Engineers The Engineering RNG's SERIOUSLY Need Adjustment!!!

This has already been dealt with, you can still have bonuses, but on the positive side, you don't end up with waste of time rolls.

Z...

Just to be clear (because I'm not sure it is from that post in isolation) I was talking specifically about the difficulty FDev would have in converting existing mods to any new system using a method that players would find equitable. A changed system can itself be set up any way they would want including bonuses etc.

The issue I was highlighting is that under the current system there have been rolls produced that would be outside the likely combination of values that a slider-based system would offer even with bonuses. Even if the potential bonuses stayed as they are now in terms of both the attributes affected and the range of possible bonus changes, the base rolls for current gear in some cases still have the best possible outcome for three or even four out of five attributes in some cases, plus the best bonuses possible. Assuming a slider based system would be based on trade offs rather than just allowing people to max everything out, those rolls could not be replicated under such a system.

If you have a mod now with say four attribute changes and the mod has three of those attributes within 95% to 100% of the best possible change, plus one of them increased to 105% of that range due to a secondary, that mod simply can't stay in the game if the best possible effect you could create under a slider-based system is changing two attributes to +95% of the range with the trade off being that the oither two attributes can only be set to the bottom 30% of the range.

I'm assuming here that when people talk about a slider-based system they want something like the way skill points are allocated in RPGs where there is always a trade off involved in that if you allocate them to attribute X they aren't available to also max out attributes Y and Z.

All I'm saying is that any system like that would mean some current god-rolls and even some decent ones where the roll is in the 'best' 75% range say for each attribute couldnlt stay in the game because they couldn't be rolled by a new player under that new system and you can't have a situation where some players would have gear that would be a) overpowered by virtue of being outside the new range of possibilities and b) unattainable by any player after the changes for the same reason.

There's also no 'fair' way for FDev to automatically change existing gear to fit with that system because a straight proportional decrease in all the gear values until the total changes fit what could be achieved with a new system would not take account of the relative importance of the various attributes and their actual values.

Take a power plant (for example) which has good rolls for each attribute, say be a 23% decrease in heat efficiency (range is currently -20% to -50%) a 25% reduction in integrity (range is currently -20% to -50%) and a 32% increase in power output (range is currently 10% to 36%).

A slider-based system of the kind people seem to want would be very unlikely to allow players to allocate those improvements since the whole point of such a system is usually a trade off between one stat and another whereas the current mod would be basically near the top of every possible range, so the player couldn't be allowed to keep that after any changes because nobody else could ever make one - that's not realistic in a game that includes pvp. So Fdev do what, proportionately change the old mod so it matches the new parameters? How?

Apply a straight proportionate reduction to each attribute until the total changes between the three are what you would get by allocating improvements pretty equally across the three attributes under the new system? That would probably give something like a 33% reduction in heat efficiency, a 33% reduction in integrity and a 25% increase in power output.

Trouble is, although that might seem fair, the player who made that mod because he needed the 32% increase in power output is screwed, his mod is now worthless.

OK so FDev are smart - they decide that for each adjustment they will keep the critical stat for the upgrade type at either its current value or cap it down to the maximum if it was above it and then automatically split the necessaryh balancing between the other attributes. So that power plant becomes one with a 32% increase in power output still, but to keep the total changes within those allowed by the new slider allocation system it has to have a -40% change to integrity and a -40% change to heat efficiency. The player keeps his power output increase but evey time he has to fire a shield cell his ship catches fire due to the greater loss of thermal efficiency.

There is just no way to do an equitable conversion automatically and unless people are thinking that a slider-based system would actually allow them to almost max out every stat (which it surely wouldn't) that is a reality of any such change. I mean I know for a fact that my own totally legit rolled FSDon my DBX would be history under such a change because it's exactly as described above - in the 'best 10% or so for every attribute change and with two beneficial secondaries on top of that.

I'm not making a point based in self-interest here, just using that as an example (I rarely fly the ship and didn't do 5,000 rolls for that mod or anything, it was genuinely just a lucky one) but there are players whose entire builds are so finely balanced with the current stats of their mods that any change that resulted in the overall improvements they have on those items of gear falling outside the ranges possible under a new system would not only trash a single piece of gear but would result in them having to re-work entire ship builds.

