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

I have had a good chuckle over the 'argument' why gathering ship engineering materials is so dreadful...
Most remind me of a SC fan on youtube, demonstrating how that alpha is superior to actually released products by showing highest resolution of that alpha against lowest detail of other games...

Does anyone actually spend every moment of their gameplay 'grinding' for mats, hating themselves and the collection of such equally while doing so?
Not complaining, you realise, just an observation that I must be playing wrong...
 
I guess we all got lucky by me posting by mistake, I saved time writing and polishing an essay, and all of you didn't have to read an even longer wall of text..! :D

Personally I don't think that the time needed to collect mats is really a problem, at least for a player that likes to fly space ships, do combat, trade, mining, etc. It might be a problem for players with limited time seeking a more arcade like experience, but then again it's highly unlikely that any one game can cater too all players having different preferences..

A few of the problems I see. The game does very little to guide you on your way. My experience leveling up an alt is due to having played years which a new player will lack. Youtube and tutorials are very likely to lead a player down the relog exploit hole, which IMO is a horrid way to play the game.

Personally I find an utility like OMH (*) absolutely indispensable, without it I still would be at a loss as to what materials I need before going to an engineer.. Not sure how something like that could be incorporated into the game.

Another problem is that it's close to impossible to chase the specific mats you need right away. Sure a beginning player can get most anything they need to engineer to G3 which ought to be good enough for most things ship related. Maybe one solution would be to allow the player to haggle for mats. You get offered a mission but can chose to ask for something else that you really need. Mat traders are very nice for the beginning player, but it kind of grates on my nerves to cross trade for other G5 mats.

Maybe more G5 mats could be added to the mission reward tables, so you could get lucky and get a mission to assassinate a pirate lord for 5 PIs.

Another idea would be for players to be allowed to sell mats, engineered modules, weapons and even fully engineered ships. This would allow established players to get rid of old surplus ships and modules, and new players that have ground credits to get instant gratification. It's been said that this would open up the game to selling in game stuff for real life money, but this is already the case with on foot stuff. And honestly who cares if a new player is stupid enough to pay real money for what they can earn in game for free.

Still it seems a stretch of imagination to think that FD would actually redo the engineering yet again, and IMO that dev time could probably be better employed elsewhere..

* https://github.com/jixxed/ed-odyssey-materials-helper
 
I'm genuinely puzzled by all this. I don't spend the major part of my play time looking for engineering materials. I don't do things specifically to progress in engineering. I just collect stuff whenever it turns up, and it does turn up in heaps. Every time I buy a new ship I plan it in EDSY first and engineer to G5 with special effects wherever I want. Yet my material bins are always almost full.
My material bins are all almost always full too, because you never actually use most of the materials except for the few bottleneck ones (Core Dynamics Composites, Conductive Ceramics being the main ones).

Every time I engineer a ship I spend ~50 Core Dynamics Composites on engineering hull reinforfcements. They suck to gather even from HGEs since they spawn mixed in with G4 mats and sometimes you just get zero from a HGE. When the thargoid war started I engineered 3-4 different hulls for AX and that required repeatedly filling up on core dynamics composites while my other material stocks were untouched.

For internals I know what I want (lightweight the stuff that's not performance critical) - that means every ship I engineer uses up 50-70 Conductive Components (how do you get those from passive farming, do you just black out and go full murderhobo on traders often?). Conductive ceramics are also used for overcharged weapons and reinforced shield generators, basically all the meta stuff so they'll be a bottleneck for many people I'm sure. It's not a huge problem if you know you can get a lot of biotech conductors from missions, but it's annoying to have to visit a material trader to trade them down so often. (This is a case of bad recepie balancing imo).

You're not going to naturally fill up on those two materials in high enough amounts doing regular gameplay and trading other G5 mats for 50+ Core Dynamics would mean trading away like 300+ G5 other mats at the 1/6 ratio which won't be sustainable either without HGE farming.

The core dynamics stuff could be ignored and you could just go out there naked under the shields or transfer your enginered hull reinforcements to your new ship every time you switch ships. But the Conductive components issue remains if you use different ships because they will use different size internals.

I don't think it's just an issue where I'm at fault for engineering too many ships (engaging with the game too much), a new player who switches to a bigger ship after engineering their old one would hit similar bottlenecks.

