Patch Notes Update Update 2.1.03 Incoming

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Do I understand correctly, if I wanted a special effect on a level 5 weapon upgrade , if I force it I will drop down level to 3 with this engineer?
So if I would want to force the special effects all 5 weapons on my python, I will have to craft enough other stuff to rank up a combined 10 levels in order to get there?
 
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Viajero

Volunteer Moderator
*Mod hat off

While usually I am first to drop an eponymous "Git Gud" I think this is actually an excellent point. Up until 2.1 Combat rank has been a matter of numbers, the NPCs were phenomenally easy to deal with allowing players to essentially "farm" their way to the top ranks. Now with the changes to the AI shifting the focus onto skill as the primary determining factor, those who rushed to Elite (and many did so in order to win the competition of "first to Elite and 3lite") are now facing enemies they have not developed the requisite skill to face down. Having NPC rank spawns based upon the combat ranks achieved prior to 2.1 and the AI upgrade is going to massively frustrate those players, and I think that should have been taken into account.

**Disclaimer**

I'm not high ranked in ANY of my PF ranks. I AM enjoying the challenges I face now. However I can see this from the other side and do believe that this is a valid issue.

A similar skill rating to the Elo based in CQC (I think it was called battlerank) could be used here I suppose.

This would introduce additional complexity to establish mission eligibility thresholds based on combat rank though.
 

Michael Brookes

Game Director
Updated this line item to be a bit clearer:

- When determining the rank of NPC ships for interdiction, use the player's combat rank, rather than their highest PF rank, although add 1 rank if their trade or exploration rank is higher than their combat rank

Michael
 
Do I understand correctly, if I wanted a special effect on a level 5 weapon upgrade , if I force it I will drop down level to 3 with this engineer?
So if I would want to force the special effects all 5 weapons on my python, I will have to craft enough other stuff to rank up a combined 10 levels in order to get there?

yes .
 
Pretty much. It's one level if you've naturally received an experimental effect to choose one, if you haven't then it's two - one to force the experimental effect, and the second to choose what it is. It's free to remove an effect.

Michael


In a situation where many players are obviously unhappy with engineers due to the amount of grind it imposes, and some very well known streamers that are usually full of praise for Elite openly making videos about their unhappiness with 2.1, the decision to remove not one but two levels if you want to apply a weapon special effect and haven't randomly received one already seems unwise. I guess I'll see it in action but a system where you just need to spend an additional amount of materials for a special effect without any randomness or rep loss involved might have been better. Spend 2 more refined focus crystals for thermal conduit, or 1 polonium and 2 chemical processors for a force shell, that sort of thing (random examples).
 
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People don't want cheap or quick. They want meaningful and related to player skill. The two things are very different.

If you do lose 2 reputation levels per mod that just sends people back around the RNG upon RNG upon RNG loop 6 more times to get back to where they were.

I'll say it again. It's not the time it takes that's the issue. It's the method used to get there

It stops people gettibg ti grade 5 and immediately sticking mods on every hardpoint on a 'Conda right away.
 
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Brett C

Frontier
Hiya Brett. Looks like a fantastic list, but just a couple of questions:

1. Do you know if the developers are planning to extend that "Call in a Favour" mechanic to allow players to make modest improvements to upgrade stats beyond weapon special effects?

2. Do you know if the developers have any plans on making any further tweaks/adjustments to how resource gathering and the crafting RNG actually works?

Thanks in advance, & congrats to the FDev team for another brilliant patch!

1) Not planned, but we'll see how this first incarnation turns out.

2) Largely based on feedback here on the forums and other social mediums and a little from metrics, we'll perform tweaks and adjustments.
 
glad the just gonna ram you in combat being sorted in a conda got rammed by a python no trying to kill me with weapons just rammed me odd thing i lost 30% of my hull python lost first ring of shields this will make taking on large ships more enjoyable
 

Viajero

Volunteer Moderator
*Mod hat off

I understand the reasons, for example wanting to match player rank to provide an equivalent challenge; but up until 2.1 achieving combat Elite was simply a matter of endurance.
Surely it would make more sense to base the ship ranks generated on economy and state of a system?
Wouldn't this empower players with the choice to experience what they want?

This would go some way along the lines you suggest no?:

- alter the changes in allowed interdiction ranks based on security, so that the biggest rank disparities are reserved for very low security and anarchy systems
 
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Any news on the missing blueprints? Beam lasers grades 3-5, burst laser 4-5, pulse laser 4, plasma accelerator 3-5 etc.?

Could we at least have something like "not going to happen", "oops, forgot them, will fix soon(tm)", "intended for future engineers"?
 
Clearly allot of work has gone on here and I am happy with all of it,

I just know many many cmdrs were scrolling down that change list desperately looking for the magic words: "Station storage added" - sadly to be dissapointed

anyway I am sure this will alleviate the concerns of many many commanders that you guys are listening and doing your very best. It would be great though if FDev would just confirm that they are at least working on station storage facilities even if they dont give us a release date. That would stop allot of the moaning on the forums.

But in the tradition of a S*** sandwich: Good job!
 
Michael, developers...

This patch is great.

But!

I have a single point to make, which is - storage!

When you introduced Engineers, you also introduced cargo-as-a-reward. Often, this cargo-as-reward is something which an Engineer would want, for one of their modifications.

This means that as time goes on, a player now has to cart cargo around with them everywhere they go, which does two things;

1) Increases the likelihood that a pirate sees said cargo

2) Extra weight of ship and less cargo space for other normal gameplay cargo.

It seems to me that it would have been logical to implement cargo storage at stations, at the time Engineers was released. Either that, or in the absence of cargo storage, have made Engineers not require cargo items for modifications, instead only using collected materials, and have missions only give materials as rewards.

You could have designed Engineers such that some materials necessary for some modifications were only available from missions, if you didn't have the time to implement Storage.

The Engineers implementation as it stands is designed to create too much burden and hassle on the player due to the reasons stated above. My question is; what are your thoughts on this and are there any plans to afoot to change this situation for the near future?

OH GODS YES!!!!!!!
Or maybe you get a voucher that just piles up, and if you need then you can turn them in for the actual cargo in the base Contacts... or you can sell the voucher for cash, limit the number of vouchers you can keep in your file so you have have up to .. say.. 10xnumber of different types of stuff you can get... So let's say there is 5 different voucher items in the game... then the Voucher book total is 50 vouchers... you can put any number in the book of a given type up to the book maximum, so you could have 45 of one type and 5 of another.
This cap means it may take planning, allows a bit of juggling of space limits.
 
In a situation where many players are obviously unhappy with engineers due to the amount of grind it imposes, and some very well known streamers that are usually full of praise for Elite openly making videos about their unhappiness with 2.1, the decision to remove not one but two levels if you want to apply a weapon special effect and haven't randomly received one already seems unwise. I guess I'll see it in action but a system where you just need to spend an additional amount of materials for a special effect without any randomness or rep loss involved might have been better. Spend 2 more refined focus crystals for thermal conduit, or 1 polonium and 2 chemical processors for a force shell, that sort of thing (random examples).

Lets all hail the youtube strawmen.
 
Can someone please explain what this actually means? Will my ship be less maneuverable with 2 pips to eng now?

More than likely, weapons performance will be the most noticeable change if this means what I think it means. Thing is... I had no problems with the distributor performance in 2.0 on the Asp X or Python, and this is the first I have heard of any buff to this component.
 
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