There won't be any Storage in this update

I think dropping the commodities as a requirement is a big mistake. I would understand making the spawn rate & frequency of certain hard to find commodities much higher, but doing away with them altogether is just going to make sure that everybody has high end upgrades rendering them pointless. Personally, I thought making them a bit harder to aquire was a plus.

Including commodities as mod requirements was a big mistake. It forced players to carry cargo around no matter what they might have been doing, and it further limited ships with low module capacity by ensuring a cargo rack was mandatory. It also made it annoying to change ships, since you couldn't bring a ship out of storage if you had commodities and the ship in question didn't have room for them. All the difficulty in gathering materials for a mod lies with micro resources anyway, since almost any commodity you might need is available in certain markets. Removing commodity requirements is the best answer to all the problems that cropped up because of them.
 
Yep, can't say I agree with the new direction. It seems they've overcompensated (again).

Not really; commodities aren't used consistently. As much as they should be added to the commodities market tables, it appears either this isn't possible, or they're simply removing the need to do so.

They could've made how to find materials a bit more apparent, they could've made some rares a bit easier to get

.. which is what they are doing?

they should've fixed the AI so 4 tons of commodities wasn't a "Big Haul" requiring a 100 million space ship to hound you for it

.. this isn't broken to be fixed. If you carry cargo, you are more interesting and valuable to a pirate; ergo the rate goes up. This is logical.

The problem isn't the commodity, it's that they weren't all added to the BGS commodity tables for 2.1 release. That wasn't logical. It's still illogical and inconsistent. It's a commodity; why can't I buy all of them?

otherwise the grind was hard but it was doable.

Not really; it wasn't hard. Still isn't. There is no real skill. Just time consumption versus chance versus determination. And it will continue to be this, even after the changes.

Now it looks like it won't be long before people are complaining that they've run out of material space, while trying to spam their 37th grade 5 FSD upgrade.

You appear to be conveniently ignoring that this happens anyway. It happens because people can waste endless, endless materials on garbage rolls, with secondary effects wiping out gains entirely, with commodities that aren't available outside of the commodities market. The entire thing is just illogical.

The mechanic would have benefited from the following changes:

- secondaries that cannot pull a key stat of the upgrade, below it's generated result
- all commodities sold via commodity markets (constrain supply/ location as required), and
- rares and very rares dropping in clumps

That's all it needed. Three very very minor changes. One to the secondary stat values to reduce waste, one to the BGS and one to the drop percentages in stellar forge. Virtually all concerns resolved, without removing RNG (that will not be removed regardless of endless demand).
 
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You would think that since every major Orb seems to have massive cargo moving capabilities, it would be peanuts to transfer, store, you know 'manage' you cargo of commodities as a fully functional feature. Then all of the problems you list would go away.
 
You would think that since every major Orb seems to have massive cargo moving capabilities, it would be peanuts to transfer, store, you know 'manage' you cargo of commodities as a fully functional feature. Then all of the problems you list would go away.

If they added all engineer related commodities to the BGS commodities table, then storage isn't required for wasteful retention of commodities. Commanders can simply go buy the requisite commodities when needed. Sorted. I'm taking a wild punt that frontier just don't have time to sort out additional BGS changes for the engineering commodities and are just removing them entirely. The answer has been there since day one.
 
but it appears Engineers wil be more about choice/variety and less about time investment.
Yes, it sounds great. Isn't that what FD said Engineers would bring to the game? I wonder what went wrong.

It's so darned confusing. Just be consistent and sell commodities like commodities are sold in commodity markets; not just some of them, all of them. Sorted!

Ugh. I <3 you frontier but you always, always take the difficult nonsense route to everything. It's so ridiculous. Let's just remove a thing entirely, rather than the logical "sell commodity at market" thing that's already there!

Doesn't that mean that you can't upgrade every module, because you need to sacrifice a slot for cargo space. It's especially annoying for ships with few internals. Even if we had module storage, you'd be swapping them around just for the cargo space.
 
Doesn't that mean that you can't upgrade every module, because you need to sacrifice a slot for cargo space. It's especially annoying for ships with few internals. Even if we had module storage, you'd be swapping them around just for the cargo space.

Not really; please name a ship that cannot carry a single cargo module. My point is commodities are being dragged around regardless at present. Just make commodities consistent to the current narrative and game structure. The markets exist. Use them. :)
 
Very happy with the change. Until such a point as we have storage, commodities are a massive ball and chain around the neck of Engineers, especially for kitting out combat ships with limited slots.

After storage arrives, well, i'd still prefer no commodity requirements, but at least it would be more tollerable.
 
Have they said anything about changes to data and material drop rates? I'm glad for the change, but worried that to compensate they'll make changes to drop rates of the remaining items.

