RNG Crafting: Poll

  • Thread starter Deleted member 110222
  • Start date

RNG Crafting: good or bad?

  • Good

    Votes: 266 51.9%
  • Bad

    Votes: 247 48.1%

  • Total voters
    513
  • Poll closed .
In the context of engineers I think it's fine. Helps to introduce some variation and realism to the modification. After all, in reality if you pay a mechanic to modify your car to get more power (bore the cylinders, tweak the ECU etc) then there's no guarantee on the exact performance increase, you just have to do the modification and see what happens.
 
Again, the variance on modules would have to be enormous to prevent a meta build from being the norm it really doesn't have anything to do with this.

I agree with you 100% about creating a unique ship though, if we can customise them enough that they genuinely feel like our own I think 2.1 will be a resounding success even if the wing brigade still gravitate towards an identical loadout.


Once people run the numbers on upgrades (Overcharged, Piercing, etc) and their special effects, a meta is only naturally going to happen. I've yet to see a game that balanced things so well that there was no meta.

Even Star Wars Galaxies space combat had metas (weapon hardpoint and power restrictions), even though there was no limit on just how awesome the mods on a crafted (Reverse Engineered) item could be. Indeed, some people spent YEARS making items that were not only unique, but had no equal. I doubt ED will go that far.
 
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I want a chance to create a truly unique ship. RNG crafting allows me to do so. As an added bonus it is likely to make the establishment of clear-cut cookie-cutter pre-fab meta-builds much smaller.

Adding 3% extra of this or -5% extra on that, on some small range of craft-able items - will not really make a "truely" unique ship - it will just make a ship a bit different....

It will be the core functionality of the craft-able modules (AND THEIR VARIATION - and continual improvement and expansion of new modules) that will allow you to make something that will be unique to a role - even if it does become a cookie cutter model.


Again - crafting needs to be quite a complex tool/feature - with a lot of investment into its broadness, and intergrational possibilities...


Adding an RNG 3% extra sauce is a short cut...
 
I've reached triple elite months ago, have a fleet of A-rated FDL, FAS, Python, Anaconda, Corvette... and have thus ran out of things to do. This is finally adding some proper customization and depth to the game and I'm really excited to come back after several months, its possibly the best update so far. There's nothing wrong with a bit of RNG, I prefer some excitement of unknown rather than calculating how many hours of trade grinding will I need for a new ship.

Also, Diablo 3 haters, stop citing that game as an example of bad RNG, you're nothing but a vocal minority. Diablo series was always about RNG loot hunt and 3rd installment in the franchise is by far the best in every aspect.
 
Once people run the numbers on upgrades (Overcharged, Piercing, etc) and their special effects, a meta is only naturally going to happen. I've yet to see a game that balanced things so well that there was no meta.

Even Star Wars Galaxies space combat had metas (weapon hardpoint and power restrictions), even though there was no limit on just how awesome the mods on a crafted (Reverse Engineered) item could be. Indeed, some people spent YEARS making items that were not only unique, but had no equal. I doubt ED will go that far.

Exactly my point it really doesn't matter what they do, a theoretical maximum will occur and will be the meta.

I don't really get why people care, its irritating in a gear based game when you want to fulfil a particular role, but in ED it is actually skill based, better pilot is worth far more than weaponry and will continue to do so. I mean just the difference between somebody who lands every shot with rails and somebody who misses 20% is that 20%, I'd be surprised if the engineers will give us a big a margin as that on any equipment ;)
 
Look again at this image:

For every stat it lists the best and worst possible outcome. Every single one of them can be in the blue zone, i.e. a buff.

I'll grant that it is possible that there could be restrictions not visible in the screenshot, like an overall stat budget that is always matched, and for every % in the positive something else must go equally into the negative. But both the screenshots, the text in the newsletter and previous material talks about direct upgrades, downsides possible but not inevitable. Also, the random rare special upgrades (like the incendiary multicannon) have been said on multiple occasions to come without downsides.

I think we should wait to see how it actually works. A few times in that live stream they basically said - "That image is wrong, it's old - it doesn't look like that anymore." So, I wouldn't make any rash claims based off the images yet. Beta is the time to tell them it sucks, if it is indeed just a linear chance of getting good stats or bad stats. Remember how "Blaster" McQueen used to look?
 
Adding 3% extra of this or -5% extra on that, on some small range of craft-able items - will not really make a "truely" unique ship - it will just make a ship a bit different....

It will be the core functionality of the craft-able modules (AND THEIR VARIATION - and continual improvement and expansion of new modules) that will allow you to make something that will be unique to a role - even if it does become a cookie cutter model.


Again - crafting needs to be quite a complex tool/feature - with a lot of investment into its broadness, and intergrational possibilities...


