XX Reasons Engineering 3.0 Is Horrible & Needs To Be Fixed.

yeah if you ignore having to aquire the materials, thats true.
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It's even mostly true when considering the materials. By now many others confirm what i already found out during the beta. (I vented all my materials during the beta, then started collecting from zero. ) When you collect G5 materials, most of the G1 to G4 materials for the same upgrades come in "by themselves", and more than you'd ever need. (Yes, you now have to do a bit more scooping, while you in the old system left the material behind or, when collector limpets were in play, regularily vented it. )
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Yes, there are some gaps here and there, but thanks to other materials coming in at much higher rates than needed, the material trader can help out here.
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And before somebody tries to make a point out of having to scoop up the lower grade materials: the much faster and more reliable progression in G5, which strongly reduces the effort of collecting G5 materials, reduces the effort so much that nobody should complain about scooping up some lower grade materials here and there.
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So that's about 95% in favour and 5% against...

That's a fair majority of satisfied players with regard to eng 3.0 vs 2.4. Well done FD.

Sincerely,

Part of the 95.
 
Engineering 3.0 - Procedural Achievement Unlocked: "Blaze your own path."

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So that's about 95% in favour and 5% against...

That's a fair majority of satisfied players with regard to eng 3.0 vs 2.4. Well done FD.

Sincerely,

Part of the 95.

Based on this non-random sample and totally ignoring the endless threads with people pulling their hair out about it. And 'we think it sucks less than the previous version' is not exactly 'in favour'.

I hate it.
 
Engineers are better than before but the G4-5 are horrible mat/time sinks.

I agree that there is still too much RNG on mat drops, particularly in USSs.

The material traders need a far more realistic exchange rate matrix. The current 6/1 (or even 36/1) ratios are crazy.

Just my opinion.

That's pretty much the only aspect of the new system that many of the people who are being dismissed as entitled whiners are actually saying needs to be addressed. It's certainly the only one that I think needs any significant attention.
 
Based on this non-random sample and totally ignoring the endless threads with people pulling their hair out about it. And 'we think it sucks less than the previous version' is not exactly 'in favour'.

I hate it.

People don't like to put effort into games if it any less fun than movie explosions. That's understandable reaction to it. But overall Engineers aren't required, or not required at such extensive amount as lot of players position them to be. That's something more of choice there.

All things considered Engineers 3.0 are considerable improvement and if more work put into them, it will be reasonable upgrade system for ships in the end.
 
the fact that I can spend time collecting what I need and KNOW I’m going to get something out of it is THE BEST thing about the new engineers. I can’t tell you how many times I thought to myself “what kind of engineers are these?” Pre 3.0. This time you really feel like these people are masters of their craft. They even give you blue prints you can take with you to the “regular” mechanics on stations and since they too know what they are doing they can look at them and probably say something “oh yea that makes a lot of sense. So I just have to rewire the transistor through the coupler and ground it through the casing” and they do it. It also makes sense that they can’t apply the experimental effects since they aren’t master engineers. Everything about 3.0 has rocked my world! The new crime and punishment system is soooooooo good! Being able to see what this stations supply is going to sell at another station makes me weak in the knees. The option to CHOOSE my rewards after completing a mission makes me dance around in my undies and kiss random strangers on the street and declare my love for elite on top of a mountain!
You ever seen that video of Tom Cruise on Opra were he’s jumping on the couch and acting all crazy? That’s how I feel about this update.
 
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So that's about 95% in favour and 5% against...

That's a fair majority of satisfied players with regard to eng 3.0 vs 2.4. Well done FD.

Sincerely,

Part of the 95.

See comments like this are exactly what I mean. I'm very positive about most of the changes myself but that doesn't mean 'great, engineers is sorted now' and there's no way that I would want that to be what FDev took away from the feedback because the one issue that is still present, the locking of some specific G5 materials behind multi-layered RNG in HGE USSs, is a significant problem due to the fact that large amounts of time can be spent on it with no positive outcome whatsoever being achieved.