I somewhat recently made an infinite beam turret anaconda that cost 80+ proto light radiators (G5) to fully engineer and it's not a build that really works with less engineering on the efficient beams. There's other fun Gunship/Challenger builds that will run you upwards of 60 of a G5 material. I'm not a T10 enthusiast and that's another ship that's hard to engineer fully unless you're already completely full on the main materials you need to engineer your 100 hardpoints. How do you passively get materials if you want a high-cap packhound T10? Military supercaps are one of the worst to target for deliberate gathering even with HGEs.

It worked. They made it so you had to log to desktop instead of menu. It's just a limitation of the way the game works, they could record the fact that you've already done a particular signal source in an instance on your commander, but that's a lot more work than just flagging it on the active client. If people are prepared to log to desktop to get a thing, maybe they deserve it? 🤷‍♂️
It "works" for on foot stuff where if you crash/get an infinite black screen disembarking the next time you log in the settlement will have no loot and it's just a dumb frustrating thing because you can just enter/exit supercruise and land again or do stuck recovery/supercruise/land (proabably even faster than relogging for some in a speedy ship anyway). All the on-foot loot erasure stuff does is punish people who legitimately crash.

If HGE relogging was removed what would change for the players who currently do it? They spend minutes flying through deep space to another HGE which requires no player input for most of it? Maybe jump to another system before doing it to find a new set of HGEs. It's not better gameplay than relogging. Sure it's slightly more immersive but again, not for the amount of time you need to do it to engineer a ship.

The issue goes deeper than relogging which is why relogging is as tolerated by the community.

Let me get this straight, is the main argument really about time? That the game doesn't provide instant gratification like an arcade game does?
Time flies when you're having fun and if people had fun gathering mats for engineering the time part wouldn't matter as much.

Does anyone actually spend every moment of their gameplay 'grinding' for mats, hating themselves and the collection of such equally while doing so?
Not complaining, you realise, just an observation that I must be playing wrong...
No because that's an hyperbole.

How it goes for me is that I have a new cool/wacky idea for a ship build I want to do that I get excited about and then the joy is drained rapidly by the process of collecting materials for it. It's slightly better if I grind the mats to full before the next experiment so I can seperate the awful bits from the good bits more.

A clever lifehack to work around the crappy game design!

Maybe more G5 mats could be added to the mission reward tables, so you could get lucky and get a mission to assassinate a pirate lord for 5 PIs.
This risks making things worse because you'd have to board flip more to get the mat rewards you need with a larger pool of possible materials.

The way this could work is if missions that offered mat rewards offered you a choice between 3 types of materials instead of credits/rep/materials.
 
I found it quicker, and easier, just to unlock the Colonia on-foot engineers...
Even if one isn't a resident, the trip from the bubble is only a few hours using the Neutron Highway...
I kind of enjoy racing myself getting out to Colonia (and back) on the highway.

I've equipped a phantom to do it with my alt, it also has some storage to bring what I need from the bubble, so engineers ought to be unlocked in a few hours. I'll probably also go and introduce my alt to Carcosa and possibly dump some biowaste at SECD stations, and probably kill as many of their ships as I can. Unfortunately it's highly unlikely that I could do much to change the situation out there... :(

So I don't expect to spend much time out there due to how some PMFs have ruined the game play in their search for expansion and domination.
 
Not sure I agree with this, yes unlocking the on foot engineers does take some time, but once you know what to do it's really not all that hard. Steal most assets & goods when no one is watching (or loot when you are wiping out an entire settlement), assassination missions will often have the target in a command building, turn off the alarms, kill everyone and pick up some schematics, shut down the power and loot more schematics and power regulators. Most (if not all data) is available in 5 packs as mission rewards. I find a digital espionage mission to download a SDP every 3-4 hours that I play.

Or I've just gotten so used to grinding that I don't really notice anymore.. :D
EDO “on foot” engineering has a real balance problem for me.

Looking for missions with whatever you need as rewards seems to be the most consistent approach and “reboot” missions can be a good source of general looting but certain materials - mainly the data - have far too high requirements for far too scarce occurrences, IMO.

Plus the fact that you can’t “overwrite” previous mods and you can’t trade data … just makes trying things out massively “expensive” in terms of both time and materials.
 
