Game Discussions Star Citizen Discussion Thread v12

3 months of heavy grinding for a $600(?) ship.

What do people think? Where does this fit on the line of "so easy to get it will outrage whales" to "enough of a grind to make it pay to win" scale?

first off...congratz for the achievement. I m sure this represents some serious dedication. Lets hope theres no wipe around the corner :D

600 dollars worth equal 3 months of grinding....this is kind of a balance question I think. The ratio could be tweaked at any given moment depending on what CIG does. My questions would be.

  • was the grinding fun?
  • how much playtime do the three months represent? (like....in hours)
  • how do you feel when you look back at your achievement and see other people just doling out cash to get what you did instantly?
  • do you consider Star Citizen P2W considering your own effort?
  • as Star Citizen is pretty early in development (lolz) and is supposed to be a test environment for participating backers do you feel the monetization justified when what you basically did was testing CiGs take on economy?


Personally I think 3 months versus 600 dollars is even too little. I know that some people have a very twisted view on money and its value (50 bucks is nothing yoh) but I would calculate 600 dollars = 10 fully priced AAA games so I would expect some serious return value for that kind of cash. 3 months of grinding dont even come CLOSE. The fact that you can bypass this kind of effort or time in an instant based on how much real life money you are willing to spend makes it a clear example of pay to win and no amount of goalpost moving ("theres nothing to win" and "its pay to skip grind") makes it not pay to win for me.

Obviously CIG requires money to keep development going which means that past statements to the contrary were overconfident or flat out wrong. If CiG would come out to admit they need more money I could come to terms with spending more money on this project if I felt like I wanted to support it. But thats not what I can see CIG doing. Thats what *fans of the project say to justify what we see.

What CiG is doing is dangling something shiny in front of our faces...something they know people want and they make sure to take people for what they are worth in order to get it. I would call it extortion and blatant abuse of peoples desire (basically the same as dealers who can name any price they want....the addict will pay it). I mean we are talking about digital pixels in a video game. In what universe does a single ship, regardless of the designers and coders work justify six hundred american dollars?
 
I mean that's the big question: What is he classing as 'grinding'? For example, I know someone who considers the point where gameplay becomes grinding 4-6hrs of gameplay a day, whereas for someone else it's 1-2 hours a day.

Personally, as far as I'm concerned if/when Star Citizen ever gets to a point where I'm picking a copy up, I'm happy to let the big genital swingers fly around in their $400 palaces whilst I'm pottering, eeking a living in a small ship trying to get by, or maybe developing a 'specialised' skillset that makes me indispensable to these bigger ship players as a crewman meaning I can command a bigger share of any sessions profits.

The adventure for me is the journey, not the destination
 
What do people think? Where does this fit on the line of "so easy to get it will outrage whales" to "enough of a grind to make it pay to win" scale?

I'm part of the make it harder brigade. In a game I would expect to play for years (even forever) 3 months is not a problem to me to earn something through gameplay, as long as I can earn it through gameplay and its not unique to paying customers. (Decals / PJs excluded as purely cosmetic and no in-game advantage given, but I didnt like the fact in ED that you get zero PJs to begin with, not even some base primary colour ones, then they gave out free ARX so thats by the by now as now earnable in game through gameplay albeit a long time for the 'good' PJs or cosmetics)

Back in 1984 Elite changed my life as it was a game I could keep playing instead of finishing and never playing again, I still feel that way today. Elite to me was like football to most kids.

There was a thread the other day from a noob in ED, earned 1.5m Cr for killing 3 ships at Nav Beacon and they felt they had missed out on slowly building up too. It felt to them like they had 'exploited' something somehow and they asked if it was a bug or intentional :)

But I / we are in the minority or at least not the majority. In a game with 20-80 hrs gameplay it would be an outrage, in a game with no end game and, ahem, 'potential' to be played for a long long time I want things to take time. Im not triple Elite and I really dont know what I will feel like when Ive done that, whats next? Whats left to aim at? type thoughts. I know its a sandbox and theres no high score counter so to me these types of things are that reward.

3 months after earning that ship or whatever I wouldn't care that it took me 3 months to get it in the first place. If anything it makes it more valuable to me personally than just buying it.

I gave up a long time ago getting annoyed at other people shortcutting the game, its their game, whether thats an exploit, a min-max guide to Credits or paying with cash. I also gave up getting annoyed when same players burned out and say 'What is there to do' or 'mile wide inch deep' because they skipped the gameplay in the first place. I just get annoyed when their demands affect my game or make it too easy. I even gave up and suggested people should be able to buy Cr with ARX to stop them affecting my game by making it easier and easier, that got shot down by majority as P2W, even though I suggested only free ARX earned in-game could be used for this purchase to avoid pressure to buy ARX. Only gameplay would be rewarded, not richer players just coz they have cash to burn.

