The Star Citizen Thread v5

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With that large ship comes an immense cost to run it and protect it. So yeah the guy running the ship could face an immense loss carrying out such a large operation.

yep, and the same is true in ED, that does not change how much they will earn either. What larger ships earn has to be more then possible losses, or no one will fly the ship. Its basic risk vs reward that just about every game fails hard at. People will keep flying the Hull-e as long as it makes more then a cheaper ship, and makes more over the course then how often it is lost. Basically removing the risk. Its the same deal with PVP, people don't attack unless there is no risk for them selves. That is why people pick targets that can't fight back, then call it piracy.
 
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Actually ED does not have credit inflation as the price of useful goods (none trade goods) is fixed. Ship prices do not go up, equipment prices do not go up, so there is ZERO inflation. For there to be inflation the price of good would have to increase. Take PLEX's in EVE online, they have been going up in cost since they were introduced.


There has certainly income inflation in ED, Missions pay more, Bond, paid more, exploration pays more, bounties pay more.
look back at the history in the forums as to what an acceptable Cr/HR people expected to be able to earn and it has gone up and up, and not as the result of bigger trade ships. But what should a Vulture bring in in an hour

To the point the commodities market makes no sense, from an in universe point of view.


A bigger problem with SC is the income discrepancies between the ships. You have a starter ship that has at max 10 ton cargo space (or what every the current unit of measurement is for SC, they changed it so often that I stopped caring, Ok looked it up 7,550.00 Kg), then compare it to the Hull-e with 3,241,052.00 Kg. Both ships could be purchased with cash, so the Hull-e has 429.2784 times the cargo space as the starter ship. Now think about the income difference between those, and just how much of an advantage it will be.

I just wonder how the people who own a Hull E expect to be able to fill one with 3,241,052 kgs of goods to begin with, with their 5000 starting UEC.
Going to be a big income once it gets going but what is it going to take to get going.
 
This is the problem with selling ships as pre-orders with no plan for how they'll perform and no economy test ever having taken place. Any old number gets plonked on the glossy sales brochure, people buy them 4 years later the dev's think about balancing the economy and the stats inevitably have to change. This will trigger wailing (rightly) from people who've paid real money for an expensive chariot which suddenly has it's cargo space reduced or buffed.

Cart before horse situation.
 
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There has certainly income inflation in ED, Missions pay more, Bond, paid more, exploration pays more, bounties pay more.
look back at the history in the forums as to what an acceptable Cr/HR people expected to be able to earn and it has gone up and up, and not as the result of bigger trade ships. But what should a Vulture bring in in an hour

To the point the commodities market makes no sense, from an in universe point of view.
That is not credit inflation.

Inflation is the rate at which the general level of prices for goods and services is rising and, consequently, the purchasing power of currency is falling. Central banks attempt to limit inflation, and avoid deflation, in order to keep the economy running smoothly.

This is not happening in ED. You seem to be mixing up idea's. First, yes FD has increased how much you can earn for a given activity. This is not inflation see definition above, in order for it to be inflation then the good them selves would have to increase in cost. They have not changed and have held, as such there is no inflation in ED.

What you are complaining about is that larger ships make more then smaller ships. As said ships cost more and cost more to operate, and cost more to lose this is to be expected. But this is not inflation. This is a common trope in just about every game that has you earn "money". People expect to earn more as time goes on, and with a game like ED when you are risking more, you should be expected to earn more. Or what would be the point of larger more expensive ships?

The other thing you are complaining about is how much you earn at a given level. Yes this has gone up, mostly in response to the fact that trading was the best paying gig. Again, not inflation.

I just wonder how the people who own a Hull E expect to be able to fill one with 3,241,052 kgs of goods to begin with, with their 5000 starting UEC.
Going to be a big income once it gets going but what is it going to take to get going.

Well good thing you could purchase credits with cash, and you can purchase other ships with cash with the intent of selling said ships when the game launches. Making filling that cargo hold trivial.
 
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Star Citizen's economy works with real world currency. Stuff is worth what it is worth in real dollar, simple as that. No in-game fake economy necessary for that. Therefore there isn't one. Stuff tends to optimize itself.


The markets have already decided. Most game developers ban trading to make their make-believe economy work, CIG OTOH endorses it for more income. That means, there will never be a proper "year 2942 economy", because real markets will always leverage it.
That sounds like a sensible assessment from the point of view of what they've done with goods so far — the only thing in the game at the moment is stuff connected to not-even-remotely-microtransactions. But that immediately raises the question of what the point of the supposed in-game economy is meant to be. Is it merely there to siphon off credits to bypass the (ner)MT? An X-series style antfarm?

I get the distinct feeling that this is one of those things that their unfamiliarity with the whole genre, and their very clear focus on getting money in, just has made them completely oblivious to. So they invent this cute little feedback loop system (that is not very likely to work without a very light and attentive touch) that they then immediately subvert and shoot in the gut with an even sillier grey market.
 
