the new engineer system for dummies

More like 2 to 3 hours to get 3 G5 FSDs, or 3 rolls for them, since it's much easier to get more of the same when you're already there and they're dropping.
Not sure what you mean. The 2-3 hours include material collection especially for the G5 roll. I usually got a lot af Arsenic because I spent a lot of time on planet surfaces. It's the wakes and the chemmy stuff that takes 2-3 hours to collect. The trip to Farseer and them rolls take 10 minutes.
 
Not sure what you mean. The 2-3 hours include material collection especially for the G5 roll. I usually got a lot af Arsenic because I spent a lot of time on planet surfaces. It's the wakes and the chemmy stuff that takes 2-3 hours to collect. The trip to Farseer and them rolls take 10 minutes.

I'm just talking about the amount of time it takes to currently get a G5 roll. In my experience, there's little difference in time between getting 1 G5 roll and say 3 G5 rolls, so if you're going out of your way to get 1 G5 roll, might as well get 3 of them.

This would mean, on average, it'd be less than an hour to get a G5 roll.

But different mats simply don't spawn in the same places.
Using mats to get different mats is still more mats.

I'm talking about the difference between getting 1 G5 roll and 3 G5 rolls, not just getting 1 G5 roll.
 
Some would. And for these players who keep rolling this system is beneficial. Those who already spent a lot of time engineering will like this new system

Those who would be satisfied with that mediocre roll (the casual player) now needs a whole lot more engineering and material collection than before, so this:

is clear and utter bollox.

In the current system, it takes me 2-3 hours to get a G5 rolled FSD drive that will do me. In the new system I can't see this happening in that time frame.

I'll speak for myself and maybe it will help you understand:

I didn't need and never sought after "god rolls". I would roll until I got a "pretty good" roll and move on. I'd usually get a "pretty good" roll in 1-5 tries.

I'm not someone who's interested in min-maxing, and I'd be playing another game before spending enough time to do 1,000 rolls in Elite: Dangerous.

For everyone who didn't care about "top spec G5" and really just wanted a decent G5, this is a huge increase in time required. HUGE. Before all you had to do was get an engineer to G5 and all of your internals on any ship you own could be G5'd as soon as you had the mats to do it. Now? You functionally have to start from scratch for every module you ever want to upgrade, on an individual basis.

This means an order of magnitude more time committed per ship after the first ship is done compared to the current system. For people that own many ships, the prospect of upgrading all of them like we were able to do under the current system becomes shocking.

Sorry, but this change sucks for everyone that owns more than a few ships or that does not have an obsessive-compulsive disorder that requires them to min-max in order to ever be happy.

Imagine if you owned 20 ships that you wanted to G5 just the engines on. Think about how long the new system would take you vs the current system. I'm exhausted just thinking about it.

I'll try it once with maybe one of the new ships being added, but I don't see any way this isn't a giant increase in lifetime required to G5 a fleet of ships, even if mats are marginally easier to find/acquire than under the current system. I can G5 an entire ship 5 or 6 hours right now. I am skeptical that will remain true going forward.

I guess this is the end game?

These are fair points and yes, it does actually help me to understand why people are so irked by the changes.

However, I think* that once the new system comes into play, it will changes people's mindsets a bit.

*read: I hope

I would be very similar to yourselves in that I have more interest in playing the game than grinding, and am usually happy with a decent G5. I also found that while the current engineering process was ok for one ship, it quickly became tedious when trying to do an entire fleet.

Again though, the new system is not undoing any changes to existing modules. If you have a decent G5 now, then all you are is a few rolls (we'll say between 4 and 10) away from a fully engineered G5 module. That, in my books, is an improvement that makes high-level engineering viable for the average player.

For new players, they won't go into this system thinking "oh I can get an OK roll but I'll never get a god roll because I can't do 100s and 1000s of rolls", they may instead complain about the grind to get to G5, but now these top-tier G5 modules wil be attainable by everyone that wants them and is willing to put in a reasonable investment.

If the time investment isn't reasonable, then we do what we always do which is petition FDev to listen to us and correct it. I'll pass no comment on how effective that may be, though.

