first two) and gaining rep with factions is so much more important. AI flies better but is fair at low levels, although interdictions a little over the top. The game tells me the Engineers are out there but I'm still some way from being able to do deal with them. I'm picking up materials all the time. Don't know what they are for at the moment but I'm sure they will come in useful later. The early game is so much better now.
Anyone starting the game for the first time is in for a treat. They won't have the baggage of how the game was before. They will learn to fly against AI that doesn't appear to be drunk and develop good skills form an early stage. The missions give the player a much better idea of how to complete them and spell out the risks involved. They can make credits at a reasonable rate and get upgrading the lovely little Sidey nice and quickly. There is load of strange stuff to find and interesting content to look forward to. Variety in your play style is encouraged and rewarded.
It really is a great time to be flying a Sidewinder.