Adding an RNG 3% extra sauce is a short cut...

Its a short-cut I'll gladly take. :)
 
I have mixed feelings about this, and it largely depends on what I'm upgrading.

Internal modules and one off weapons (thing FDL huge hard point), the RNG thing will be something I quite like. My ship will have a special FSD or shield generator, and that huge Multicanon on my FDL will feel "one of a kind".

The point where I suspect it will really start to grate is when I have the 4 pulse lasers on my FDL. By their nature I will want them to be the same - or at least matched pairs. With the RNG stuff getting 2 identical weapons for a pair of matched hard points will be a real PITA.

Although of course this all comes with the disclaimer that I haven't played with it yet. Maybe it will work really well.
 
I have mixed feelings about this, and it largely depends on what I'm upgrading.

Internal modules and one off weapons (thing FDL huge hard point), the RNG thing will be something I quite like. My ship will have a special FSD or shield generator, and that huge Multicanon on my FDL will feel "one of a kind".

The point where I suspect it will really start to grate is when I have the 4 pulse lasers on my FDL. By their nature I will want them to be the same - or at least matched pairs. With the RNG stuff getting 2 identical weapons for a pair of matched hard points will be a real PITA.

Although of course this all comes with the disclaimer that I haven't played with it yet. Maybe it will work really well.

That's kind of the underlying question though. Say you modify your FSD and get a +5 ly boost, but a huge power drain hit and fuel usage. So you do it again. This time you get a +6 ly boost and a fuel deficit so it actually consumes less fuel. It's got some potential, but it really depends on how they implement it. To which I say, we have no idea until it goes live on the beta server. Not gonna pull my hair out and wave my arms around until then.
 
Expand on the materials weapon enhancements so instead of three levels make it 5 or 7 with say 5 - 7% improvement at each level, however the top one or two levels would be accessible with the addition of some rare (exo bubble) material and/or some item from a wreck (space or planet).
 
Expand on the materials weapon enhancements so instead of three levels make it 5 or 7 with say 5 - 7% improvement at each level, however the top one or two levels would be accessible with the addition of some rare (exo bubble) material and/or some item from a wreck (space or planet).
There really will be a lot of tears if the PvP boys have to trek across the galaxy for some particular rare for the Besttm weapons lol
 
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There is nothing wrong with RNG if it is served in reasonable manner. This system is part of majority, if not all MMOs. It would be bad only if this magic RNG spits out way too overpowered modifications. The way I see it, RNG should be rare slight bonus to otherwise planned upgrade, but in no way the main target of our meddling with engineers.

Concept of engineers has great potential. I'd really hate to see it going the same path as PP and becoming another mindless grind.
 
There really will be a lot of tears if the PvP boys have to trek across the galaxy for some particular rare for the Besttm weapons lol

Why'd you think I suggested it? :)

Or make materials a sellable/tradeable commodity it'd be another source of income for explorers
 
I came looking for this thread.

I want to voice my displeasure at RNG Weapon Augments. I loathe the idea.

I would prefer
1 - Select the specific upgrade you want. Increase the material requirements all you want.
2 - Keep the RNG process, however once unlocked/discovered/built once make them specially selectable.

I can just see working a whole bunch to unlock some Engineer. Rolling up with a fancy ship and rolling out with a clown ship with a random assortment of guns that do all manner of different things. OCD trigger warning required.

If I want to go for a specific ship build don't make me sit there rolling dice until I get "lucky" enough to get it. Just don't.
 
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I came looking for this thread.

I want to voice my displeasure at RNG Weapon Augments. I loathe the idea.

I would prefer
1 - Select the specific upgrade you want. Increase the material requirements all you want.
2 - Keep the RNG process, however once unlocked/discovered/built once make them specially selectable.

I can just see working a whole bunch to unlock some Engineer. Rolling up with a fancy ship and rolling out with a clown ship with a random assortment of guns that do all manner of different things. OCD trigger warning required.

If I want to go for a specific ship build don't make me sit there rolling dice until I get "lucky" enough to get it. Just don't.
Good, then hopefully you won't do it - I think that's the whole idea.

I can think of nothing worse than them doing your first option - that's an enforced grindfest to keep up with the people who know no better
 
I can think of nothing worse than them doing your first option - that's an enforced grindfest to keep up with the people who know no better

Not at all, I believe that re-rolling a weapon multiple times over seeking a specific upgrade in mind, would be more of "grindfest".

Let's say you're super keen on a rack of Thermic Overcharged Multicannon Whatevers, and have a 80% chance to roll just Overcharged Multicannons. As opposed to being able to select the specific thing you're after and have it be maybe twice as expensive. Which is the bigger "grind" when you let the numbers play out?
 
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