Engineers The misunderstanding

After 6/8h in game since the update, and reading some fierce discussions about Engineers, I felt like coming down here and voicing an opinion, FWIW. In space, noone cares 'bout what you think anyway. And I often talk to myself while in the cockpit... or is it to the ship's computer ? I'm not sure.

As often with Frontier Dev and how they market their work, we get a misunderstanding. The main problem I see is how Engineers are given such a huge importance when they're mostly adding some depth to the game mechanics and world, but in a more subtle way than it might have seemed. That + the AI overrated buff + some frustrating insta kill bugs have led to an horrible confusion ; or so it seems.

The main point I think is you're not supposed to play a game called Elite Engineers. It's still the same old Elite Dangerous (almost) ; the engineers is one of the features you can use or not. Obviously, Frontier communication has focused on this particular feature of the game as of late, but it's really just another layer. The universe is getting richer. That's mostly what I expect from updates : more different types of locations, different types of modules and ships, more different ways to interact and do things, and nothing forcing me to use any of these (I personally never cared for PP).

Now I collect the remains of destroyed ships whenever I have a chance, but I don't think about the engineers blueprints that much. At some point, I'll visit one and have him/her do his/her magic on my ship. But this is not a feature that is meant to be played as a fulltime job (unless of course you do feel inclined to do just that !). it's a background thing. Also I suppose it might help in making you care more about your ship, even more than naming it ig would, simply by planning the kind of upgrade you'd like it to have in the future.

Now there might be bugs (the main one for me is I can't play with the oculus rift dk2 any longer for now but that's another problem), and they should be addressed quickly... I'm lucky enough to have avoided the insta killers npcs so far, but I would be pretty much p-off if I had met one. Being insta killed, especially by an npc, is not fun in a game like this. Combat are supposed to be somewhat tactical ; not the results of a couple of dicerolls that decide whether you live or die.

That aside, as a PVE player, and despite not being a top fighter, I enjoy how combats have become a dangerous thing in almost every case. You can never be sure you'll get away without scratching the paint job to say the least, especially when fighting wings. Some novice pilots can be difficult to take down - before Engineers, it felt kinda weird, even a bit game breaking, to fight a guy circling around you without ever firing a shot - sure, the first two times you might have felt awesome, but then you started to feel cheap.

In engineers, the outcome of a mission was an intense, stressful and very fun fight with a deadly ramming corvette - and a message offering a bonus for not losing my ship actually enhanced the anticipation. I like how combats are almost never trivial any longer. Of course, I miss making easy money in RES and CZ ; well I haven't tried since the update, but I guess it won't be so easy now, to just go and spend hours collecting bounties like in pre-engineers. But in more ways than one, it's a good thing ! Because now, I'm actually playing the game and not grinding my way through it. If combats are more rare, riskier and more rewarding, I'm all for it. But of course there'll be some balancing to do.

I'm currently ranked Deadly in combat, at a small 15%, and when I tried the first Beta, I was concerned that getting to Elite might be near impossible, or at least way more difficult. Now I don't care that much. The game mechanics, at least for the moment, help thinking about something else. if I ever get to Elite, it will be the consequence of a more meaningful game experience.

It makes this universe a bit more believable when combats are not a casual past time, and it makes you think twice before going into any activity that might imply a fight.

All in all, I'm rather happy with this update. I understand the amount of work Frontier has done to provide us this and therefore understand why they would make such a big thing of it in the newsletter, but amongst all those enhancements, some are received with a "it's about time" and others with "much ado bout nutting". In a way, this update was overhyped, but the disappointment (or worse) is also exagerated in many cases. Nasty bugs aside, it's not breaking the game, it's mostly breaking some habits, nothing more. You'll find your marks back eventually.
 
6hrs into it and more or less the same epiphany i had.
The long waiting time for the update surely didn't help but i guess it will add just another layer to the universe.
It got much more lively with the update and not knowing if you should attack the wanted Python because she has 2 Adders as wingmates made me laugh out loud.
First time i've checked npc loadout before engaging for a very long time :)
 
People keep saying just play the game passively and you'll magically be able to get upgrades....you do realize that you need commodities in a cargo hold for most upgrades right? Unless you are cruising around with a massive cargohold or are extremely lucky...then have fun with that. At the end of the day you will need to focus specifically on an upgrade.