As I said at the start, the issue is simply that if you think about the current system in terms of allocating an overall pool of improvement points/percentages the problem is that it effectively lets players allocate enough to max out everything with a lucky roll. No slider-based system of the kind people have said they want, one that involved forced trade-offs, could possibly replicate that, it's mathematically impossible and that alone would mean that some existing rolled mods would have to be changed.
 
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The lizard has a point.

The only other alternative is to allow upgrades up to level 3 to be bought. I have bought the SuperThrusters from Felicity, and found them to only workable on the Sidewinder (after spending tens of millions experimenting, and testing). I've spent brazillons of creds on this sort of thing, just because I'm a ship-building junkie from the Old Traveller Days. Then, I test them out in the local shark tanks. Boom! Yet another insurance claim. Now up to 42.

Obviously, I combat log in solo. :)

That Demented SpeedWinder is great fun to fly, or run data missions. Otherwise, it gets blown to Elvis in any kind of combat, can't carry jack, uses 40% of a really overcharged A2 power plant, and runs hot. The A3 thrusters are only useful on the Adder, and a stock Cobra can kill it, since the drive uses too much heat, and power. Four mounts versus three, and better shields, less heat buildup, and better base integrity give the stock Cobra 3 the win.

The rolls most players are looking for are on thrusters, and jump range. Felicity alone *has* to have invented Transwarp Drive on what I've fed her in materials so far. J-35, and G4 thrusters should be purchasable. These should be made for ships up to the Cobra 3. The Asp, and above, is the breakpoint. The grind commences there. Although, it *might* be amusing to have a Cobra 4 "exclusive" boost faster than five meters per second... :)
 
I admit that I didn't read the multiple walls of text in this thread, so I'm only commenting to the OP's title. I agree that some adjustment would be nice. I don't know what the answer would be. Perhaps sliders and/or remove the secondaries.

On the other hand, I got one "god roll" on a power distributor that I wouldn't trade. That ship is incredible.
 
I'd 100% like to select rolls using materials instead of playing the lottery. But from a business point of view...

If we could select rolls, players would soon be flying about in hyper-engineered precision-crafted death machines, and the PvE and PvP meta would be figured out very quickly. There would be a golden age of experimentation, and then all that would be left in the game would be exploration (roleplay/non-content), and players would get bored and leave because Frontier can't produce new content fast enough. The way it is now, players spend hours and hours collecting materials and failing rolls, keeping them playing the game.
 
I'd 100% like to select rolls using materials instead of playing the lottery. But from a business point of view...

If we could select rolls, players would soon be flying about in hyper-engineered precision-crafted death machines, and the PvE and PvP meta would be figured out very quickly. There would be a golden age of experimentation, and then all that would be left in the game would be exploration (roleplay/non-content), and players would get bored and leave because Frontier can't produce new content fast enough. The way it is now, players spend hours and hours collecting materials and failing rolls, keeping them playing the game.

One reason why PvE and PvP metas would settle quickly is because the results of engineering are so overpowered. Flying skills become irrelevant once a player has an over-engineered death ship. Those ships have such a high pointing capability (essentially pitch rate) that escaping their fire arc by manoeuvring is impossible. The only "manoeuvre" that still works for a short while is boosting (with grade 5 thrusters of course). Hence PvE and PvP fights become jousting/circle strafing matches that simply put HP against DPS. This trend is strengthened by the special effects (some of which don't even have a counter so zero skill required, just point and shoot).

If flying skills came back into the equation metas would be less important. Players could match their build to their flying skills and more variety in ship builds and flying styles would be the result. If in addition the engineering time sink was reduced players would have plenty of time to hone their skills instead of playing roulette at the engineers'.

Looking back, I think skill (and challenge) have been removed from ED's gameplay systematically and was replaced by a Skinner box type "reward" system. I fear this was was deliberate and not the result of unfortunate design decisions.
 
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I'd 100% like to select rolls using materials instead of playing the lottery. But from a business point of view...

