Great stuff, but, what about the overload of powerplay enemies in RES locations? It kindof kills the purpose of being rank 5 with hudson/duval when you spend all your time fighting enemies that don't give bounty and don't grant merits in those sites.
So if I am level 5 with say todd and I don't get a special I will be demoted to level 3 and will then need to craft 3 level 3's and 3 level 4's to get back to where I was?
What if I craft a level 1 upgrade, do I get demoted back to level 3 ?
Sorry to be a grumpy git, but with so many people protesting about the material acquisition and RNG mechanics if it is how I describe it hasn't that just thrown a whole load of petrol onto things?
You gotta be kidding,right? If not expect pitchforks and torches coming soon.
really? intended? Do you have a source?
Surely this is just piling salt on the whole RNG nature of the game and just makes the whole "nothing is real and is just spawned on arrival" feeling. I know nothing is real and it is all made on arrival and some people choose to reset instances to get better "whatever" be it stuff/ships etc, but actually forcing us to do it, by jumping out and back in to the same wreck to get different loot is just rubbing our faces in it imo.
surely it has to be better for the game to spawn what we need 1st time - even if we have to hunt around a bit for it - that we we do not get to see the jarring disconnect of the lack of persistance in the game.
Where is the storage for commodities and materials ???
Also, why is no engineer offering improvements for the discovery scanners ?!? They are all so ridiculously slow in scanning the systems/details... please we Explorer need that improvement urgently !!!
Thanks for the rest...![]()
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
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 afoot to change this situation for the near future?
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).
Great update,
I'm a Mostly Harmless/Broker/Ranger, so the interdiction cap at my combat rank is a good thing, now I can try to fight back and not only escape (that's the boring thing, to have to escape over and over again).
However, about the engineers grind, why don't allow the players to use credits?
1 - Put a commodity market for materials (rare that worth millions) in the engineers base.
2 - Remove the need of commodities that take cargo space and substituite them with credits, from thousand to millions for upgrade.
To me this will remove the grinding, the need of station cargo, the waste of time finding materials and reward players for doing what they love to do, since everything in the game has credits as reward.
And at the same time, finding some rare materials will be a way to avoid spend a lot of credits, or a way to make credits selling those materials to engineers.
Another thing, since Elite is a mmo, why not create a material market for players only?
So one who has rare materials can sell them for credits to another player.
Base assaults are...impossible solo. I stopped bothering. This part of ED is...a polly-gone (pun intended)
So the only reason to land on a planet is to look for rocks. With that said...my motivation to even bother with that is evaporating fast.
I'm beginning to wonder if the other game developers of that other kick-starter space sim game are looking at all the mistakes Frontier are making with a keen eye. And I am looking at their game now...with an even keener eye.
And when I do quit ED...and put my efforts into another game...that's it for ED as far as I am concerned. I want time invested to bring the rewards. If there are no rewards...that will always be in my mind when I consider it. I get that sour feeling in my stomach when I look at the ED launch icon now. Its the same with WOW. Eight years played. And I get physically sick at the thought of loading it and getting into it again. All the bad memories of why I quit WOW just flood back and I get depressed.
We all have these hopes and dreams. How sad it is...that you have to wake up to reality. And you can never remember a good dream. What a bummer!
I don't mind working for something. Happy to work for it. Unfortunately we can't do that.
You are confusing "slotting coins into a slot machine and getting a random result" with "working for something".
Please stop, Ive spent days working on engineers, Ive tested everything, and youre completley wrong and insane.ROLLING 100 OVERCHARGED RANK 5 MODS TO MAYBE GET 1 INCENDIARY AMMO MULTICANNON IS NOT WORK ITS INSANITY.
To me the only problem in base assoult is the impossibility to target ground enemy from the ship.
If they'll bring back this opportunity, they'll make me able to destroy skimmers and turrets fromn my shine ships with engineers upgrades, I'll be back to do those missions.
Really, everything that's wrong with the engineers update will be solved with three things:
1 - Target ground enemies from ship
2 - Materials market at engineers bases
3 - Engineers accept credits instead of commodities.
