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

-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.

Often a problem that is being solved is not presented to the community... engineering materials not being subjected to a p2p trade system is probably intended to encourage all players to involve themselves in all forms of gameplay.

At the very least it prevents multi-account players from boosting their additional accounts with god-tier mods for practically no effort.
-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.

As a huge x:4 foundations fan I strongly agree. It should be possible to build ships with ownable assets, and there should be tangible costs involved. Then again, this could make ships cost differently based on supply, and may make parts or entire hulls unobtainable. It would be substantially more complicated, in contrast with your wish for a more streamlined shipbuilding system... at the end of the day the current implementation that allows stocking a choice of ships and modules on a carrier is a good middle ground.
-Add complex PvE content to guarantee we lose ships and keep the economy going.

I lost at least 17 viper mk3's and two DBX to thargoids this week. I don't think we need more complex PVE content-- what exists is significantly difficult in my opinion.

engineering killed it

When i was a tyke I declared i hated lobster because it's basically a giant sea ant. I had convinced myself I hated it for years until my SO made me try some. I found it was truly delightful with a little bit of butter. In such spirit I would implore you to not hate engineering until you try it. Develop your opinion with experience, and it might be more heavily weighed. Engineering is certainly overwhelming, but for a regular player it is far from unapproachable. I'm a wibbly meatbag piloted by two goldfish, so surely you can figure it out.

That said Fdev sure could do a lot to make the experience smoother. A simple addition that would make my life easier would be adding a flag to materials related to remembered engineer jobs that shows in the trade interface.
 
When i was a tyke I declared i hated lobster because it's basically a giant sea ant.
They're related to prawns which are related to woodlice... and woodlice apparently taste like prawns and turn pink when cooked...

Yuck.

I used to like crab paste as a nipper (no pun intended), though.
 
Shortly before the release of Elite Dangerous, the DDF convinced Frontier to abandon their plan for in-system jumps (which would probably have made the exact star separation largely irrelevant) and replace it with supercruise [1] (where it becomes very relevant whether it's 4,000 Ls, 400,000 Ls, or 4,000,000 Ls). Not the only case - nav beacons, USS, piracy - where that late change in a fundamental mechanic left a lot of the rest of the game a bit disconnected.

[1] Strictly the original announcement by Frontier was that they were going to have both supercruise and in-system jumps be available; I'd guess that they ran out of time to implement two separate travel mechanisms before release and always had something more urgent to do after that since supercruise mostly works well enough in most systems.
Wait, what? We have the Kickstarter pledgers to thank for that bonehead move? Good lord, I need a time machine in order to process all the facepalms I want to project back through time over the past 9 years.

There's still several possible ways to address the supercruise timesink issue, if it ever gets any attention at all, but wow, that...really kinda upsets me that some privileged few with money were responsible for a decision that has negatively affected all other players since.
 
But why grind combat rank? It comes all by itself from just playing the game..

That is not true. You are never going to get to Elite combat rank or anywhere remotely near it by 'just playing the game'. I would know, I went on hiatus for this specific task for over 4 years, partly owing to other frustrations but also because enduring said frustrations at the same time as a "sheer quantity" fish-in-a-barrel grind was not appealing to me.

And it was still that grind when I came back and pushed through it. From partway through Dangerous to full Elite still took me several weeks of focused grinding. You cannot possibly reason that players will accumulate the requisite thousands upon thousands of kills it takes to get to that point, by just 'doing missions' or whatever.

I did relog on my main due to tutorials.. On my alt I'm slowly achieving the same without relogging and IMO it's way more fun!

If you are enjoying punishing yourself by doing the gathering grind the hard and slow way before you get to do anything else you could be doing in the game, more power to you. But I would not think that's a reasonable expectation to apply to other players, especially newer ones... as this thread is evident of.
 
When speaking of "most players" that have quit playing the game... well obviously most players quit games because they don't want to do the activities anymore. Isn't that true of every game that people don't play anymore?

This could be in the first 30 minutes of gameplay because they simply don't like the genre, gamestyle, steep learning curve, cryptic and frustrating UI, or overall game quality (see Odessey launch!).

This could be after 500 hours of gameplay because they are just simply tired of the activities they have played.... for 500 hours!

And of course many players are just casual. They don't explicitly quit the game. They just play for a while then move on. And maybe revisit periodically. Or just completely forget.

Every RPG game I have played has barriers to enter further content. This is a generally accepted concept in video games, not much surprise to anybody. It is completely normal for a game character "level up" requirement in some method to progress and engage in further content. As a gaming concept I don't see this as a major contributor for players quitting ED.