EDO “on foot” engineering has a real balance problem for me.

Looking for missions with whatever you need as rewards seems to be the most consistent approach and “reboot” missions can be a good source of general looting but certain materials - mainly the data - have far too high requirements for far too scarce occurrences, IMO.

Plus the fact that you can’t “overwrite” previous mods and you can’t trade data … just makes trying things out massively “expensive” in terms of both time and materials.
I won't argue your point, I've just come to the conclusion that the best way is to preemptively do missions for 5 data which I think are available for most data with certain notable exceptions.
 
SDP are indeed, very difficult to get, but when I checked upgrades offered by SDP engineer I was like
"srsly? do it for so poo poo upgrades? I dont need that, that and that, oh, this is nice, but I can do it with other engineer".

Well they're also needed to progress to more engineers, and it's nice to have more choice to cut down on the travel distances..
The only mod that stands out on the SDP route is Headshots.
If you can live without it, or pick it up preapplied at Pioneer SDPs are worthless.
 
No because that's an hyperbole.
Of course it is - I learned it here.

ETA: But, I still stick with the idea that every bit of engineering should be able to be bought with credits - at least then the new player can engineer their ships to be equal to the veteran player's ones...
Of course, this could lead to the "my murder boat was blown up" posts as their flying / combat skills may be far behind said veterans, but at least there would be no complaints about 'engineering grind', would there?
 
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My material bins are all almost always full too, because you never actually use most of the materials except for the few bottleneck ones (Core Dynamics Composites, Conductive Ceramics being the main ones).

Every time I engineer a ship I spend ~50 Core Dynamics Composites on engineering hull reinforfcements. They suck to gather even from HGEs since they spawn mixed in with G4 mats and sometimes you just get zero from a HGE. When the thargoid war started I engineered 3-4 different hulls for AX and that required repeatedly filling up on core dynamics composites while my other material stocks were untouched.

For internals I know what I want (lightweight the stuff that's not performance critical) - that means every ship I engineer uses up 50-70 Conductive Components (how do you get those from passive farming, do you just black out and go full murderhobo on traders often?). Conductive ceramics are also used for overcharged weapons and reinforced shield generators, basically all the meta stuff so they'll be a bottleneck for many people I'm sure. It's not a huge problem if you know you can get a lot of biotech conductors from missions, but it's annoying to have to visit a material trader to trade them down so often. (This is a case of bad recepie balancing imo).

You're not going to naturally fill up on those two materials in high enough amounts doing regular gameplay and trading other G5 mats for 50+ Core Dynamics would mean trading away like 300+ G5 other mats at the 1/6 ratio which won't be sustainable either without HGE farming.

The core dynamics stuff could be ignored and you could just go out there naked under the shields or transfer your enginered hull reinforcements to your new ship every time you switch ships. But the Conductive components issue remains if you use different ships because they will use different size internals.

I don't think it's just an issue where I'm at fault for engineering too many ships (engaging with the game too much), a new player who switches to a bigger ship after engineering their old one would hit similar bottlenecks.

I somewhat recently made an infinite beam turret anaconda that cost 80+ proto light radiators (G5) to fully engineer and it's not a build that really works with less engineering on the efficient beams. There's other fun Gunship/Challenger builds that will run you upwards of 60 of a G5 material. I'm not a T10 enthusiast and that's another ship that's hard to engineer fully unless you're already completely full on the main materials you need to engineer your 100 hardpoints. How do you passively get materials if you want a high-cap packhound T10? Military supercaps are one of the worst to target for deliberate gathering even with HGEs.


It "works" for on foot stuff where if you crash/get an infinite black screen disembarking the next time you log in the settlement will have no loot and it's just a dumb frustrating thing because you can just enter/exit supercruise and land again or do stuck recovery/supercruise/land (proabably even faster than relogging for some in a speedy ship anyway). All the on-foot loot erasure stuff does is punish people who legitimately crash.

If HGE relogging was removed what would change for the players who currently do it? They spend minutes flying through deep space to another HGE which requires no player input for most of it? Maybe jump to another system before doing it to find a new set of HGEs. It's not better gameplay than relogging. Sure it's slightly more immersive but again, not for the amount of time you need to do it to engineer a ship.

The issue goes deeper than relogging which is why relogging is as tolerated by the community.