If we could select rolls, players would soon be flying about in hyper-engineered precision-crafted death machines, and the PvE and PvP meta would be figured out very quickly. There would be a golden age of experimentation, and then all that would be left in the game would be exploration (roleplay/non-content), and players would get bored and leave because Frontier can't produce new content fast enough. The way it is now, players spend hours and hours collecting materials and failing rolls, keeping them playing the game.

I'm not playing it and that is because of engineers.
 
Just to be clear (because I'm not sure it is from that post in isolation) I was talking specifically about the difficulty FDev would have in converting existing mods to any new system using a method that players would find equitable. A changed system can itself be set up any way they would want including bonuses etc.

The issue I was highlighting is that under the current system there have been rolls produced that would be outside the likely combination of values that a slider-based system would offer even with bonuses. Even if the potential bonuses stayed as they are now in terms of both the attributes affected and the range of possible bonus changes, the base rolls for current gear in some cases still have the best possible outcome for three or even four out of five attributes in some cases, plus the best bonuses possible. Assuming a slider based system would be based on trade offs rather than just allowing people to max everything out, those rolls could not be replicated under such a system.

If you have a mod now with say four attribute changes and the mod has three of those attributes within 95% to 100% of the best possible change, plus one of them increased to 105% of that range due to a secondary, that mod simply can't stay in the game if the best possible effect you could create under a slider-based system is changing two attributes to +95% of the range with the trade off being that the oither two attributes can only be set to the bottom 30% of the range.

I'm assuming here that when people talk about a slider-based system they want something like the way skill points are allocated in RPGs where there is always a trade off involved in that if you allocate them to attribute X they aren't available to also max out attributes Y and Z.

All I'm saying is that any system like that would mean some current god-rolls and even some decent ones where the roll is in the 'best' 75% range say for each attribute couldnlt stay in the game because they couldn't be rolled by a new player under that new system and you can't have a situation where some players would have gear that would be a) overpowered by virtue of being outside the new range of possibilities and b) unattainable by any player after the changes for the same reason.

There's also no 'fair' way for FDev to automatically change existing gear to fit with that system because a straight proportional decrease in all the gear values until the total changes fit what could be achieved with a new system would not take account of the relative importance of the various attributes and their actual values.

Take a power plant (for example) which has good rolls for each attribute, say be a 23% decrease in heat efficiency (range is currently -20% to -50%) a 25% reduction in integrity (range is currently -20% to -50%) and a 32% increase in power output (range is currently 10% to 36%).

A slider-based system of the kind people seem to want would be very unlikely to allow players to allocate those improvements since the whole point of such a system is usually a trade off between one stat and another whereas the current mod would be basically near the top of every possible range, so the player couldn't be allowed to keep that after any changes because nobody else could ever make one - that's not realistic in a game that includes pvp. So Fdev do what, proportionately change the old mod so it matches the new parameters? How?

Apply a straight proportionate reduction to each attribute until the total changes between the three are what you would get by allocating improvements pretty equally across the three attributes under the new system? That would probably give something like a 33% reduction in heat efficiency, a 33% reduction in integrity and a 25% increase in power output.

Trouble is, although that might seem fair, the player who made that mod because he needed the 32% increase in power output is screwed, his mod is now worthless.

OK so FDev are smart - they decide that for each adjustment they will keep the critical stat for the upgrade type at either its current value or cap it down to the maximum if it was above it and then automatically split the necessaryh balancing between the other attributes. So that power plant becomes one with a 32% increase in power output still, but to keep the total changes within those allowed by the new slider allocation system it has to have a -40% change to integrity and a -40% change to heat efficiency. The player keeps his power output increase but evey time he has to fire a shield cell his ship catches fire due to the greater loss of thermal efficiency.

There is just no way to do an equitable conversion automatically and unless people are thinking that a slider-based system would actually allow them to almost max out every stat (which it surely wouldn't) that is a reality of any such change. I mean I know for a fact that my own totally legit rolled FSDon my DBX would be history under such a change because it's exactly as described above - in the 'best 10% or so for every attribute change and with two beneficial secondaries on top of that.

