Yet Another rant : Progression, and the lack of structure to gain materials

When we start in the galaxy of ED, we have money grind. We work our way along the ships that can be gained without reputation walls and choose what we like to fly. We do the same to buy better modules for the ships we’ve chosen and ply our chosen trades. The steady structured ways to do this are pretty clear; we kill, mission, trade, explore, mine, steal or any mix of these activities we prefer. Aside from the past issues with 100+ mill per hour bugs/exploits this works pretty well.

Then we come to engineer materials. Suddenly the steady structured progression goes away and we are left with the horror of the random number generator. Many sites list the conditions by which the BGS affects loot drops, that isn’t the problem. The problem comes with pure luck defining whether it takes 5 mins to gain the materials you need to progress or a week, a month, potentially never. Likewise gaining materials from missions – we have no way to control what we get offered. It might be a full list of low rank missions that will never reward us with g4 or 5 materials. It might be that they loot gen dice gets stuck on one reward item. It might be that the reward we desire comes from a playstyle we dislike. So again we roll the dice and relog to see if the next list is any good and we’re back where we started wasting the scant few hours most adults can give to gaming in a week filled with work, families, friends and chores.

But we have the material traders now right? That fixes this [expletives deleted] nightmare waste of our precious free time doesn’t it? Well no not really. Turjan Starstone and The Yamiks made good videos on the subject (https://www.youtube.com/watch?v=tATD4Ayd-MM, https://www.youtube.com/watch?v=1iDAdSy6xgY) tl;dr it takes around 1200 grade 1 mats to trade up to a grade 5.

The problem then still remains. So what for a solution? Well how about instead of a fixed material type reward per mission, the ability to choose depending on the system economy type? Or even half the reward in a different material type. This would go a long way to providing that ‘slow steady structured path’ that has been quoted for progression with engineers.

An example of the current system : I want 12 grade 5 materials to get that l5 engineering bonus. (12 is taken from average number of rolls taken in beta and live for 3.0.x to max a l5 upgrade.) Then I need to get very lucky 4 times when scanning a combat vessel for Abnormal Compact Emission Data. I get a drop from scanning ships of any type roughly every 10-12 ships I scan, and that drop can be one of 10 items. All drops being equal I could expect to gain my 12 after 40-80 combat ships scanned. But all drops aren’t equal and I need the rarest 0.5-3% drop rate item, not only that but I need it on the correct type for data not shield emission. This puts my chances so low that after 7 hours real time scanning in combat zones I have yet to loot a single one let alone 12.
 
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How about NOT having a rant about this.
If you don't like a bit of grind (and lets face it, many games have it), then you're in the wrong game.
If you have a suggestion, don't call the topic a RANT.
 
It's not that hard now to find grade 3 or 4 materials to be able to trade up to grade 5 rare material. Also, once you get allied with a faction, more missions with rare material rewards option can appear.
 
Credit grind is easy.
Ship grind is easy.
Engineer mat and data grind is easy.

Just play the game for fun and not for the grind and everything else comes on top in a natural genuine way.

The key word is p-a-t-i-e-n-c-e...
 
...it takes around 1200 grade 1 mats to trade up to a grade 5.
Using this as an example of why the mat traders are no good is just silly. No one is going to do this.
It's really not hard to find some G5 mats, and those can be traded 3-1 for the G5 you actually need. Not exactly highway robbery here.
 
The comments in this thread are disappointing, OP has a point and made a good suggestion. No surprise that it's just bashed by people defending the grind.
 
There's certainly a structure. It is just long one.

The comments in this thread are disappointing, OP has a point and made a good suggestion. No surprise that it's just bashed by people defending the grind.

Not really. He doesn't like chances to find something he wants. Game is built around having a chance. Not guaranteed outcome.
 
The comments in this thread are disappointing, OP has a point and made a good suggestion. No surprise that it's just bashed by people defending the grind.

Not to mention the now standard response whenever the topic of lack of materials is mentioned of using material traders.

It should be an option to use traders not a necessity, players should not have to find ways round poor design, issues should be addressed.

But remember we are dealing with an out look of ''we wont fix it if people are not using it'' you just can't argue with that logic.
 
Rep to op. Unfortunately all of this has been said before, and all of it will be said again. Fedv will eventually listen after the 100th "I can't take this anymore" thread is posted. It's just a matter of waiting now.
 
The comments in this thread are disappointing, OP has a point and made a good suggestion. No surprise that it's just bashed by people defending the grind.

Is it surprising? He titled it as a rant, then wrote far more than needed to get his point across, and topped it off with the requisite exaggeration.

Sure, the randomness of finding some rare mats can occassionally be mind numbingly frustrating - especially if you go looking for that one thing that you just must have asap. That way lies madness. But I do think it evens out in the long duree of maintaining a Fleet, or even variable sets of load outs.

I spent the past three nights looking for polymer capacitors (for weapons for a ship I haven't even bought yet). After experimenting with different combinations of economies & states I had what I was after, plus dozens upon dozens of other rare and very rare materials - I can't even find reasons to have 75 chemical manipulators, 60 Military Supercapacitors, etc. Because, no matter what others may claim, I finished off two G5 weapons with 9 of the very rare G5 mats needed, that's 4 rolls each, both very near max, experimentals added, blueprints pinned... I'll get that last 0.7% another day.
 
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