Time flies when you're having fun and if people had fun gathering mats for engineering the time part wouldn't matter as much.


No because that's an hyperbole.

How it goes for me is that I have a new cool/wacky idea for a ship build I want to do that I get excited about and then the joy is drained rapidly by the process of collecting materials for it. It's slightly better if I grind the mats to full before the next experiment so I can seperate the awful bits from the good bits more.

A clever lifehack to work around the crappy game design!


This risks making things worse because you'd have to board flip more to get the mat rewards you need with a larger pool of possible materials.

The way this could work is if missions that offered mat rewards offered you a choice between 3 types of materials instead of credits/rep/materials.
A couple of things I'll mention here. Yes, I fully agree that all materials being potentially available a mission rewards and that no more G4 mats in HGEs would be nice to see. I'm not going to say the current system is perfect.

However the amount of mats suggests you're completely filling the circle on every module and that's not something I would tell anyone to do. When you're looking at the engineering screen you'll find that once you're over half way around (which for some reason only takes 3-4 rolls), the benefit from subsequent rolls is minimal. Certainly a ship at g4.5 is not going to handle noticeably different from one that's at g5.

So if you do have 5 HRPs you need to engineer, 15-20 CDCs will work absolutely fine. Yes, it's nice to fill the circles to say you have something done, but on a performance level you won't notice. Certainly in the case of my Clipper, the extra hull I get from being at 100% completion and 50% completion at g5 works out to about 10% factoring in resistances. I'd argue that if your hull is down to a level where that makes a difference, something has already gone wrong.

Although, again, in my ideal world, this would mean visiting 2 HGEs in Fed space or obtaining 4 mission rewards from Fed factions.
 
However the amount of mats suggests you're completely filling the circle on every module and that's not something I would tell anyone to do. When you're looking at the engineering screen you'll find that once you're over half way around (which for some reason only takes 3-4 rolls), the benefit from subsequent rolls is minimal. Certainly a ship at g4.5 is not going to handle noticeably different from one that's at g5.
Why is the game like this? What is the design goal here? How is it not a sign of there being something wrong with the system?

Are there any (skill based, non-MMO) other games where things work similarly and where you would give the same advice.

I haven't played any recent car games, but I hear they're also lousy with the grind and bad upgrades - are there any where players say "eh, just don't bother fully upgrading your car"? Elite isn't as explicitly competitive as those and you're not shaving milliseconds off some time trial lap time by upgrading your ship more, but I don't accept this as a solution, it's just a workaround to bad game design that should be improved.

Yes, it's nice to fill the circles to say you have something done, but on a performance level you won't notice. Certainly in the case of my Clipper, the extra hull I get from being at 100% completion and 50% completion at g5 works out to about 10% factoring in resistances. I'd argue that if your hull is down to a level where that makes a difference, something has already gone wrong.
If you fully engineer the hull you can free up slots for non-HRP modules without compromising on hull much like how engineering your weapons fully can give you almost an extra hardpoint worth of damage without using up a slot. This matters most on maelstrom activity ships where you need to take along a lot of other stuff and it's one of the places where I've pushed my hull the limit most times and really needed those extra rolls to get away with the loot.

But overall yeah the returns on stuff past G5 aren't that great and most people just do it to have the best ship and to be able to take pride in that or whatever and because the stats are confusing and you don't get to test stuff out before you commit to it or refund it so you don't know if you're really getting a worthwhile improvement.
 
Why is the game like this? What is the design goal here? How is it not a sign of there being something wrong with the system?

Are there any (skill based, non-MMO) other games where things work similarly and where you would give the same advice.

I haven't played any recent car games, but I hear they're also lousy with the grind and bad upgrades - are there any where players say "eh, just don't bother fully upgrading your car"? Elite isn't as explicitly competitive as those and you're not shaving milliseconds off some time trial lap time by upgrading your ship more, but I don't accept this as a solution, it's just a workaround to bad game design that should be improved.


If you fully engineer the hull you can free up slots for non-HRP modules without compromising on hull much like how engineering your weapons fully can give you almost an extra hardpoint worth of damage without using up a slot. This matters most on maelstrom activity ships where you need to take along a lot of other stuff and it's one of the places where I've pushed my hull the limit most times and really needed those extra rolls to get away with the loot.

