Patch Notes Update Update 2.1.03 Incoming

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They're not, though, they're also useful for synthesis. Plus, pretty much all the materials are available through multiple activities.....not just one....so your claim that FD is getting you to play the way they want (which is ludicrous for starters) is just a load of rubbish. Maybe if you tried playing your own way, & stopped obsessing about the Engineers, you might be surprised just how easy these materials end up in your possession.

Actually, I play the way I want and I don't care about engineers at all.
I've done only one rank 3 thrusters update for a ship I don't use.

FD is trying to force players to play the way they want, that's a fact. You can find a proof of that in planetary mission/USS. In the beginning you were able top find anything via ship, so nobody was using the srv. They put the 2km blue circles. Ok. Then everybody on assault base were using ship to destroy ground target. They remove the lock on target for them, forcing to use SRV for this too, and the SRV is destroying in 2 seconds against base defneces.

Now they add engineers and wants people to spend hours and hours to grind materials. When those people already have spent hours and hours grinding credits.

To me is almost non-sense.
 
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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

Question/suggestions:
  • How about an option to force a random experimental effect (no choice) for cost of one level?
  • How about an option to force a positive roll (guaranteed improvement over existing mod) for cost of one level (for those modules that do not get experimental effects, like anything that is not a weapon)
 
Don't be daft, I thought everyone knew we have insta-jumping escape capsules?
Don't be daft. If those existed we would not find gazillions of occupied escape capsules on every planet thousands of light years from the bubble.

I just started the game, and was very pleased to find a game that was hard, at every turn I was expecting to find a ship full of death coming for me. Only to find that the AI have been nerfed down to a star citizen level. It's not bad enough that we have an eternal toon? how about you implement some cost to living in the black. IE. when you die.... remove the option of re buying you ship, start all over. right now the cost of stupid is only a few credits. IMHO this game can be so much better.
You should not be surprised to hear that those things were all said to FD years ago. Indeed, they even promised an iron man mode, which went the way of several other early promises.
 
I suggest the following: the cost of the "favor" should be relative not to your rank with the engineer, but to the rank of the recipe for which you are calling in the favor. So if I have Grade 5 access to Tod, and I want to churn out a bunch of G1 Efficient Multicannons with Incendiary, that's not a big deal to him--this is small potatoes stuff considering my relationship with him, and I can recover the spent rep pretty quickly. But nailing that effect to a G5 Efficient should be a big penalty, and even adding the effect to a G1 should have a hefty relative cost for the player with lower rep.

If this is already how it works, I apologize. But that's now how you've made it sound.

No idea how it currently works, but I like your idea!
 
And here I was enjoying silence...when gigantic patch dropped upon us.

You guys have been extremely busy! Didn't expect this to drop so soon.
No. They hate us. They hate the time we have. They want us all to grind and have no fun.

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Don't be daft. If those existed we would not find gazillions of occupied escape capsules on every planet thousands of light years from the bubble.

You should not be surprised to hear that those things were all said to FD years ago. Indeed, they even promised an iron man mode, which went the way of several other early promises.
Welcome to game development.
 
Actually, I play the way I want and I don't care about engineers at all.
I've done only one rank 3 thrusters update for a ship I don't use.

FD is trying to force players to play the way they want, that's a fact. You can find a proof of that in planetary mission/USS. In the beginning you were able top find anything via ship, so nobody was using the srv. They put the 2km blue circles. Ok. Then everybody on assault base were using ship to destroy ground target. They remove the lock on target for them, forcing to use SRV for this too, and the SRV is destroying in 2 seconds against base defneces.

Now they add engineers and wants people to spend hours and hours to grind materials. When those people already have spent hours and hours grinding credits.

To me is almost non-sense.


Then why fixate on their mechanics at all? Funny how people here seem to fixate on things they claim to hate and rarely use. I'm not a fan of PP, to be honest.....and whilst I hope it gets fixed at some point, I don't fixate on it at all.

Same with the Engineers. When I first heard about them, my response was "hmm, that sounds kind of interesting".....but it certainly didn't "rock my world". However, when they announced the overhaul of the mission system, my whole mind just exploded with excitement.....and missions/the BGS has been my sole focus for the past month. I probably will get out to see an engineer one day (I now have access to three of them, without even trying) but I am in no hurry. Meanwhile, I am picking up tons of materials via my day to day activities.

Maybe people would be less peeved with how engineers worked if they weren't so obsessed with getting every single class of upgrade within less than a month.
 