It's also worth noting - and forgive me for missing this - but I don't see too many solid alternatives to this system. So, let's say you could do G5s straight away like you currently can once you have engineer rep - because of the new engineering system, that means all you would need are these 4-10 rolls to take a module from unengineered to god-rolled. That's too short in my books, so some sort of investment barrier is needed.
 
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I'll speak for myself and maybe it will help you understand:

I didn't need and never sought after "god rolls". I would roll until I got a "pretty good" roll and move on. I'd usually get a "pretty good" roll in 1-5 tries.

I'm not someone who's interested in min-maxing, and I'd be playing another game before spending enough time to do 1,000 rolls in Elite: Dangerous.

For everyone who didn't care about "top spec G5" and really just wanted a decent G5, this is a huge increase in time required. HUGE. Before all you had to do was get an engineer to G5 and all of your internals on any ship you own could be G5'd as soon as you had the mats to do it. Now? You functionally have to start from scratch for every module you ever want to upgrade, on an individual basis.

This means an order of magnitude more time committed per ship after the first ship is done compared to the current system. For people that own many ships, the prospect of upgrading all of them like we were able to do under the current system becomes shocking.

Sorry, but this change sucks for everyone that owns more than a few ships or that does not have an obsessive-compulsive disorder that requires them to min-max in order to ever be happy.

Imagine if you owned 20 ships that you wanted to G5 just the engines on. Think about how long the new system would take you vs the current system. I'm exhausted just thinking about it.

I'll try it once with maybe one of the new ships being added, but I don't see any way this isn't a giant increase in lifetime required to G5 a fleet of ships, even if mats are marginally easier to find/acquire than under the current system. I can G5 an entire ship 5 or 6 hours right now. I am skeptical that will remain true going forward.

I guess this is the end game?

I 100% agree with this.

For people that never wanted god-rolls, or top spec ships, and where happy with "reasonable" grade 5 ships, it is now going to be a lot more work for them to get that same "reasonable" grade 5 ship.

The new system is certainly better for people that chased the best possible ship. For other playstyles it's perhaps not so good.

Of course it depends on if it is quicker to collect materials, but Frontier haven't shown anything yet that suggests time to collect materials is going to increase. I suspect at least on the initial phase of beta it will be the same as it is now.

Likewise, the Material Storage changes and Material Trader will certainly help people that chased god-rolls. For those players that only ran for a one or two G5 rolls, it's probably not going to make a massive difference.
 
If OP is right I feel really sorry for newer players an worried for the game in general.

I’ve got G5 on just about every kind of module so this may just be an annoyance for me. Newstarts though???
 
It's also worth noting - and forgive me for missing this - but I don't see too many solid alternatives to this system. So, let's say you could do G5s straight away like you currently can once you have engineer rep - because of the new engineering system, that means all you would need are these 4-10 rolls to take a module from unengineered to god-rolled. That's too short in my books, so some sort of investment barrier is needed.

Answer to this is to have a rapid curve. Allow players to either go directly to low level Grade 5 (once it is unlocked) or to very quickly go from G1 to G5 with one roll per grade. And then have an increased number of rolls in the G5 category, i.e. 10 to 15 rolls to go from Low level G5 to top end G5.

This would mean higher material requirements for those chasing top end G5, but it would still be significantly lower than the current system. Meanwhile those players who are not interested in god rolls could get a low end G5 without having to jump through hoops.
 
I'm just talking about the amount of time it takes to currently get a G5 roll. In my experience, there's little difference in time between getting 1 G5 roll and say 3 G5 rolls, so if you're going out of your way to get 1 G5 roll, might as well get 3 of them.

This would mean, on average, it'd be less than an hour to get a G5 roll.
Ah, I see the confusion. When I said: "to get a G5 rolled FSD drive that will do me", it's usually gathering mats and components for around 5-6 rolls, of which one will be enough to satisfy me. So 2-3 hours, to get 5-6 rolls.
 

Yeah...

As it is currently, it takes me maybe an hour (on average) to get a G5 FSD roll from scratch. This is the main reason all my ships have tier 5 range modded FSDs. Basically, there was no real reason not to mod them all, since I was out getting drops for one, might as well do all and hit seven birds with one stone.

I didn't use these "seven birds" to try and get god rolls, just a decent upgrade for my ships.