But overall yeah the returns on stuff past G5 aren't that great and most people just do it to have the best ship and to be able to take pride in that or whatever and because the stats are confusing and you don't get to test stuff out before you commit to it or refund it so you don't know if you're really getting a worthwhile improvement.
Depends if in the car game whether you win every race in the partly upgraded car and if not fully upgrading means more money to spend on other cars.

I'd still argue the usefulness of a max g5 hull though as I can't remember a time when I returned from any CZ with less than 50%. If there's a fault, it's that max level engineering is OP against the opponents you face, but then perhaps the effort needed to get there is an attempt to balance that. I remember completing CZ in a 400mj shielded Chieftain where the shields never dropped, so again, a max engineered hull for example, probably is going overboard. I'd accept against thargoids may be different, but I don't think that's relevant to new players.
 
I don't think I 've ever filled the circle for any module in all the time I've been playing.
I did when I started using engineers, as I hadn't had experience of them.
It was only after a short while playing around that I realised that the gains by filling the circle were minimal to those to be had by 3 or 4 'rolls' - As you may guess, I have never watched any social media guides - good & bad there, I guess!
 
See, I don't really agree that there are good and bad examples of the progression games. OK, there are differences, but the basic problem is that some players always look for the most "efficient" progression. Unless all paths are identical they'll find one that's more "efficient" (in their terms) than the rest, and rinse that for all it's worth. Then they get bored and say the game is grindy, while being unable to understand how others are having a good time playing it.

The fact that players doing that think the game is grindy doesn't actually demonstrate that the game is grindy. Being susceptible to this complaint is a fundamental feature of the career type of game.
Blaming the players for the way bad MMORPG structure has evolved over decades to keep paying gamers on an arbitrarily long-running treadmill before they can have 'true' freedom to do everything in the game they want, is absolutely not a conclusion I'd ever support.

Material gathering in Elite for Engineering is grindy whichever way you go about it or slice it. "Pick it up as you go along" is simply prolonging the inevitable, and very likely hamstringing yourself for no real purpose than self-injecting your play experience with tedium and struggle. This is a common refrain and has been since the very beginning. That's not the fault of players, and is not because they're 'rushing too hard and getting bored'. The system itself is flawed and misguided.

Good "career" games do not have these issues. The fact you seem to stalwartly believe so, to me, speaks to me as an example of how strongly this conditioning by so many MMORPGs over the last couple decades that it's penetrated various gamers' subconscious. There are better things than this, you can and should ask for and strive for having better than what you've settled for all this time.
 
BTW please don't use the fact that I engineer too much by filling the circle to dismiss the issues with the engineering/grind that affect newer players too.

Doing what you consider "extreme" amounts of engineering and pushing it to the limit just makes me and others more sensitive to the actual issues that you might be able to ignore.
 
This shouldn't have to be said, but we are where we are.

Of course you can't destroy the toughest NPCs in the game if you are a new player. If you could, you're not a new player. The point is that it is possible to get there and you don't have to spend your whole time in game trying to get engineering materials.

You saying that the build could be improved just supports the one point I wanted to make if we're being honest. Glad we agree on that.
So what, give a new player the kind of advice that makes it even harder to try taking on NPCs? That does not make sense.

There's better ways to advise building vanilla ships, vanilla + guardian unlock builds (as guardian unlocks are comparitively very easy and low on time-sink), and then in turn things to do with engineered builds. All-fixed cannon FA-off under-shielded Krait is not suitable as a "new-player" example to follow.

Something else I'll add is the first ship I used seriously for combat and the thing that did most of the work in unlocking my first Cutter.

It's absolutely riddled with basic mistakes and even the choice of ship is questionable here (Do NOT copy this). That's before we consider that it's basically unfinished because I couldn't be bothered unlocking Selene Jean and Lei Cheung, among others.

Absolutely dominated every combat scenario I put it in (PvE only of course).

To this, at least, I'll admit even basic degrees of engineering/guardian outfitting makes long strides in PvE combat... so long as you don't bite off more than you can chew. That's just how overpowering Engineering is compared to vanilla, which I choose to view as a fundamental problem. It certainly 'is what it is', and making sure newer players understand that about the game - rather than suggesting they hamstring themselves by disregarding it - is important.
 
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