Question/suggestions:
  • How about an option to force a random experimental effect (no choice) for cost of one level?
  • How about an option to force a positive roll (guaranteed improvement over existing mod) for cost of one level (for those modules that do not get experimental effects, like anything that is not a weapon)

I already asked about that second one, & they hinted that they might look into it depending on the feedback on the system as it applies to weapon special effects. Like you, I have next to zero interest in weapon upgrades, so would love to use the "favour" system as a way to *tweak* other kinds of module upgrades.
 
Are very large ring systems fixed?

Also, I have been wondering if this is a bug: Sometimes, when approaching a planet, I see an FSD flash centered ahead, but in the distance, though there are never any NPCs about.
 
Certainly not in favor of AI spawning based on my rank, just makes it all so contrived.

You can probably thank all the "AI is too hard" people for this change (though, as I said, I already noticed that my random encounters seemed scaled to my current combat rank). Perhaps try it & see how contrived it actually feels (if at all), then provide feedback.
 
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?

Isn`t it a little bit illogical to use rep for effects? Why not make people spend tons of money for the effects they want instead of rep?
I can`t see any logic behind using rep and grinding for it back again. Just because you wanted a burn effect for your guns as extra, suddenly an engineer starts disliking you more? I thought that is what money is for. To buy stuff...
 
Actually, I play the way I want and I don't care about engineers at all.
I've done only one rank 3 thrusters update for a ship I don't use.

FD is trying to force players to play the way they want, that's a fact. You can find a proof of that in planetary mission/USS. In the beginning you were able top find anything via ship, so nobody was using the srv. They put the 2km blue circles. Ok. Then everybody on assault base were using ship to destroy ground target. They remove the lock on target for them, forcing to use SRV for this too, and the SRV is destroying in 2 seconds against base defneces.

Now they add engineers and wants people to spend hours and hours to grind materials. When those people already have spent hours and hours grinding credits.

To me is almost non-sense.
I don't see FD forcing anyone to choose a particular play style at all. I play Horizons, I have 1 Engineer upgrade, a mediocre grade 5 extended range FSD, I don't feel forced to grind anything at all, over and above the usual cash grind which is the easiest part of the game by a long way.
If you don't like those missions (or they are broken which a lot still are) don't do them. Don't get all emotional about it, send a Ticket if you think something is wrong and do something else.

I do agree the Engineer grind is currently too much of one but, unlike so many, I have positive suggestions to make that could alleviate it

- Offer missions at Engineers which reward you with the materials you need to create mods at the specific Engineer from which you accept it.
- Offer overpriced Cargo items for those upgrades available from the Engineer you are currently at and no other commodities. Do not allow selling of commodities at the Engineer bases.
- Remove material rewards from all other missions not available from Engineers
- Offer mod tweaking at a price, the larger the tweak to a particular mod stat, the more expensive it should be (and these should be bloody expensive for large changes too)
- Offer weapon mods that add a specific effect to a component but which only otherwise have negative effects. No randomly added effects which potentially cause a weapon to become a trifecta god like joke. You can make the materials for these harder to get too

This patch shows that FD are on the ball with this as far as bugs and balancing things are concerned, as a software developer myself I know it is impossible to get all the things that need to be done immediately.

Perhaps they could use ideas and motivation rather than negativity.
 
Then why fixate on their mechanics at all? Funny how people here seem to fixate on things they claim to hate and rarely use. I'm not a fan of PP, to be honest.....and whilst I hope it gets fixed at some point, I don't fixate on it at all.

Same with the Engineers. When I first heard about them, my response was "hmm, that sounds kind of interesting".....but it certainly didn't "rock my world". However, when they announced the overhaul of the mission system, my whole mind just exploded with excitement.....and missions/the BGS has been my sole focus for the past month. I probably will get out to see an engineer one day (I now have access to three of them, without even trying) but I am in no hurry. Meanwhile, I am picking up tons of materials via my day to day activities.

Maybe people would be less peeved with how engineers worked if they weren't so obsessed with getting every single class of upgrade within less than a month.

I'd like to use engineer's upgrade, but I don't like grind anything in any game and search for materials in Elite is a good way to waste time, since the 90% of what you find is useless. So I ignore them, but if I could use credits (I make 7-8M every two hours with my Python doing courier missions) I'll go and try different upgrades.

Instead, I'm accumulating credits I'll never spend (I don't want ships that can't land on small/medium pads, and I have all the medium size ships) and data/materials I'll never use. FD should think a way I can use those credits and material, otherwise there's no point to do anything in Elite, beside have fun (that's not necessarily is a bad thing, but there's need of a purpose to continue play something can become tedious at times).
 
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