With the new system, progression will be on a per module basis, it seems, so it'll take much longer to get these sort of decent mods.
 
Answer to this is to have a rapid curve. Allow players to either go directly to low level Grade 5 (once it is unlocked) or to very quickly go from G1 to G5 with one roll per grade. And then have an increased number of rolls in the G5 category, i.e. 10 to 15 rolls to go from Low level G5 to top end G5.

This would mean higher material requirements for those chasing top end G5, but it would still be significantly lower than the current system. Meanwhile those players who are not interested in god rolls could get a low end G5 without having to jump through hoops.

I am sure they can change the threshold of where we can move on to the next grade. I think it stands at 80% at the moment, but I would have it like this: G1 50%, G2 55%, G3 65%, G4 80%. So the lower grades are easer and starts to get tougher towards the end.
 
I get the issue with longer times and how it affects people´s need of instant gratification.

However, as a system that lets you tweak your ships to an obscene degree, I agree it cant be instant or "fast". Like, when playing in some RPG, getting the most powerful items, accesories and weapons you have to level up and work for it. This is similar to that and the result is not RNG anymore, which is a plus. To me the problem lies in that the gameplay to get those materials is rather dull at times, but that´s another issue.

Imo, this is just people reacting because something you were acustomed to is changing.

I dunno, this new system makes sense to me, but I do understand how it can bother other people.
 
To me the problem lies in that the gameplay to get those materials is rather dull at times, but that´s another issue.
I actually think that is the core of the issue.

If I encountered the rare wake scans and chem manipulators occasionally on my exploration trips, any system would have been fine. It's the fact that I have to dedicate an evening not doing the activity I would rather do (exploration) to scan wakes and looking for dropped components for hours that make the experience dreadful.
 
If OP is right I feel really sorry for newer players an worried for the game in general.

I’ve got G5 on just about every kind of module so this may just be an annoyance for me. Newstarts though???

Newer players will not know any difference, so shouldn't be an issue, it will be just like any other MMO but with potentially less grind. If you have G5 rolls and not bothered about god rolls, then you are fine and there is no need to change anything. You have literally no need to do any engineering at all any more.
 
I'm not sure I follow. You will already be there to get those things anyway. I'm talking about how it is currently.

So what I mean is, currently, there's little difference between getting 1 G5 roll and 3 G5 rolls, for example.

Right ho. Gotcha. [up]
 
I actually think that is the core of the issue.

If I encountered the rare wake scans and chem manipulators occasionally on my exploration trips, any system would have been fine. It's the fact that I have to dedicate an evening not doing the activity I would rather do (exploration) to scan wakes and looking for dropped components for hours that make the experience dreadful.

Until you buy a new ship.

Just do what you do anyway to get your G5 modules in the old way. When doing those, you will be getting your materials for your G4, G3, G2 and G1 at the same time, so no real issue.

Personally when I am not exploring I try to have a wake scanner on me at all times and just do a few when I leave a station and when I am going to a station. The materials rack up pretty fast and you earn credits at the same time.
 
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I get the issue with longer times and how it affects people´s need of instant gratification.

...

Instant gratification? More like you'll never see decent mods on your ships unless you go out of your way to get them. The Engineers are a grind monkey junky's "progression" game. I'd rather be doing other things in the game instead of being incentivized to play as a meta grinder.

I'm not saying that's a good thing or a bad thing even. If that's the game Frontier want to make, more power to them. I'll just be out in the black minding my own business and leaving it for the rest of you to contend with.
 
So, has anyone else mentioned the fact that, in the current system, you can get "Secondary effects" for weapons, which will now be "Experimental effects"

In the new version, you can apply those secondaries, via an experimental effect, BUT, you can only have ONE experimental effect at a time.

So... in the old version, you could have two "Experimental effects" one via secondaries, the other via the current experimental effect system.

In the new version, you can choose either a secondary, OR an experimental.


This means all grandfathered weapons, will likely be a lot better if they had half decent secondaries.
 
Indeed. Something like a feedback cascade rail with lower thermal charge as secondary will be impossible to
get under the new system. I will be lower thermal charge or feedback cascade, not both.

But I'm confident that FD has taken this into account and took proper care to balance it. Not.
 
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