Engineers RNG = Bull

I had a LVL4 FSD upgrade that gave me a 24.60 jump in my python. After rolling for a LVL5 upgrade, I now have a 23.33 jump range in my Python.
I don't see why upgrading from a LVL4 to a LVL5 frame shift drive jump range would decrease the jump range.
In the gaming world. If you go from a (Level 4) to a (Level 5) there is an upgrade.
It's bad enough that the RNG has us running around collecting all this stuff at random.
And hauling it around as pirate bait.
Come on Dudes get it together. I love this game, but this is really annoying.
 
Always do upgrades to clean items only. If it's been modded, don't mod it again. Seems to be a thing that unmodded items get better rolls.

Z...
 
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Always do upgrades to clean items only. If it's been modded, don't mod it again. Seems to be a thing that unmodded items get better rolls.

Z...

As soon as we've got module storage, this is a good advice. If your already existing mod is good, you don't want to lose it. But your new roll might be almost as good and worth keeping for another ship and discarding it would be a waste.

Other than that, I dare to oppose your observation. I've got really nice mods on already altered equipment. Existing modifications don't change the RNG! Why should they?
Psycological effects are more likely as an explenation for this perception. After all, you see the stats of your mod as a reference and are able to directly compare the results. If your were lucky in your previous roll, chances are high that you will be sub par in your next.

And I really don't see, why this should be a bad thing!
Couldn't one argue quite in the opposite direction? If there is the possibility in a lower level attempt (that requires less valuable ingrediences and hence less game time to gather them) to get very good results, isn't this relaxing the urge to get to this really "expensive" 5th grade?
But if you do invest the necessary time, a 5th grade roll always can reach better results than even the best 4th grade roll could ever hope to achieve. It's just not guaranteed.
So, where exactly is the problem?
 
Bit late for this bandwagon, it's already been and gone mate!

FYI, you can discard unwanted modifications.
Take enough materials and cargo for about 8 rolls, and you should eventually get a 45%+ roll.


Chances are, you got an extremely good lvl4 roll, and just an average lvl 5 roll, there usually isn't much overlap, but secondary effects can nudge a lower levels maximum above the next levels minimum.

For example, I got an overcharged powerplant lvl1, to +19% capacity. Lol
No need for further modifications on that!
 
Yeah, great, you can discard it, know that all the time and effort obtaining those materials was wasted along with them, and just roll again! /s

I sympathize greatly with the OP and I too loathe the RNG.

Thus far I've been fortunate enough with my level 5 rolls with my ships, I just hope that trend continues....
 
Yeah, great, you can discard it, know that all the time and effort obtaining those materials was wasted along with them, and just roll again! /s

I sympathize greatly with the OP and I too loathe the RNG.

Thus far I've been fortunate enough with my level 5 rolls with my ships, I just hope that trend continues....

The RNG seems tipped in favour of success anyway.
So far I've put a grade 5 fsd on 2 Pythons, an Anaconda, an FDL, and a random iEagle.
All took less than 4 rolls to achieve 45%+
My Anaconda landed on 50% first time. Lol
 
And here's me, loving my lv 1 mods. It's supposed to be hard if you want the best. Why does everybody need the best? I don't think I want to understand because it might cripple me with anxiety once I do.:rolleyes:
 
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I never throw away decent grade 3/4 rolls.... i pass what i can down to lower ships.... my no. 1 priority ships get the best stuff and the nice to haves get the lower rolls... saves mats... can always upgrade later.
Bit of a faff moving stuff around and multiple visits but its how i roll (pardon the pun)
 
I had a LVL4 FSD upgrade that gave me a 24.60 jump in my python. After rolling for a LVL5 upgrade, I now have a 23.33 jump range in my Python.
I don't see why upgrading from a LVL4 to a LVL5 frame shift drive jump range would decrease the jump range.
In the gaming world. If you go from a (Level 4) to a (Level 5) there is an upgrade.
It's bad enough that the RNG has us running around collecting all this stuff at random.
And hauling it around as pirate bait.
Come on Dudes get it together. I love this game, but this is really annoying.
It is meant to represent that you go to an engineer, and say "hey, can you get me a bit more performance on this drive?" and he goes, 'sure' and tries, but since it is tinkering, tweaking and working with something, modifying something, you never quite know what you end up with.

Add that it sounds like you applied an upgrade you shouldn't, you do not need to do so? IF it is better apply it, if it isn't don't?

Frankly the vast majority of games with modifications and loot work similar to this, except they do not show you the rolls, maybe frontier should simply hide the rolls, because it seems people are comparing to what they CAN get, meaning to best possible level 5 roll, instead of what you should be comparing to, is it better then what you have...that should be where you compare.
 
As soon as we've got module storage, this is a good advice. If your already existing mod is good, you don't want to lose it. But your new roll might be almost as good and worth keeping for another ship and discarding it would be a waste.

Other than that, I dare to oppose your observation. I've got really nice mods on already altered equipment. Existing modifications don't change the RNG! Why should they?
Psycological effects are more likely as an explenation for this perception. After all, you see the stats of your mod as a reference and are able to directly compare the results. If your were lucky in your previous roll, chances are high that you will be sub par in your next.

And I really don't see, why this should be a bad thing!
Couldn't one argue quite in the opposite direction? If there is the possibility in a lower level attempt (that requires less valuable ingrediences and hence less game time to gather them) to get very good results, isn't this relaxing the urge to get to this really "expensive" 5th grade?
But if you do invest the necessary time, a 5th grade roll always can reach better results than even the best 4th grade roll could ever hope to achieve. It's just not guaranteed.
So, where exactly is the problem?

The problem is the epic amount of invested time in RNG after RNG, only to have to pull the handle on yet another RNG...

In my case, I actually feel ill when driving the SRV for more than about 30 minutes. I've never found any rare material on any planet, ever, in under 30 minutes. So pretty much any high level upgrade I want, I know I will spend time feeling like I will throw up - this, despite actually quite enjoying the SRV. Now, I wouldn't mind so much, except, I'm then faced with yet another which may end up worse than something I could spend less effort for.

It would be really nice if that last level was not RNG, that's all.

That's the problem.

Perhaps if ultimate performance was based on material quality, and I could, in my head, just say "you know what? I'm good with the 75% purity unobtanium. I don't want to grind any more, I'll just take what it gives me".

Or simply no overlap...



Z...
 
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how do you store previously upgraded module without losing it?

You sell it, swap to a 'storage' ship, pray that the server doesn't lose the module in the few seconds it takes to do this, then buy it back.

I have about 75 ships, probably about 70 of which are used for storage, if I use them at all. Endless hangars full of Powerplay weapons, g3 FSD upgrades, etc etc

Obviously this workaround will disappear with module storage, thankfully.
 
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