So Id rather have a hard game with the option to make it easier or shortcut if you really want to rather than an easy game with little option but self-inflicted punishments to make it harder. I lost the argument and now avoid certain activities completely. Later on when I've earned my rewards in my own game and by my own standards I will care less and probably do some of them but right now I have to be careful I dont accidentally become an undeserving billionaire or triple Elite, by my own standards and in my own opinion.

If the game is making it a deliberate grindfest to try and force people to have to pay money for something just to play, or unique P2W advantages, thats a different matter entirely. if CIG now say 3 month is way too short and make it 3 years instead thats just an insult to players and thats a different matter, one I will be fully against but $50 a week average reward 'value' is fine by me for just playing the game. If it takes 4 - 6 months non-grinding thats also fine....but only because of the expected value of the long term game.

Sorry, wall of text, but you did ask and this is a bugbear of mine, for me personally and only me :)
 
I mean that's the big question: What is he classing as 'grinding'? For example, I know someone who considers the point where gameplay becomes grinding 4-6hrs of gameplay a day, whereas for someone else it's 1-2 hours a day.

Personally, as far as I'm concerned if/when Star Citizen ever gets to a point where I'm picking a copy up, I'm happy to let the big genital swingers fly around in their $400 palaces whilst I'm pottering, eeking a living in a small ship trying to get by, or maybe developing a 'specialised' skillset that makes me indispensable to these bigger ship players as a crewman meaning I can command a bigger share of any sessions profits.

The adventure for me is the journey, not the destination

Arguments about games being good or bad or P2W/grind being acceptable or not is rooted in the different levels of tolerance or acceptance of people. Its always good to provide a bit more detail in order to make an otherwise bland statement understandable, give it some context. I agree that the journey is important. When World of Warcraft made "instant leveling for money" normal business I still leveled up my character the old fashioned way simply because I enjoyed doing it. Watching my character grow and evolve, becoming more powerful. Additionally I learned how to play him/her correctly. But obviously I was one of the few who saw it that way based on how empty most zones became over night even tho new characters entered the endgame every day.

P2W aspects are so hidden or accepted these days that people hardly turn their heads anymore if its not affecting ladders or tournaments. Games can be pay to win and still be fun or even good. P2W isnt the stigma it was in the past when "P2W" instantly banned a game to to trash bin or deterred people from even picking it up. Thats probably why the SC apologists try their utmost to not admit that Star Citizen indeed is P2W. Most arguments instead are about people not having an issue with it rather than showing that its not.

Depending on how involved a discussion becomes having a clear idea what every participant perceives as grindy becomes important otherwise some people say "its grindy" and others say "its not" and both could be right. But we all know what grinding is. So if we argue about a game being grindy or not ultimately is not about the fact that it is but rather about our tolerance of said mechanic.

I would say Assassins Creed is grindy by design but its not so bad because I still enjoy it. Somebody else might say "Its NOT grindy (silent part: because I enjoy it)". We say the exact same thing but the way others say it initiates a debate/argument because of how general or dishonest it is. Which explains why some people on this forum receive so much replies :D
 
I'm part of the make it harder brigade. In a game I would expect to play for years (even forever) 3 months is not a problem to me to earn something through gameplay, as long as I can earn it through gameplay and its not unique to paying customers. (Decals / PJs excluded as purely cosmetic and no in-game advantage given, but I didnt like the fact in ED that you get zero PJs to begin with, not even some base primary colour ones, then they gave out free ARX so thats by the by now as now earnable in game through gameplay albeit a long time for the 'good' PJs or cosmetics)

Engineers was FDs take on what you want and it doesnt look like most people "like" that attempt. Making something worrthwhile having hard to achieve or taking long to achieve. I also disagree with your suggestion that introducing grinds is making games "harder". Grinds by definition are low risk activities that provide results due to the amount of time involved. They dont require skill, they dont require attention and they are universally perceived as negative because they prevent you from doing things that you want.

  • wanne play endgame? You first have to play the character through the 99 previous levels
  • want to level up? You first have to accumulate X experience points.
  • wanne have a new outfit? You first have to gather these low-drop chance ingredients

Grinds are oftentimes used to make something special or feel like an accomplishment. Like reaching max level. Or aquiring a rare item or unlocking an achievement. Grinding always was part of the balance formula to give players a feeling of satisfaction when ultimately what they did was sit on their butts tapping the same 5 keys all day long. The problem started when companies used grinds as some kind of gateway to motivate people artificially to spend money to skip the time and get what they want instantly instead. When in its early stages this kind of business practice was optional (and also often viewed disparagingly by the majority of the western playerbase) things have changed. Today grinds are a form of punishment to penalize those players who are unwilling to spend additional money on top of the full prized game. In some cases the extent of punishment is mind destroying making gameplay a chore. Not every game can simply "ramp up" its grind to make its players dance tho. Many games who come out with these business practices right out the door usually meet disregard or bad reviews due to it. Asian games had a lot of pushback years ago when they made their way oversea to conquer the western base. But if you start to gradually put in P2W features over time you give players a chance to get attached to the game or increase their tolerance to said practices so they stick around and eventually not even lament when you introduce new money milking mechanics.