Material brokers could and should alleviate the worst of it, but at exchange rates of 6:1 for G4 to G5 or cross-family G5 to G5 trades and the utterly laughable 36:1 for G3 to G5 trades, they don't; instead they merely replace one load of agency-free tedium with another.

Trading down is fine in my opinion. Trading up would be far more sensible at 3:1 for G5 to G5 trades and perhaps the same, or slightly higher (i.e. more expensive) rates for G4 to G5 etc. It's just excessive at the current level. That's it - pretty much my only issue with it.

Thing is, its no use having a beautiful birthday cake with just one small lump of turd on it, regardless of how tiny it may be. That is engineering 3.0 for me.
 
See comments like this are exactly what I mean. I'm very positive about most of the changes myself but that doesn't mean 'great, engineers is sorted now' and there's no way that I would want that to be what FDev took away from the feedback because the one issue that is still present, the locking of some specific G5 materials behind multi-layered RNG in HGE USSs, is a significant problem due to the fact that large amounts of time can be spent on it with no positive outcome whatsoever being achieved.

Material brokers could and should alleviate the worst of it, but at exchange rates of 6:1 for G4 to G5 or cross-family G5 to G5 trades and the utterly laughable 36:1 for G3 to G5 trades, they don't; instead they merely replace one load of agency-free tedium with another.

Trading down is fine in my opinion. Trading up would be far more sensible at 3:1 for G5 to G5 trades and perhaps the same, or slightly higher (i.e. more expensive) rates for G4 to G5 etc. It's just excessive at the current level. That's it - pretty much my only issue with it.

Thing is, its no use having a beautiful birthday cake with just one small lump of turd on it, regardless of how tiny it may be. That is engineering 3.0 for me.

I agree... IF you had to do engineers on regular basis.
Once you finished engineering your ship (or ships) what is left to do ?

The most "grinding" or "difficult" situation is at the beginning.
Once you finished your upgrade, there will be no problem at all to trade 36 G1 for 1 G5 (even mid-upgrade)

I think it's a bit exaggerated about the lump of turd because i would throw the whole cake in the trash :D


edit: it's fairly fast now to mod a ship, would be a shame if you can fully mod a ship in less than 30 minutes
 
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Jack, I can see what you are saying but don't think it is as bad as you may imagine. There is no 'PERFECT' build for every type of ship, too many variables as in personal preference for weapons, armour, shields, self-preservation etc. What Commander A might consider be an ideal build for an FdL because he only does exploration would be vastly different to what Commander B thinks for his PvP exclusive FdL. I still think there will be enough variations scooting around the black to ensure you never know exactly what you will run into.
True, there's no one meta to rule them all. Mini-metas do seem to emerge occasionally, mostly in PVP, but normally as a result of a new weapon or modification being OP. And they soon get nerfed.

But for me it's less about what I might run into (I'm strictly PVE) and more about a given build having a hard limit. If I build two identically specced exploration Anacondas (or give my build details to a friend) then given enough modification rolls both ships will be absolutely identical in performance. Gone is that subtle variation that might lead to one ship running slightly cooler, or another having an edge-case lower class OP power plant that doesn't require the hangar to be disabled while the thrusters are active. I never really went out of my way to seek out these things, but it was interesting when they popped out of the RNG and they gave the ships a certain unique character.

(Had we ever -- longest of long-shots -- been given the ability to trade modules or entire ships between players, these little details are the sort of thing that might have led to a interesting second-user ship market. "She may not look like much but she's got it where it counts, kid.")

Meh, it's not the end of the world. It's a very minor consideration within a system that's much better than the original IMO. We still have a bit of RNG on the level climbing, for those who get a kick out of "winning" a "lucky" modification that maxes out at four instead of six rolls. And I bloody love the ability to drive around on planetary surfaces, or drop into USS, and collect absolutely everything that's there without having to worry about material capacity. The magical bag of holding still makes no logical sense but the freedom of having a per-material limit instead of a global cap cannot be understated.
 
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