And if some of us enjoy ship customization and want to actively pursue the new content, what is wrong with that? I'm not supposed to? Are you kidding?

The update brings a lot of positive changes overall but it also has massive flaws.
 
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Engineers is not even a layer, it's an add-on like PowerPlay, which can be safely ignored if a Commander enjoys the core game.

Personally, I do feel it was over-hyped, especially with the beta testing slanted heavily towards equipping with mods by the Mayhem phase.

The core game has improved enormously and this tends to get ignored amongst all the (understandable) fuss about Engineers' mods and gathering of materials.
 
Engineer modifications is only new contend in 2.1. Missions are just reskin for missions that we have had for 1.5 years now. They are improve but that doesn't make them new and fun to do again for dozen times. Grind for engineers is just re skinned power play/bgs/money grind we had before.

All new and fun is hided behind old and boring stuff that i have already done. I would enjoy customization and testing different ships with different builds. i would have more fun if i could do the new awesome stuff instead of doing the old stuff again to have change to get the new stuff.
 
Engineers is not even a layer, it's an add-on like PowerPlay, which can be safely ignored if a Commander enjoys the core game.

Personally, I do feel it was over-hyped, especially with the beta testing slanted heavily towards equipping with mods by the Mayhem phase.

The core game has improved enormously and this tends to get ignored amongst all the (understandable) fuss about Engineers' mods and gathering of materials.


This is what have issues with. In my mind, when every third NPC out there have grade 5 engineer upgrades, it doesn't feel like something I can pursue to get an edge, beef up my favorite ship, or whatever. It feels mandatory, because I at least want to be ON PAR with the        ' npcs. You're playing handicapped until your ship has the same upgrades, and that is severely off-putting for me. It makes me not have fun with the game, and that is sad!
 
As much as I have been whining about the Engineers themselves (I will never warm to the RNG results, low material storage limit and need for carrying random bits of cargo with you), I have to say I like the new AI. Even the Novice NPC's behave more realistically, and Deadly or Elite NPCs are truly something to be feared for us PvE'ers. Bugs aside that is one of the best bits of this update.

As Lightspeed says the Engineers have taken focus away from the core game, which has had many excellent tweaks to make it better, and as far as I can see nothing done to make it worse. I don't agree that you can ignore the engineers entirely though, at some point the powercreep in NPC's will make it all but mandatory to upgrade at least some of your modules. Coupled with the fact that any activity drops random materials for you to scoop it is pretty difficult to ignore.
 
I agree with this OP . But as you say , engineers is just a new depth to the game , not a precise high goal to absolutly achieve. However , given that point which is in accordance with their description and the difficult grind and rng way to gather a create stuff, the obvious factor that brings confusion is that moded ships shouldn't be seen at every corners! And today , we got a lot of npc fighter far more moded than players.
As i say in an other post answer , mods should be focused on specific npc ( high threat targets , mission specifics , high & wealthy security system , main battle ships and so on) and the player , not every vilain encountered (it s a bit exagerated but i think you got my point )
Yes the sim is richer and this tool + mission handling is a good point , but clearly , encounters don't make you feel as if engineers' process should be taken just as an optional way of life. So far it's sometimes as : be moded or die......)
 
Pretty much agree, Slone. I'm enjoying the heck out of this update. It's cost me a couple of ships (three if you include the one I face planted on a high G planet chasing a "lead" given to me by a happy mission contact.....but that was me being a Noob after all) and several trips to the nearest station with my ship shot to pieces, and I've spent quite a bit more cash on ship upgrades as well. I'm not sure how much of the difficulty is NPC's having so many mods, and how much of it is that they now know which end of the lazer to hold. What I'm absolutely sure about is that Elite is now very Dangerous. I just can't see how that is a bad thing.
 
This OP reminds me of days-gone-by when I played a game Ghost Recon. In the no-respawn matches on of the keys to the more "realistic" feels of the game was in the weapon mechanics. Two things were critical to design.

1. It is immaterial to the discussion here but the aiming was patterned after the real experience of firing a rifle. Just like at an actual rifle range, your shot placement resulted in a hit pattern at the target end. No aim assist, no magnetic bullets, no 500 yard shots with a pistol.