From a PVP standpoint as long as that person who owns a million credits/ships at the start of the official universe can't just beat anyone with some OP ship I'm fine.

In a smaller universe meeting a player pirate or pirates that want what you have will occur on a regular basis.

Methinks that can bring some balance....
 
The only interaction that's occurred with my world views has been the feeling that CR/RSI are very intentionally playing up to a certain type of conspiracy fan already as they're ideal customers. Highly imaginative and rarely well informed they're full of dreams which they play well and end up with all that "You don't know man it could be" babble invading here from time to time.

Evidence. The whole NMS debacle was a joke - based on the actual what-you-see-normal-people-play evidence the game is pretty much as it was shown but no more. Everyone got super-excited convinced there was more but there just isn't. Look at any trailer these days - the big guns come out fast. Where are SC's big guns?....

....

....

Just nowhere to be seen. How many months left this year to launch?

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From a PVP standpoint as long as that person who owns a million credits/ships at the start of the official universe can't just beat anyone with some OP ship I'm fine.

In a smaller universe meeting a player pirate or pirates that want what you have will occur on a regular basis.

Methinks that can bring some balance....
How's that gonna go down with the guy who spent $1000's on his package when you spent the normal amount? It's gonna be bloody.
 
The solution is a cleverly designed matchmaking system which determines who to match with who in an instance.
But for the matchmaker to work most efficiently, it needs to have a large enough pool of players to choose from.
 
What you are complaining about is that larger ships make more then smaller ships.
.

No I was not actually, but how much more over time things pay.
Once you are allied with a faction they will pay you MILLIONS of Credits to deliver those same four tons, deliverable in the same Sidewinder.
The same deliver or collect 4 tons of XYZ that once paid tens of thousands now pays millions

That is not complaining about "larger ships make more then smaller ships" as we are still talking about the same small ship.
Sure a large ship can take dozens of "deliver or collect 4 tons of XYZ" but that is fin, and not the issue.

And with the fixed prices of commodities and ships, payments for the same jobs increasing 100 fold, reduces the value of the commodities and ships due to the increased supply and ready access of CR.

When Joe in a Sidewinder used to get 5000 to 10000 credits per mission saving up for a Cobra, is suddenly earning 1 or 2 million per missions, that the Cobra still has the same real value even if the CR is still the same 350,000 CR?

But this is for s different forum

The question is will SC fall into that same trap
 
Another one bites the dust: Funds Raised $121,001,209

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Not bad... [wink]
 
Such a strange thing that years after the Kickstarter, they managed to turn the amount of money Roberts and Freyermuth's company makes selling jpgs into a celebratory event as if it were raising money to fight muscular dystrophy or something.

The whole thing comes off a bit... Sea Org

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Fig. 4442. Chris Roberts on set
 
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Much Fun Such WoW!

http://imperialnews.network/2016/08/reverse-the-verse-episode-2-04-summary/

TLDR(Too Long;Didn’t Read)

  • Today’s RTV was in Frankfurt hosted by Brian Chambers and two guests: Jason Cole, Lead Cinematic Animator, and Francesco Roccucci, Lead AI Programmer
  • They talked about Miles Ekhart who was the Quest giver in the 3.0 demo
    • Miles took about three weeks from shoot to implementation and this was the first time they’d done a cinematic quest giver like miles using the new tools and bug fixing those tools along the way.
    • It may take only two weeks per quest giver like miles and that was a generous time scale they said.
    • Miles won’t be the only cinematic quest giver for 3.0 as they’re scheduling another shoot specifically for 3.0.
    • Mile’s eye movement during interactions was the actor himself trying to be sketchy, the IK Look system has only the on/off feature and they’re working on having it blend naturally so the AI’s focus is on you instead of in your general direction.
  • Francesco Roccucci talked in depth about the Subsumption system, I highly recommend you watch it as there’s too much detail for me to summarise properly
    • Subsumption is a collection of systems that include behaviour of characters, missions and is what connects it to the games code.
    • The goal for subsumption is to make AI as life like as possible and what a player can do or go, so can an AI. Ship repairs, manning a console, etc.
    • The amount of AI in an area depends on the area itself, small enclosed spaces wont be packed, but larger spaces will have more AI.
    • The intent is to LOD AI to allow a large amount on screen at any given time, the physical model is what limits the amount, not the AI actions.
    • Currently they can have up to 40 AI on screen at any given time without optimisation.
 
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The sad thing about SC for me is...i am less interested at this point for it to succeed and more interested for it to just end.

Its like seeing a house about to burn...the smoke is already there and people thumble out of it intoxicated by it. I dont care about the guy in front telling me how awesome everything is inside...i see the smoke...i see the people coughing and lying on the floor asking for help...and i know there is a fire...because i saw the guy in front placing the fire in the first place.

Now its just a matter if it will be a huge bonfire of celebration or a catastrophic explosion...
 
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