I'm not saying engineering is perfect or couldn't be improved upon. I just disagree that the specific activities surrounding engineering is the reason why "most players" have quit playing ED.

Activities that players do not want to do are a problem that should be fixed. Games should be made fun for players. It doesn't operate the other way around.

Yes, horrible MMORPG game design that has only rarely-if-ever been deviated from in one copycat production after another over the past couple decades has become pervasive and 'accepted' by generations of conditioned gamers... that does not make it a good example to follow, or fun.

The testaments of players that have left reviews, quit the game, or left feedback on these very forums, stand for themselves... if anybody is even bothering to look anymore.
 
The thing I have found about the Odyssey grind is that it is almost totally ignorable, the fact that you can by G3 suits and equipment from the shops on the concourse with special effects fitted means that unless you want to go higher the engineers are unnecessary obviously chasing around the shops looking for something specific can be considered a grind if you want to.

A game system that is best treated by pretending it's not there, is a bad system. That sucks. It shouldn't be just accepted as the norm.
 
Wait, what? We have the Kickstarter pledgers to thank for that bonehead move? Good lord, I need a time machine in order to process all the facepalms I want to project back through time over the past 9 years.

There's still several possible ways to address the supercruise timesink issue, if it ever gets any attention at all, but wow, that...really kinda upsets me that some privileged few with money were responsible for a decision that has negatively affected all other players since.
As Ian says, the original ideas was to have essentially POIs in space that you would jump between - sort of like the old Wing Commander games, or like Starfield and all the complaints it gets about space travel in that 😁

Although I didn’t pledge at that level, I’m glad we got free-flight around systems.
 
The particularly strange thing there is that Frontier had already implemented CQC, where the "upgrades" are genuinely mainly well-balanced alternatives - with the exceptions being too weak rather than too strong - which can help with a particular play style or goal but don't make the ship as a whole more powerful in general.

The thing with CQC is nothing matters compared to the pick-ups in the arena. Everything about CQC meta revolves around collecting & stacking those buffs, nothing else comes close. It's a big reason why it got so stale so fast, in my view. That and the utter lack of attention to the feature, of course.
 
It's 15 minutes in a fleet carrier. Go make a cuppa.

Not all players have a fleet carrier ready on standby on a moment's notice. That's going to be a good 45 minutes to an hour, and that is if you already do own a carrier and already have it parked somewhere nearby in the bubble and your next activity is also in the bubble.

Newer players do not have this luxury. It is not a reasonable expectation to rely on fleet carriers to work around the core problem there.
 
(The adopted mistake you might be thinking of is Mitterand Hollow - another object carried over from FE2, but with the orbital period accidentally entered in minutes rather than days in ED - clearly ridiculous when you see it, but fun enough that they never bothered to fix it)
I thought it was because they’d messed up the data transfer from FE2 - the orbits of Mitterand Hollow and Schneider Relay got swapped.
 
That said, I played my first ~9 months without a single engineering upgrade while exclusively bounty hunting. I turned Elite in Combat without any engineering, Powerplay, or Guardian module. And it was a (literal) blast, not at all a grind. Engineering is great but not a must to enjoy the game. Being able to upgrade our ships beyond common specs should entail significant work and require proper experience progression.

Achieving Elite combat rank with no special upgrades, either means you have highly unusual dedication or got the task done before these features were around. Either way I'm positive it took you a terribly long time, and as someone who last year completed that hurdle, can only receive the statement "not at all a grind" with complete & total disbelief. I don't understand how you can make that statement with such a raw sheer-quantity requirement.
 
It is interesting the ED does not impose actual ingame roadblocks to players. There are gates... which can be opened with relatively low skill. But unlike other RPG games I have played there are not actual gameplay roadblocks. Every time you want to get specialty engineering mats a cmdr does not need defeat a high level boss. And to obtain G5 engineering access there is no requirement to defeat a super-ultra-mega boss requiring a team of 5 players.

In many games this presents an actual roadblock for players.

In ED a cmdr can purchase and engineer a top tier ship through sheer perseverance if they desire. Dav's Hope and Robigo Runs. Grind all day and night and you can get ships and ranks. Or like everybody else progress while doing normal game activities.

It would be nice if there was bigger skill based short-cuts to engineering. One that can't be cheated with power leveling noobs.

