Falcon_D wrote:
After playing games like GW2. I tend to appreciate the lack of RNG. In GW2 nearly all the epic weapons have the same stats, though distributed differently. But to get these weapons, armour, etc. you had to face RNGeasus.
RNG used judiciously can add a bit of value to proceedings at very little cost (in terms of development), but excessive RNG is usually abusive imo.
So yeah, I tend to think there's a balance to be had, but can't deny that it's going to be relative to people's tastes.
Falcon_D wrote:Yup. Each individual module requires you upgrading from G1. Tried it on my 3 beams.
That's not what I mean. The now mandatory grade progression [1-5] is both per module
and per blueprint (I think, not checked properly I must admit). If so, then in effect, say you rank up your drive to the optimal G5 dirty, then decide you would prefer clean. Either you buy a new module and rank up clean from 1-5, thereby keeping both and not wasting your original efforts but having to redo it for clean, or you wipe the current module (perhaps you can't afford a new one) thereby losing fruits of your labour
and have to re rank it as clean. Same module, different modification.
Falcon_D wrote:As I said, it’s my preference. As for everyone else, it’s up to them to judge and feed back to FDev.
I'm trying to look at how this affects everyone. It doesn't really seem legitimate to me that people who might not care about getting a god roll equivalent in
every case should be forced to jump through the same mitigation that was applied to make it deterministic. Who needs god rolls on their mining ship shields? but in order to get them to an average G5 roll, you now have to play the pseudo min/max game. It's as disproportionate as it is unnecessary imo.
Just to put this into perspective, earlier I bought and rolled g5 mods on 18 shield boosters at a cost of 54 mats (3 mats per roll). Non are perfect, but they are workable. To attain the same (sub optimal) result after the patch, I might need to gather 250 or more mats (as I understand it, assuming 3 rolls per rank unlock which yields 3+6+9+9+9) and bearing in mind that some are rare, and that's before you factor in the special effects. This beta seems like an
upgrade hamster sellotaped to the back of a
downgrade elephant to me. (I've read that if you are unlucky, it can take as many as 6 rolls to unlock the next rank, so if you had a
really bad dice day, you would need over 1200 mats for 18 modules, but in my limited experience, I've not seen it take more than 3).
But yes, if you don't raise your voice about issues that concern you, you can't really complain if nothing is changed, yet realistically, they are just not going to refactor the GUI at this point. It's a done deal imo. Changes might come in the form of data shuffling like progression probabilities and such though. The maths.
Falcon_D wrote:BTW, I have a few god mode rolls on some of my equipment. Keep engineering the shit out of my Python. Lost count of the number of rolls on some of the modules.
I'd be happy to roll the dice a few times (and have done), but only up to a point. And much depends on whether I find the underlying gameplay fun (I don't really, in this case. If everything dropped in combat, yeah, I'd be there)
In those cases, I prefer games where I can just buy someone else's god roll because I'm filthy stinking $$$
NB: If my maths are wrong, please point that out. Really not happy atm.
Edit: uh, I'm crap at maths. It might be 648
rolls mats for 18 modules, not ~250. I'll let someone else figure it out though.