General Overhauling Engineering: A Family's Request for a Streamlined Upgrade System

Not sure how Frontier could possible please the players on my side of the argument as well as the players on your side. Maybe letting us sell mats and and engineered modules and ships would satisfy both sides, on the other hand as noted that would open up selling stuff for real world money outside of the game, but in certain ways fleet carriers have already opened up that particular can of worms.
That's still a bandaid solution and nothing outside of reworking material gathering to be faster, more balanced, more engaging and more fun will work long term. Trading mats on FCs in a roundabout way was hinted at in the FDev engineering feedback thread. Like material traders it'd be a nice to have feature, but eventually you still have to engage with the underlying mechanics which won't get any better with age or other features piled on top of them.

The way looting stuff in Elite provides no satisfaction compared to the quick dopamine hit it does in other games would be almost commendable if it was an intentional contrarian choice taken against mainstream game design.
 
I'd suggest that the number and quality of mats that spawn by signal and other material sources get better the higher rank the commander has. I mean, if someone is Elite, they should get more rewards generally, either we're talking about materials or missions.
 
Telling someone that's voicing an earnest complaint they feel with the game that they're having a "skill issue in understanding and ability" is outright hostile and toxic behavior.

Nope, it's not.
And i not seen any response being toxic or hostile in this thread, except maybe in your posts.


I refuse to do this to myself because I respect my time and will never engineer another ship, no matter the reward. I understand that some people say, “Just play the game, and you will gather mats passively.” No, that’s how YOU play the game, so please don’t tell me how I should enjoy something I paid for. All in all, I said this before, and I’ll repeat it. Engineering is why new players quit, and it will end this game. You don’t have to change anything just for our sake, but I wanted to give my two cents.

Dear Devs,

-Completely overhaul engineering if you want to retain new players
-Make mining relevant with ore processing and shipbuilding (we can already sell ships in carriers, so the framework is already there)
-We shouldn’t need 20 browser tabs open to play the game. Please implement a way to find information in-game.

I’m done with this game until, at the very least, engineering is fixed.

Thank you, and God bless.

Whoever thinks ED is a combat game that can offer easy/instant gratification as a newbie - you're playing the wrong game.

Engineering does make most things trivially easy, so for someone that want easy/instant gratification for stomping over enemies left and right - then yes, engineering is in the way. 🤷‍♂️
Considering that ED is a career game, easy/instant gratification doesnt come until rather late in the game when you have your favorite ships fully G5 engineered
It is there, but it needs some work and at that point it's not exactly easy/instant gratification anymore.

Anyway, i'll say it again - you can play most of the game and do most of the combat with no engineering. Even low CZ.
I do remember that i got my most epic fights in an unengineered Dropship on one of my alt accounts. 🤷‍♂️

However, there are harder parts of the game where engineering is needed - like high level pirate threat signal sources, the wing version of kill Pirate lord where you face a wing of engineered ships, AX and maybe some more niche combat scenarios.
And it's nice to have harder stuff in the game.

When i first started my first account it took me like 400h to have most of the bubble engineers unlocked and have a cutter and have 2-3 ships more or less engineered and by that time i was barely scratching the surface of ED.
That's why i always laugh when i heard people (devs, publishers, players alike) brag about this game or that game that offer 100h of gameplay :LOL: (and costs €70-100 😒)

Anyway, instead of FD to alter engineering, they could do something else to allow people scratch their combat itch with zero engineering and instant gratification:
Modify the CQC so it can be played with bots (NPCs) with selectable "difficulty" levels an npcs ranking from harmless to elite.
That way people could log in, have a 15-30 minutes combat session, have some fun, learn to fly, etc. then log off.
 
On main account I unlocked them all because majority of them were quite usefull, or at least I completed their tasks as effect of playing (even this guy demanding trade with 50 markets, things happens, if you play around dozens systems, and try to do some trade even for few units of water), on another hand my alt teached me, that it is just for some QoL from pins. I was able to build AX ship with just 4/5 engineers, and honestly I don't think that I "have to" do more, even for "end game" pve content.
 
Huh, still don't have them all unlocked, and don't even ask me about the Colonia Engineers, don't even know where they are let alone the unlock requirements.
They are in colonia ( sorry @varonica , I'm in a sort of dad mood today ) . To be truthful I only went to colonia as I think they have two engineers that do the best engineering for two specific modules . One for shield cell and one for life support ? And I'm going to be honest I thought the way they were set up was very good . But you still have to unlock the bubble ones first 🤦‍♂️
 
To be truthful I only went to colonia as I think they have two engineers that do the best engineering for two specific modules . One for shield cell and one for life support ? And I'm going to be honest I thought the way they were set up was very good
If it wasn't for an initiative set up by a known 'ganker', I doubt the Colonia engineers would be maxxed out even today...