I'm not making a point based in self-interest here, just using that as an example (I rarely fly the ship and didn't do 5,000 rolls for that mod or anything, it was genuinely just a lucky one) but there are players whose entire builds are so finely balanced with the current stats of their mods that any change that resulted in the overall improvements they have on those items of gear falling outside the ranges possible under a new system would not only trash a single piece of gear but would result in them having to re-work entire ship builds.

As I said at the start, the issue is simply that if you think about the current system in terms of allocating an overall pool of improvement points/percentages the problem is that it effectively lets players allocate enough to max out everything with a lucky roll. No slider-based system of the kind people have said they want, one that involved forced trade-offs, could possibly replicate that, it's mathematically impossible and that alone would mean that some existing rolled mods would have to be changed.

Spoiler tags for neatness.

Yes, I understand, and to be brutally honest, for the good of the many, I'd be fine with seeing those with such extreme rolls keep them. Chances are they worked pretty hard for them, so be it. I don't have any such rolls - I've never gotten a great roll on anything that wasn't G1 (typical...), but I don't begrudge anyone that has, and as far as I'm concerned, they are welcome to keep their God Rolls™.

I'd rather not have to waste my time and rolls on random, and have the chance to actually engineer my ship to my needs, throw in a few bonuses for luck, and away we go.

Yes, when I talk about sliders, I am talking about an RPG type system where skill points are distributed. I understand what you're saying, but sometimes we do need a step back to allow us to move ahead. I'm happy to make such a sacrifice to allow for less time wasted, and actually have these mods require a bit of skill, rather than just grinding and blind luck.

Otherwise, narrow the tolerances. I put a bunch of percentages up earlier, it just means that when you do roll a G5, it'll be a damned G5, not a mid or high G4 (or even high G3, in some cases).

The way it is just drives me mad - many others too. I want my explorer to have awesome jump range, power use, thermals and integrity be damned.

My fighter, though, well, a jump range boos tis nice, but I don't want it sacrificing too much in terms of integrity and heat, I need to be able to run if the fight heads South, after all.

Basically, there is a lot involved in getting the matts we need to achieve certain goals. Sure, there's always some smug CMDR that keen to say:
"Hey yo, I just play, and getz the mats, and hey, I got a cool roll, am happy yo!"

Well, good for said CMDR! However, some of us have a goal in mind for a certain ship, and at times, there is a time limit. Joining a long range expedition that will last 6-12 months, for example. So, I've joined the Dead ends expedition.

I want to get my anaconda to a point where it has a 60LY base jump range, with an SRV and SLF. It requires a lot of luck to get a roll on your FSD to achieve that - but there are a few who have. I've rolled 60 or 70 times, and have never broken 48% optimised mass.

So, I'm happy to do the work. Do I need to fly to Beagle point and back to get a mineral only recoverable there? Do I need 90 Cubic Dude-it manipulators? Do I need to haul 10k Tons of Onion Head to make sure Martuul or Farseer or high enough to get it right? I'm good with any of those, because I can see that my progress means I can chip away at it. Much like Elite in combat. It's slow going (I'm 34% deadly) but the goal post isn't moving, and every kills gets me closer.

And in the end, that's all I really want, to be given what I have worked for, and earned.

Z...
 
Out of curiosity, what do you guys consider an "acceptable roll? What exactly is a "god role"? I typically just try to get a role that is close to max then move on with my life (and for many weapin effects I honestly care a lot more about the experomental effect than anything)
 
Out of curiosity, what do you guys consider an "acceptable roll? What exactly is a "god role"? I typically just try to get a role that is close to max then move on with my life (and for many weapin effects I honestly care a lot more about the experomental effect than anything)

For me, an acceptable roll would be something towards the right side of the screen, but not too badly offset by the losses on the left. It's a matter of compromise and is fluid.

A god roll is something that goes well beyond the possible roll because of secondary effects. Like getting better than grade 5 numbers on a grade 3 roll without too much in the way of offsetting downsides. If that makes sense.
 
