How engineering broke Elite Dangerous...
Video Statistics and Information
Channel: TheYamiks
Views: 224,715
Rating: undefined out of 5
Keywords: engineering, dangerous, developers, horizons season pass, upgrade, upgrades, analysis, video essay, essay, rant, tirade, engineer, engineers, critique, stats, overpowered, broken, underpowered, inbalanced, balance, gamebreaking, experimentals, elite dangerous engineering, elite dangerous horrible engineering, How engineering broke Elite Dangerous, elite dangerous broken engineering, elite dangerous engineering 2020, elite dangerous broken, elite dangerous balance, elite dangerous video essay
Id: JsnBg0Utf5k
Channel Id: undefined
Length: 40min 48sec (2448 seconds)
Published: Wed May 06 2020
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I agree with a good bit of the video (all 40 minutes of it). but I think the solutions is to replace grind with skill. Early in the game you learn skills like how to fly, how to dock, how not to hover over the wrong landing pad. But late game the skills become grinds. There have been glimmers of hope but what really needs to happen is there needs to be a high level skill that gets you lots of materials. Something like wining an SRV race, crossing a designed combat zone, smuggleing something in a high security system, something that make you feal like you deserved to win something.
Frontier has removed the video from the post on the official forums, stating it's "offensive/objectionable content".
Engineering is ok as a concept but it is a major fucking grind and is not fun. A game should be fun, engineering isn't. The problem is though when such a feature is added to a game everyone has to do it or else you're left behind.
My favorite engineering
featuretrap right now is around Hull Reinforcement Modules. Take a 5D Hull Reinforcement Module that you put into your Class 5 slot and decided you want something lighter, hypothetically, maybe because you have some minimum jump range or you just feel like your ship is a little sluggish, whatever, so you make it Lightweight. Well, congratulations, you've fallen for the Engineer's trap card. Now take a 4D Hull Reinforcement Module, put it in your Class 5 slot, and make it Heavy Duty. This 4D Heavy Duty HRM is superior to a 5D Lightweight HRM in all ways, including mass, and can use a smaller optional slot.And let's be real, why does the Lightweight HRM give you a hull boost? Nothing else in HRMs gives a hull boost, they give flat numbers. It just seems so arbitrary like the devs felt they had to change it because they were scared of what lightweight might do to... small... ships? But as you can see, if weight is an issue, just using a smaller slot has become flatly superior.
Meh. Yamiks played the game to death, got bored with it, and now just makes fairly monotone videos whining about being bored with the game. Haven't enjoyed his stuff since it just degenerated into whininess. This was no different.
Who is your target here? New players? Engineering, which isn't really all that bad, now sounds like some sort of hell. Fdev? You think Fdev is going to sit through 40 minutes of rambling and ranting about engineering? Is it really just to vent your hate at the game in general? Why are you still playing and making videos about it then? Engineering is not even close to that hard of a grind.
I can't say I'm a fan of the negativity and hate about everything. You sound like someone who sits on game forums all day instead of playing the game. You're oblivious to the game being improved and cite things like Jameson Crash and material traders site as mistakes when they obviously made the game better and engineering much more accessible with the right knowledge. That's gameplay! Look at Exegious, Obsidian, D2EA. They voice their complaints but they don't just trash everything about the game and they don't slam the developers with personal attacks.
At the end of your 40 minute video I notice you have some suggestions.
Showing more accurate information about engineering. 100% agree. Absolutely best idea 10/10.
The rest lol what even. Removing the G4 and G5 grades of engineering retroactively across the game? That's more nonsensical and out of touch with the game than anything I've seen Fdev do. And then you mock them saying they "don't have the balls to do it". Well, I'm actually glad they aren't programming the game with their balls.
You make some valid points but you need to calm down and frame them in a way that isn't rambling. You're a funny guy and I generally in the past have enjoyed the videos, but there are steps to formulate an argument for something if you want to see it changed. I'm not saying Fdev doesn't deserve a few jabs here and there but straw-manning them as slack jawed idiots does not help your cause.
Engineering could use a few tweaks but is critical to the game and really needs to be greatly expanded. One of Elite's biggest weaknesses is the limited ship selection and engineering makes up for that by allowing the few ships there are to be heavily customizable. I would have stopped playing years ago if they hadn't introduced engineering, in fact I did and started back up once they had added it (and fixed it).
If they ever wanted to dive back in and make something fair of it, they could always create a ticket system.
For every G5 you have that they have to change or remove, you get a ticket to reapply a G5 mod to anything you want, anywhere you are, maybe even while floating in deep space.
I have a few rework ideas as well. Imagine mods that are more simplified and balanced, but you could install multiple mods on a single item. Once installed, you could later adjust the mod in station. For example:
You buy G5 overcharged and G3 efficient. These two mods become the same charge mod, where overcharged is 'right', and efficient is 'left'. Overcharged increases DPS, but reduces DPE, effectively increasing alpha potential at the cost of sustainability. Efficiency modding then does the opposite. If you purchase these mods, you could later, in station, slide the setting anywhere between G5 OC and G3 Eff for that weapon.
It has the potential to be balanced and fair, but it'd need numbers that look something like this:
It's not just balanced and fair, but also allows a player to experiment and tweak later on to try out different play styles or to fight against certain builds. It also has the potential to save a ton of storage space because you don't need to store efficient weapons and overcharged weapons.
Then, the other idea is to be able to put multiple of these 'combined' mods on a single item, presuming the mods are all very simple and balanced, this should be viable.
For example, a cannon might be fitted with 3 mods: Barrel length, durability, and caliber. Barrel length allows you to either lengthen or shorten the barrel. In one direction, it increases projectile velocity and reduces jitter, but increases heat and decreases fire rate. A shorter barrel does the opposite. Durability is an easy one, trade weight for integrity. Caliber changes the projectile size and charge, and is sort of the kinetic version of an overcharged/efficient weapon. Larger caliber increases damage, but increases heat, energy draw, and decreases ammo pool substantially.
I hope they'll be bold enough one day. I'm not counting on it, but I still hope.