[video] Material traders are HORRIBLE

tl/dw the exchange rates for materials is too punitive

Going down they are not horrible, going up and across it is pretty bad. Really only for emergency use when you need one roll or something. A g5 module takes an average of 9 rolls from what I have experienced (down to 5 up to 12) so to need 54 of one g5 material to exchange to a different g5 material for one module only. That is pretty harsh.

I do think they could leave the down rate where it is, but when you go up make it 2 times easier, and g5 to g5 should maybe be 2 to 1 (ie 3 times easier).

Other idea from CMDR Dreamstate below is to reduce the rolls needed. I think 1 roll for gr1, 3 for gr3, 5 for gr5 would be nice. Make it when you have full rep perhaps. Not knowing is a pain, I was one mat short last night and it is upsetting.


edit: spelling and more info
 
Last edited:
I'm not gonna watch the video unless you draw me in. A clickbait-y title won't do. Provide a short summary of the points you make in it and I *might* consider it.
 
Yes, you are literally killing the game right now.

giphy.gif
 
i think they are not horrible, does that makes me a bad person ?

Going down they are not horrible, going up and across it is pretty bad. Really only for emergency use when you need one roll or something. A g5 module takes an average of 9 rolls from what I have experienced (down to 5 up to 12) so to need 54 of one g5 material to exchange to a different g5 material for one module only. That is pretty harsh.

I do think they could leave the down rate where it is, but when you go up make it 2 times easier, and g5 to g5 should maybe be 2 to 1 (ie 3 times easier).
 
I'm not gonna watch the video unless you draw me in. A clickbait-y title won't do. Provide a short summary of the points you make in it and I *might* consider it.

I agree with your sentiment. Having watched it, I will say that imo he makes good points. Worth the watch.
 
Lmao, best video ever. I love you.

(Did you ever make Skyrim modding videos? Somehow your videos remind me of mod reviews.) :)
 
Really only for emergency use

Yes, this is why i think it's ok
You're not going to engineer your ship forever, once it's done what's the point of having 200 nickels.

Engineers is just a step, for that reason i think the trading is ok even if it's harsh or having a bad deal with the trader (it has always been like this in any video game... You just get the bad deals unless you have the charisma perks or you kill the trader and take your money back)

If you had to do engineers on regular basis or every time you want to play, yes, i agree they would be horrible.

What's the point to fully engineers a ship in 30 min ?

edit : did not watch the video yet (i'm at work), but will do when i will sit in my cockpit tonight [big grin]
 
Last edited:
Totally agree with Yamiks here. Why does it need to be hard? It's a game. Make it fun, make the traders a way to avoid doing particularly onerous tasks like wake scanning. Play your own way, pick stuff up, swap it around at traders with small percentage loss. tada.
 
Oh dear, does it require a little EFFORT to engineer a ship...
You're so hard done by.

Oh hang on. maybe no. Get over it and either engineer if you want, or don't.
 
they need to get rid of that USS system. its boring, RNG and no fun at all!
just as wakescanning..

i want to believe they are just placeholders, and not here to stay.
 
Again this goes back to this game design principle: Don't force players to do things they don't want to do. Let players play your game the way they want to play. Give them plenty of options to reach a goal.

This is a bad progression system and putting band-aids on it won't fix it. No one should ever have to spend hours shooting rocks and scanning wakes.
 
Better to have mat traders than not to have them.

It's just that awful 6/1 and even more awful 36/1 that gets me.

I know I'll get savaged for this but those ratios are just SO Samarco/FDev design team; anything goes when it comes to wasting players time and effort. What the mat trader exchange ratio is really saying is simple: "Don't bother with anything other than G4-5 mats because nothing else is worth anything - except for the total waste of time requirement that demands you go through every grade before reaching G5."

To me - and I accept others will have a different view - the RNGineers and the associated mat-collection tedium means that engineering your ship is now the (almost) sole purpose of the game. Everything else seems to be inextricably linked with engineers...unless you want to ignore numerous activities in order to avoid engaging with the RNGineers, in which case there is little point in playing the game anyway.

IMO, the RNGineer revamp is a huge improvement on what we had before. The material traders could also have given a huge boost to the game.

Instead, FD designers clearly decided that what they gave with one hand simply HAD to be taken away with the other. Theirs is such a narrow view that, together with the various nerfs and scarcity of well-paid solo missions, the game now risks plunging into a never ending activity of scavenging, dull interaction with non-persistent, poorly identified USSs...and of course shooting Handwavium Voodoo rocks - which never even give the same thing twice.
 
Back
Top Bottom