Phisto Sobanii put out a call for help some years ago (Operation Montgomery-Scott) in upgrading the Colonia engineers - an amazing amount of effort was put in by the group who responded (special thanks to @yianniv who did 40,000-odd engineering rolls) to bring their stats up rapidly... I remember, I "Answered the Call" too... (and made some amazing in-game friends while I was there)
 
Huh, still don't have them all unlocked, and don't even ask me about the Colonia Engineers, don't even know where they are let alone the unlock requirements.

Oh well, thanks to them engineers i got to learn lot of game stuff.

I got to learn how to do mining (eventually i got to love it), fed/empire ranking, rares trading, combat bonds, mission only commodities, using hatch breakers to extract escape pods, got introduced to thargoid stuff, black markets etc - all in all i'd say most of the deeds needed to unlock them engineers made for a quite instructive journey
Sure, Lei Cheung could have asked for only 30 markets, but... oh well...
 
Huh, still don't have them all unlocked, and don't even ask me about the Colonia Engineers, don't even know where they are let alone the unlock requirements.
I will avoid the obvious comment about their locations but they aren’t far apart when you get there and the unlocks didn’t seem to hard, you need some bubble engineer recommendations first, some people have concerns about the one that wants escape pods.

I still haven’t bothered with the Engineer in Sol not because of the amount required for the unlock but because they have nothing I want at a high enough grade.
 
I don't really understand what the fuss is about engineers.

Recently I wanted to improve my anti-xeno combat ship by heavily engineering the hull and the myriads of hull reinforcement packages, as well as applying maximum "low emissions" engineering for the power plant because the modified guardian shard cannons run EXTREMELY hot.

In order to unlock all the necessary engineers I had to go and mine some painite (because you can't buy it), rank up in the Imperial Navy by doing missions, transport stuff (such as Kamitra Cigars) etc. All of that was actually a refreshing change of pace to what I have been usually doing. It felt like eg. mining and ranking up had an actual meaning, with an actual reward, rather than it just being mindless repetitive credits-gathering.

The game needs more stuff like this for players to do (and be rewarded with), not less!

(By the way, as for the eternal question of "where do I get the materials necessary for engineering?" almost always the same simple answer applies: From a material trader. That's what they are for.)
 
Huh, still don't have them all unlocked, and don't even ask me about the Colonia Engineers, don't even know where they are let alone the unlock requirements.
I'm about 400 too, and in the same case. Slightly engineered AspX thanks to Tod and Elvira, on the run for thargoid barnacles to find meta alloy to unlock Farseer. I know I coud buy some in Maia system, but I made the promise to my BF who shares my interest for space things and amateur astrophysics, and who I offered the game, that we will first encounter black holes together, so I marked them all around the buble in order to avoid them for now during my route plans. So those two reasons give me propose for a once again ill-equiped small adventure in ED that may or may not end well, but that's the way I learn things, plus having a general purpose ship with flaws gives me a strong RP element and a sense of danger that keeps my interest alive: I know she and I can defend ourselves from a pair of pirates and do occasional small game hunting, but I have to think twice where I'm going and who I'm engaging. Also, very useful right hand panel inside the cockpit where most of the informations one is looking for at start🤦 and an experimental WIP Vulture for combat training waiting for me to gather things.
 
I don’t know if this will make any difference, but I’ll leave it here, hoping someone from Frontier Dev. would read it.
I picked up four copies of ED for my family, and we were excited about the game. I worked my way up to a Vulture, loved the little ship, and decided to plan the upgrade route that would end with a nice cosmetics pack to reward myself and support the Devs. Each one of us had a similar plan. I went online to look up information, and the reality of the game reared its ugly head.
My family and I went from “We have to support the Devs!” to uninstalling the game.

Two Proposed Solutions:
-Remove engineers and implement a clear progression and upgrade system for each ship.
-However you implement this, allow all materials to be traded between players; this way, those who want to explore can trade with those of us who want to blow up ships and rocks.

Bonus (Make mining relevant):
-You already have the technology to implement trade within fleet carriers, and all you need to do is add the ability to process ores and construct parts of ships or entire ships that players could sell.
-Add complex PvE content to guarantee we lose ships and keep the economy going.

Final thoughts: ED is a brilliant sandbox with excellent flight mechanics, but you lost revenue from a family willing to spend money on your game because engineering killed it. Please don’t give up on this gem of a game. All the systems are already in place; they only need a bit of refining. We hope to return to the game once engineering has been completely overhauled.

Thank you, and God bless.
We are already able to sell ships at fleet carriers. But Frontier dictates the purchase prices for ships so we can not sell ships cheaper - only more expensive. I personally would love to see a used market for used ships and modules - even engineered ones. Players put so much time and effort into those and often have to get rid of parts only because the storage is full. If Frontier worries about self made prices for used parts and ships they could just automatic calculate the value of anything. Getting used ships and modules would give a great variety to the game. :)
 
Back
Top Bottom