2. More importantly... any weapon, even the least accurate rifle, weakest stopping power round, highest recoil... when it hit ANY player... could kill. This was a great equalizer between novice and experienced players because even the worst player... was a threat.
 
i made a strong attempt to unlock as many engineers as possible in the shortest time possible, and to get all those fancy modifications i had in beta. returned to the bubble, shot myself to level 5 access with exploration data on saturday, worked (!) sunday on figuring out how to get a class 5 FSD and went to bed at 4 a.m. with a 25 ly courier.

monday i started to check out the other ways to gain reputation with engineers, while searching for modification. after an hour and a lost cutter (due to high G and being overfocussed) i game to the same conclusion as you, @OP. yesterday night and right now, i do what i have done in the bubble before. flying ships i like, and do what i do. just found out i gained some materials for modifications i didn't gambled at.
 
i made a strong attempt to unlock as many engineers as possible in the shortest time possible, and to get all those fancy modifications i had in beta. returned to the bubble, shot myself to level 5 access with exploration data on saturday, worked (!) sunday on figuring out how to get a class 5 FSD and went to bed at 4 a.m. with a 25 ly courier.

monday i started to check out the other ways to gain reputation with engineers, while searching for modification. after an hour and a lost cutter (due to high G and being overfocussed) i game to the same conclusion as you, @OP. yesterday night and right now, i do what i have done in the bubble before. flying ships i like, and do what i do. just found out i gained some materials for modifications i didn't gambled at.

I agree and if they change the eng commodities to become materials so they dont fill the cargo bin, that will be a huge step in our ability to play the game and gain naturally as we go.
 
I agree with the OP. I'm playing the same way. Just playing. Whatever I get, I get. Eventually I'll hit up an engineer to see what i can craft with the stuff I've found. But I feel no need to grind for any component blueprints.
Of course I also agree with sentiments voiced elsewhere that storage is desperately needed. I would hate to unload some components to make room in my cargo hold, only to find out later that they're exactly what I needed to build something I wanted.
 
OP is correct. You can still become triple elite by playing ED without horizons no problem. To get the icing on the cake like a perfect ship you have to WORK at it.

The best nuclear physicists worked to learn everything about their discipline.
The best sportsmen and women worked hard to be as close to perfection as possible in their discipline.

What makes people think they deserve a ticket straight to the top?

Sorry to spoil it for you but this is how life is. Get on with it.

Of course if you can't accept that then please feel free to quit the game and never have to endure this pain again. It's a choice.
 
+1!
Was thinking about the same just a few minutes ago.
Can't put it into words any better than you did though.
It's the same with the 'grind' of trading or the 'grind' of bounty hunting.. don't grind.
Mix it up, be diverse.
And there's no need to rush either.
Have fun! ;)
 
Yes the sim is richer and this tool + mission handling is a good point , but clearly , encounters don't make you feel as if engineers' process should be taken just as an optional way of life. So far it's sometimes as : be moded or die......)

I guess I've been lucky, because in the dozen fights I've been into since the update, I don't think I've met any overpowered NPCs. There was one this one python which shields seemed awfully long to take down, but I can't say for sure it was modded, although it's probable. I can't say I'm eager to meet one with killer lasers, some felt like quite a challenge already.
 
As much as I sort of agree, the entire thing come apart at the seams without storage. You simply can not pootle about doing your everyday business merrily scooping materials because sooner or later your cargo hold gets full and everything has to stop.

Its ok saying "it should be played this way" but the fact is the mechanism as it currently stands forces you to concentrate on getting specific materials and taking them to a specific engineer to do a specific modification.
 
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As much as I sort of agree, the entire thing come apart at the seams without storage. You simply can not pootle about doing your everyday business merrily scooping materials because sooner or later your cargo hold gets full and everything has to stop.

Its ok saying "it should be played this way" but the fact I the mechanism as it currently stands forces you to concentrate on getting specific materials and taking them to a specific engineer to do a specific modification.

Yep, need to increase the storage capacity for materials ASAP (isn't it just a number?), then find some way of storing cargo. The obvious thing to do is to have a cargo transfer option when you switch ships, allowing you to pick and choose what you want to take with you and leaving the rest behind. It's 90% already in-game (there is a cargo transfer screen for the SRV).
 
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