The OP must be the most unlucky guy on the planet - or his expectations are not realistic. If only the top 1% of rolls are "acceptable", then it is to be expected that 99 out of 100 rolls are disappointing. My personal experience is that often I have a good roll on the very first try and I cannot recall ever needing more than 10 rolls for anything.

Also, current engineer requirements are a lot easier to meet than initially.
 
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One reason why PvE and PvP metas would settle quickly is because the results of engineering are so overpowered. Flying skills become irrelevant once a player has an over-engineered death ship. Those ships have such a high pointing capability (essentially pitch rate) that escaping their fire arc by manoeuvring is impossible. The only "manoeuvre" that still works for a short while is boosting (with grade 5 thrusters of course). Hence PvE and PvP fights become jousting/circle strafing matches that simply put HP against DPS. This trend is strengthened by the special effects (some of which don't even have a counter so zero skill required, just point and shoot).

If flying skills came back into the equation metas would be less important. Players could match their build to their flying skills and more variety in ship builds and flying styles would be the result. If in addition the engineering time sink was reduced players would have plenty of time to hone their skills instead of playing roulette at the engineers'.

Looking back, I think skill (and challenge) have been removed from ED's gameplay systematically and was replaced by a Skinner box type "reward" system. I fear this was was deliberate and not the result of unfortunate design decisions.

Yaw rates have been deliberately nerfed, so high-deflection-angle-off shots are near impossible, unless you are really good with FA Off (Insonia-level good). The combination of pitch and roll rates makes the game a classic boom-and-zoom engagement. He who has the *smash* (power curves) and ranged weapons has the advantage.

Spoiler tags for neatness.

Yes, I understand, and to be brutally honest, for the good of the many, I'd be fine with seeing those with such extreme rolls keep them. Chances are they worked pretty hard for them, so be it. I don't have any such rolls - I've never gotten a great roll on anything that wasn't G1 (typical...), but I don't begrudge anyone that has, and as far as I'm concerned, they are welcome to keep their God Rolls™.

I'd rather not have to waste my time and rolls on random, and have the chance to actually engineer my ship to my needs, throw in a few bonuses for luck, and away we go.

Yes, when I talk about sliders, I am talking about an RPG type system where skill points are distributed. I understand what you're saying, but sometimes we do need a step back to allow us to move ahead. I'm happy to make such a sacrifice to allow for less time wasted, and actually have these mods require a bit of skill, rather than just grinding and blind luck.

Otherwise, narrow the tolerances. I put a bunch of percentages up earlier, it just means that when you do roll a G5, it'll be a damned G5, not a mid or high G4 (or even high G3, in some cases).

The way it is just drives me mad - many others too. I want my explorer to have awesome jump range, power use, thermals and integrity be damned.

My fighter, though, well, a jump range boos tis nice, but I don't want it sacrificing too much in terms of integrity and heat, I need to be able to run if the fight heads South, after all.

Basically, there is a lot involved in getting the matts we need to achieve certain goals. Sure, there's always some smug CMDR that keen to say:
"Hey yo, I just play, and getz the mats, and hey, I got a cool roll, am happy yo!"

Well, good for said CMDR! However, some of us have a goal in mind for a certain ship, and at times, there is a time limit. Joining a long range expedition that will last 6-12 months, for example. So, I've joined the Dead ends expedition.

I want to get my anaconda to a point where it has a 60LY base jump range, with an SRV and SLF. It requires a lot of luck to get a roll on your FSD to achieve that - but there are a few who have. I've rolled 60 or 70 times, and have never broken 48% optimised mass.

So, I'm happy to do the work. Do I need to fly to Beagle point and back to get a mineral only recoverable there? Do I need 90 Cubic Dude-it manipulators? Do I need to haul 10k Tons of Onion Head to make sure Martuul or Farseer or high enough to get it right? I'm good with any of those, because I can see that my progress means I can chip away at it. Much like Elite in combat. It's slow going (I'm 34% deadly) but the goal post isn't moving, and every kills gets me closer.

And in the end, that's all I really want, to be given what I have worked for, and earned.

Z...

GURPS Point Based Systems, versus Traveller Random Systems. :)
 
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