So a lot of games have grinds incorperated by design because the whole concept doesnt work without it. Games like satisfactory require the player to collect and set up resources and installations before they can go ham with their ideas or reach the goal. These activities (collecting and setting up) is rightfully seen as grindy but thats not the problem because they are needed to make the game work. In the example of Satisfactory the grind itself is diverse and attractive to a certain kind of player (base building and resource management isnt for everybody obviously) and it also tries to find a middle ground of what is long enough to make it an accomplishment and quick enough to not feel like a grind.

I can see that CiG tried to add more diversity and options but IMO they simply failed. The range of activities Star Citizen offers is extremely limiteed and oftentimes the same thing in a different costume. If I go off the promises CIG made over the years I can rightfully say Star Citizen failed but hey...its still in alpha yeah?

In Star Citizens case the 3 month period of grinding is not an attempt to enrich gameplay or part of the balance formula that so many games have for this particular mechanic. The low payout and mind-numbing activity required to get what you want are part of the carrot-on-a-stick to drain as much money as they can. As soon as grinding involves monetary benefit for the company invoved you can be sure that they overdo it and use it abusively to squeeze you as hard as they can.

THATS what I refuse to accept or tolerate in any game I play.

I m with you when you say "I want things to be HARDER to mean something" all the way. The thing is that the moment you offer the result for real life money you instantly render the effort involved worthless which is the crux of this dilemma. Star Citizen doesnt offer you any challenges at the moment. The AI isnt up to the task. The game engine oftentimes dies on you and 3 months of grinding translate into "sticking to it despite the games best efforts to ruin your fun" which is an achievement in itself for the player but at the same time a very serious accusation for the company.
 
I mean that's the big question: What is he classing as 'grinding'? For example, I know someone who considers the point where gameplay becomes grinding 4-6hrs of gameplay a day, whereas for someone else it's 1-2 hours a day.

Personally, as far as I'm concerned if/when Star Citizen ever gets to a point where I'm picking a copy up, I'm happy to let the big genital swingers fly around in their $400 palaces whilst I'm pottering, eeking a living in a small ship trying to get by, or maybe developing a 'specialised' skillset that makes me indispensable to these bigger ship players as a crewman meaning I can command a bigger share of any sessions profits.

The adventure for me is the journey, not the destination

When i hear people talk about grinding its usually put into a negative sense, that grind in itself is inherently bad and a result of bad or lazy developers.

But then, i've played many games over the years which were 100% designed around the grind, and they were great and fun games.

So yeah, what people mean by grinding and whether they enjoyed it or not is a major factor in understanding what they mean by it.

I guess in this case he means he was playing the game intensively, focusing on making money, but without any suggestion that it was good or bad gameplay.
 
I also disagree with your suggestion that introducing grinds is making games "harder".

I didnt say that. But one persons grind is another persons gameplay so it is perception based. Examples below.

Grinds by definition are low risk activities that provide results due to the amount of time involved.

Agreed, which is why I dont do them, especially if there are other options through normal gameplay, even if it takes longer.

negative because they prevent you from doing things that you want.

In a 20-80 hrs game I agree, too much is locked behind too high a level or needs constant upkeep that gets in the way. You used the example of AC which has evolved into an RPG. Ive given up on AC Odyssey 3 times now, partly coz every time I level up I need to level up my weapons and armour at the same time or they fall behind the new level enemies, or at least every few levels anyway.

Take Guardian upgrades, PP modules and Engineering for example.

Engineering - Designed to be a long term goal that you gradually do and encourage different gameplay (Trade, Fight, Explore). I played 9 months before unlocking anyone but Felicity originally and it never bothered me, now I'm as guilty as anyone of turning it into grind as I want my ship engineered now in the easiest way possible. However, I dont grind the mats, I play the game and collect the mats through my various activities and then do all the engineering in one go. The grind for me is when I want to do 2 or 3 ships and have to wait for them to be delivered, no FC and dont want one even though this would obviously solve this grind for me. I aim mainly for G5 Mats and the Mat Trader now, I dont even mine Piceous Cobbles even if Im on site and generally shooting everything in site. Certain mats are harder to get and I have to go looking for them specifically (eg Selenium & PIs) or take the 6-1 ratio which I dislike. But its still my choice to do it now, its not essential at all, HRPs allow me to escape interdictions anyway. I can find PVP groups or sessions (Fight Club for example) where non-engineered or even base Sideys are used.