Baaaam, no more need to grind (you can buy materials), no more need of cargo space (you can use credits), no more need wings to base assault (you can do all with your ship).
Ships
- All shields now regenerate at double rate when in supercruise
That's good, but how about making it x4 and adding a Hull repair module like the good old days.[haha]
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Thanks. This helps restoring some faith. I just wish we'd also got a little more info on what you plan to do.
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We don't need the exact patch notes a lot of time in advance. But I think I am not along when I say, I'd really like to have a rough outline of what you plan to do in advance. First of all, this could help a lot for calming the waves in the forum and perhaps turn the negative feedback into an optimistic outlook again.
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As a bonus, if you give us a rough outline of what you consider to implement, we can also give feedback on that.
Yes, of course we'll still argue about it, some people will consider any change to be bad, but that's kind of tradition on gaming forums. It still could improve things a lot here. In case of doubt, just sometimes make threads along the line "among other options, we consider x or y. What do you think of either?"
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Everybody would win, doesn't sound too bad to me.![]()
I can't say it enough places - this is a really bad idea in my opinion. You end up with all of this huge beautiful galaxy being essentially the same, because all the opposition is tailored to us, instead of unique to our location. The result is that there is no reason to move around, no reason to avoid some areas, or even seek them out because the danger and corresponding reward is higher. Please reconsider this and make opponents spawn based solely on:
- Where you are
- What security level the system is in
- What state the system is in (war/famine makes NPC's more aggressive)
- What missions you are carrying
- What cargo you are carrying
- What bounty you have on you
- What powerplay faction you are pledged to
I'm sure other additions can be thought of, making certain areas of the galaxy more dangerous for whatever reason fits with the ongoing story line.
The following should only affect how the spawned NPC's react to you, not determine what NPC's spawn:
- Player combat rank (Elite combat ranked players should see that lower ranked NPC's are scared of them and refuse to attack)
- Player ship (Corvette/Cutter pilots should not be interdicted and attacked by suicidal Eagles, they should steer clear and run if you deploy hardpoints)
What it does do is 'reset' progress (at least in the eyes of player) back several levels of stacked RNG. It still has nothing to do with player skill, experience and it does not remove the fact that the player is still separated from the process.
I do like the idea of favour system, but perhaps a less punitive cost would be in order. Let's say for every favour you call in, you then need to craft a module back again to regain it.
Again, it's not the time it takes it's the method by which it's obtained that's the issue. The favour system just makes the player go around the loop 6 more times and when going round the loop once is creating such negative feedback alas I can only see this system making the outcry worse.
So you drop back to rank 3 and then have to grind back up to 5? That sounds grindy. Maybe make it cost more materials to force an effect in advance?
As an Elite combat player, I'm really not a fan of your Quantum Ogre spawn system now. When trying to run Engineers in my low weight, high range Asp explorer, I am getting attacked every 2-3 systems by a deadly or elite FAS, FdL or Vulture. I can therefore no longer use this Asp, the ship pretty much doesn't exist anymore for me because in a fight it doesn't stand a chance against your super high accuracy plasma lobbing Elite pirates.
The galaxy shouldn't get more dangerous just because my ranking went up.
do you think needing to re-craft 3 level 3 and 3 level 4 based on an unpopular and clumsy mechanic is acceptable?
if so why? Are you really saying that what we have now is the very best way of doing things?
I don't think of reputation as a commodity to be freely traded away. The engineer suddenly likes you two levels less because you wanted an experimental effect?
Immersion, no.
I agree, RNG makes sense in some way here, but leaving it at the end can ruin whole experience, as you are gonna loose all your progress.
So if there would be a way to grind engineer rep in other ways and then at some points or after some missions you will receive a message
"I've manage to get THIS SPECIAL EFFECT for your weapons, if you want to get it lease deliver me this and this ... "
nice patch by the way![]()
+1 rep to most of the commanders who I have quoted above - would be all of you but the limitations of the rep system prevent me from being too generous :-(
There are a lot of valid points in those posts I've quoted, so I won't repeat everything in my own words, Instead I will merely chime in to note that I am inagreeance with the comments quoted above.