From the newsletter:

- We’re also increasing the number of units you get for each instance of a material you find. This means instead of getting one unit of a material, you will get multiple units of that material. This will allow you to increase the number of attempts at each Engineer.
- We’ll be increasing the number of materials spawned when surface mining. Again, to make the process easier and the materials easier to gather.
- The likelihood of finding rare materials in these instances will also be increased, meaning it will be easier to use higher level blueprints.
- And we will be reviewing the balance and locations of non-planet salvage and reviewing the possible USS locations for each material
 
I think dropping the commodities as a requirement is a big mistake. I would understand making the spawn rate & frequency of certain hard to find commodities much higher, but doing away with them altogether is just going to make sure that everybody has high end upgrades rendering them pointless. Personally, I thought making them a bit harder to aquire was a plus.

I had no problems with needing commodities for the upgrades. Being attacked while carrying them was all part of the process ...
I don't see any gratification in making things too easy ...
At present when I get a modification I want, I feel a sense of achievement for the effort that went into it.

Yes ive got to agree with both of these. Now the pendulum will swing from one extreme towards the other. Simple storage would have solved this problem. That's all it needs. We've been told it's in the pipeline so why this interim step is required on top of that is another overcompensated knee jerk reaction.

I don't want modding to be too easy, leave some satisfaction in the game at least.
 
I think dropping the commodities as a requirement is a big mistake. I would understand making the spawn rate & frequency of certain hard to find commodities much higher, but doing away with them altogether is just going to make sure that everybody has high end upgrades rendering them pointless. Personally, I thought making them a bit harder to aquire was a plus.

Not really. If you make said commodity a material instead, and then finding it is done the same way, with the same spawn rates, I don't really see a difference. In fact, it's harder, as you can't go to a station and by it (as some of the L4 and L5 commodities can be, form what I hear).

Z...
 
I wouldnt worry to much about "everyone getting those upgrades".

The engineer system will still be grindy enough to deter a good number of commanders from partaking.

Since I think I might be a pretty average guy, there quite shure will be some more thinking like me, going for some of the lower rank upgrades and then happily turning my back on engineers as new content will come to the game.
 
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Materials shouldn't even exist. They are an aberration of nature.
Why is gold a commodity but iron a material? It's absurd.

There's iron, the chemical element (Fe) and iron, the metal (Fe 2O3) containing 70% of the element (material) of the same name.
 
Materials shouldn't even exist. They are an aberration of nature.
Why is gold a commodity but iron a material? It's absurd.

If they were called samples rather than materials, it might make them more understandable.

Considering we can keep hundreds on them in some sort of tiny pouch on our persons, we really are talking about tiny samples.

Maybe if you could get gold samples and gold cargo it might balance things as well.. but then people would ask why they couldn't chip a tiny sample of gold off a ton of cargo.
 
*relaxing in T6 delivering data*

*INTERDICTED!!!*

"LOOK AT DAT TASTY CARGO MATE!"

"Go away" (low wakes)

*INTERDICTED!!!*

"Naw bro gimme what you got"

"I don't have ANYTHING IN MY FREAK...oooooooohhhh"

*** 2 weeks later ***

*dumps magnetic coils or whatever all over station as I depart*

"you've been fined discarding cargo near station"

"WHATEVER! Thanks a lot engineers!!"
 
*dumps magnetic coils or whatever all over station as I depart*

"you've been fined discarding cargo near station"

"WHATEVER! Thanks a lot engineers!!"

Precisely why my Modular Terminals will be getting a proper sendoff: being jettisoned into a black hole.

It's the only way.
 
As much as I love Elite one of my biggest moans has been the fact that cargo bay and planetary vehicle hangers use up a module slot.

Personally I think every single ship in game should have a basic 1 or 2 tonne cargo bay as standard and then a hanger bay. Only if you want more do you have to take up a module slot. Not sure what others think but even the smallest of cars, vans or transportation has some storage IRL.
 
If they were called samples rather than materials, it might make them more understandable.

Considering we can keep hundreds on them in some sort of tiny pouch on our persons, we really are talking about tiny samples.

Maybe if you could get gold samples and gold cargo it might balance things as well.. but then people would ask why they couldn't chip a tiny sample of gold off a ton of cargo.

Doesn't explain how you can use it to repair your SRV or increase jump range or make ammo out of it though.

Personally I'm just attributing it to formely unallocated space in a ship - data of course wouldn't need to take up space, and materials...well...not sure how it'd all fit in a Sidey, but...err... reasons!

(I honestly don't get how/why materials works the way it does and feel like they should be commodities instead, that take up cargo space - but that *would* require rebalance for anything currently affected by materials.)
 
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