I really want to emphasize here that neither Dav's Hope or Robigo runs are worthwhile ways to spend your time and have not been for many, many years. If these are your ideas of doing things efficiently, small wonder you look poorly upon it - both of these methods have been outdated and woefully slower than many other means for a very long time now.

And that relying only on 'normal game activities' is easily even slower, of course....
 
RNG is a tool for abstraction and need not take outcomes out of the player's hands. Some degree of randomness is needed to depict statistically credible results if one is not willing or able to get bogged down simulating minutiae. Hell, even if we simulate everything to the logical extremes of our ability to, we eventually come down to quantum effects that can only be described in terms of probabilities. RNG is not only easier, it's often more accurate, than an incomplete simulation.

When it comes to gaming I can scarcely think of examples where RNG implies facing consequences one has no say in, outside of explicit games of chance (e.g. a slot machine). Even the old-school tabletop RPGs I play, that have three rules, each specifying at least one die roll, for almost everything, do not do this. The player invariably has many opportunities to skew the the odds in their character's favor, or to negate the need for a roll at all. People cry about things like saving throws or skill checks all the time...not realizing that such rolls are typically only called for if the player already screwed up in a major way.

Tabletop is a bit of a different ballgame. I speak with some PTSD given to me from many years learning the hard way, I cannot put up with how Wargaming makes their games. Every facet of World of Tanks has force-injected +/-25% RNG - your penetration chance, your damage, your accuracy, your bloom, your chance of damaging a module, your crew abilities, literally every facet of what you're doing shooting at other tanks is affected. It's the equivalent of rolling dice in order to roll dice. World of Warships is the same. (Warplanes is/was different, but it's an effectively dead game for several other outstanding reasons.)

You may as well go sit at a slot machine all day and call it good.

My observation from playing video games most of my life, is that most video game creators over-rely upon RNG as a crutch or cheap-and-easy alternative to deeper-thought mechanics - that's why I put such emphasis on decrying its usefulness. My favorite RPGs are ones like those made by Larian - where RNG as an element is by and large, hardly even involved.

Would that more said creators at least took your view and remembered to at least preserve player agency and control over the outcome....
 
Can you stop derailing the thread and get back on topic.

I'm responding to other thoughts being shared in the thread, not attempting to derail discussion. You might note I've brought up the point of the OP's posts several times, as well.

There's a lot this game has going on when it comes to reasons for player dissatisfaction, and these forums have a lot going on when it comes to denying or gatekeeping that dissatisfaction in various ways.

I don't intend to be testy towards those that continue to maintain these spaces, but I'm hardly posting off-hand one-liners and some gif like the average discussion thread seems to enjoy without interjection.
 
Wait, what? We have the Kickstarter pledgers to thank for that bonehead move? Good lord, I need a time machine in order to process all the facepalms I want to project back through time over the past 9 years.

There's still several possible ways to address the supercruise timesink issue, if it ever gets any attention at all, but wow, that...really kinda upsets me that some privileged few with money were responsible for a decision that has negatively affected all other players since.
I am not sure that I would still be playing after all these years if travel was all
  1. Launch
  2. Charge FSD
  3. Countdown
  4. Loading Screen
  5. Arrive

That is not true. You are never going to get to Elite combat rank or anywhere remotely near it by 'just playing the game'. I would know, I went on hiatus for this specific task for over 4 years, partly owing to other frustrations but also because enduring said frustrations at the same time as a "sheer quantity" fish-in-a-barrel grind was not appealing to me.

And it was still that grind when I came back and pushed through it. From partway through Dangerous to full Elite still took me several weeks of focused grinding. You cannot possibly reason that players will accumulate the requisite thousands upon thousands of kills it takes to get to that point, by just 'doing missions' or whatever.
Well it didn’t take me weeks to get to Combat Elte even if it was the one I got first and it definitely didn’t involve more than a handful of missions at most* just going to some variety of RES or Nav beacon and shooting everything that showed wanted.

There were a lot of CGs involved but I don’t consider those missions.

A game system that is best treated by pretending it's not there, is a bad system. That sucks. It shouldn't be just accepted as the norm.
Having an alternative to having to engineer everything is a good thing especially if it lets you play the your own way.
 

Ozric

Volunteer Moderator
I don't intend to be testy towards those that continue to maintain these spaces, but I'm hardly posting off-hand one-liners and some gif like the average discussion thread seems to enjoy without interjection.
Why would you think I'm singling you out?

But while we're on the subject, you don't need to make a separate post for each quote :) You can use the multiquote tool, saves loads of space.
 
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