PP modules - I dont mind the 4 weeks delay, its meant to reward loyalty. Personally I killed ships every week to maintain rank and the grind to me was being 'forced' to be in one area for a few hours before I could get on with my game. I could have waited until end of 3rd week and paid to haul instead. I chose the other route. I know explorers who sign up to LYR while out in the black, haul for 10 minutes when they get back and then sell the data for 3x the price.

Guardian - Designed to encourage players to visit many different sites on many different planets. I too found some planets / sites easier than others to navigate so re-logged on those ones, my choice, I could have followed the designed gameplay. However, I only managed 3 relogs each time then got sick and tired of it so went away and did something else instead for weeks or months then went back for 3 more relogs until I got them all. Afterwards I helped other players occasionally so I was back again, may as well stock up on mats while I was there. I just prioritised which modules / weapons / SLF I wanted and still haven't used them all by any means. Didnt interfere with my game that I didnt have them, I just wanted them.

In a game of Trade, Fight, Explore every activity is going to be some variation of those options, some are better 'hidden' or more interesting gameplay to me personally but someone else will think the exact opposite or prefer something else. To say I dont like or dont want to Trade or Fight or Explore just means you have bought the wrong game imo. If you dont like fighting then dont unlock the Engineers that offer weapon upgrades as a reward for fighting, if you dont like exploring then dont unlock the Engineers who offer exploration upgrades, youre not missing out on anything if you dont do one activity you dont like.

If I want quick action I have CQC or can set up something with friends or I can play another game, Fallout or even AC again or whatever game I choose. If I want a more relaxed game with long term gameplay I can play Elite. Its my choice.

If I put artificial 'must have it now' mindset on then thats my issue not the game. I may want Mayfair in Monopoly right now but if I dont land on it I cant buy it. I may want to score a goal in football but I may be prevented from doing so and not score the entire match. Thats the game. I can cheat at Patience if I want but whats the point? I may as well just play a different game.

Its not the same as F2P MMO where mats are in such short supply or actually available at all that I am forced to pay to advance at all or get stuck at a lower level forever. Its not the same as an end of level Boss that I have to defeat just to move on. Yes it takes time by design, thats why I bought the game. Yes it offers different gameplay, thats why I bought the game. Yes I do a bit of everything and prefer some over others, thats why I bought the game.

If I try to do one thing and one thing only in a game designed to offer different gameplay loops then I cant blame the game. If I try to get it all now in a game designed to occupy my time then I cant blame the game. Other games allow me to do this, Elite isnt designed for this gameplay, I either accept this or play something else.

And 'I want it now so I can do ABC' is my choice. So is self-imposed grind to achieve that optional objective. I dont like grind so even if I want it now I will wait until I can get it in a game that is never ending for me. If its 20-80 hr gameplay Id be mad as hell, but it isnt that game.

So what I want to do is play a game that occupies my time, gives me a choice of activities or the ability to opt-out of them all and do something else entirely and I enjoy doing, in an Open World where I dont have to do A before B before C. Each time I log in I may want to do something different and I have that option. If people want to go to a massive buffet and just eat cheese sandwiches thats their choice, but dont say that the entire buffet should only be cheese sandwiches or its no good, that doesnt make sense to me, you chose only to eat cheese sandwiches, you imposed that on yourself.

The thing is that the moment you offer the result for real life money you instantly render the effort involved worthless which is the crux of this dilemma.

Other people do what they want in their game, my effort to get my rewards is my choice and my reward, its not made worthless by someone else doing whatever they do as long as they dont impose their actions or choices on my game I wont impose mine on theirs. they do what they want and I do what I want, this isnt possible in football we all play by the same rules and I cant just go off-rails and do my own thing or make up my own rules to play by and neither can they.

I personally find it worthless to pay to win, or pay to advance, or pay to shortcut. If I dislike the gameplay that much I play another game that I do enjoy, theres literally billions of games out there that offer different things. But if other people want to, meh you do you and Ill do me, just dont change my game to easy mode to accommodate your need for an easier game. Especially when the game is not designed that way in the first place. And stop demanding it because you dont like the game as designed or the gameplay options that are the core of the game.

tldr: People overuse the word 'grind' to blame the game when what they really mean is FOMO which is personal and nothing to do with the game at all.
 
Don't worry, I will not talk about what I think of EDO during the alpha and beta.
As said before, I don't judge something broken or a gameplay loop not finished in alpha state.
And CP2077 is old news.
even because you don't play it but watch videos.
Instead I have played it a bit and all I can say is that it put SC to shame.
In contrast to you I Judge games after I played them.
 
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in that case i trust that you are also playing star citizen and not just watching videos.
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