上位 200 件のコメント全て表示する 360

[–]jdeart 321ポイント322ポイント  (189子コメント)

The much bigger risk is that it will become "grind-to-play".

Rather than balancing the progression speed in the persistent universe around what is most fun for the players, they might feel inclined to balance the progression around the value of some of the ships they have sold.

This would mean that progressing to better, more interesting ships will take an extraordinary amount of time and people that did not spend hundreds of dollars to get a more advanced ship right away might be stuck grinding terribly boring, repetitive tasks for hundreds of hours until they have the means to buy a more fun and interesting ship.

Even without any pre-launch ship sales balancing the progression is a very difficult task. But having large parts of the core audience heavily invested in progression will make the task all the more difficult. Erring on the side of caution by not pissing of the core fans and making progression ridiculously grindy to essentially increase the value of pre-launch ship purchases will be much more likely and could seriously hurt the game.

[–]aimforthehead90 128ポイント129ポイント  (119子コメント)

When I was drawing concerns about the extremely high price of some of these ships, fans were quick to point out that you can get any ship in game once released.

I find this to be incredibly naive. Sorry, but they aren't going to make their $1000 ships easily available, they are going to make it so tedious and grindy so the people who paid so much money got their money's worth. No developer in their right mind would charge $15,000 for a ship then make it at all actually obtainable in the game alone.

[–]thatkidnamedrocky 7ポイント8ポイント  (15子コメント)

Idk why people keep buying ships. Isnt that the whole point of the game to make money and rise up and get better ships. Its like playing eve. Best times were getting 5mil isk and fitting out my thorax then losing it and thinking its the end of the world lol.

[–]Bagwsp 2ポイント3ポイント  (2子コメント)

Some people just like collecting Digital Star Ships. I'm guilty of it myself (to a degree), but I've set rules for myself like choosing the perceived "mid range" option or weighing on whether or not my friends and I can have some good times in it. My most expensive purchase is for a cargo ship, which I'll use to earn the shiny combat ships, with my friends, at release.

[–]EnigmaticJester 1ポイント2ポイント  (0子コメント)

Probably because the game looks like it will be awesome, but there's not much to do right now. It's like a... way to relieve the hype, I guess. With more hype. Basically, it's an addiction.

[–]abram730 0ポイント1ポイント  (0子コメント)

To fund the making of the game. They are pledges and that is where the money to make the game is coming from.
people can still get it for $35 and get the whole game + beta.

Yes the fun is in working your way up. I got DLC for Mafia II that put cars in my garage. It was a mistake that took away from my fun. :(

[–]randy_mcronald 23ポイント24ポイント  (3子コメント)

Pretty sure it has always been sold as a donation platform and that those who have bought the ships are fully aware of this.

[–]EnigmaticJester 10ポイント11ポイント  (2子コメント)

I don't think people understand this concept. For example, the N64-flash-drive cart as part of the Yooka-Laylee Kickstarter, is $525. That's grossly overpriced, but it's because it's a donation... or something.

[–]randy_mcronald 9ポイント10ポイント  (0子コメント)

Well yeah, if the materials used to make the reward cost them the amount of the asking donation price then what would be the point?

[–]Getzageddon 56ポイント57ポイント  (74子コメント)

Go talk to the people who have spent thousands on the ships. Ask them outright if they are ok with Javelins being available to every player. They absolutely are, and they would be the first ones to complain if they were put behind a grindwall. They didn't buy it to buy power, they paid money because they really want this game to be amazing.

I think that this problem is the perception that star citizen is at all a F2P. Its not, its 60$, which gets you the MMO and the single player campaign. They will plan on having a cash shop, but I think the community is growing more and more ambivalent about that as a concept. The only reason the community was ok with that in the first place is because they agreed to put limits on the cash shop. Limits on how often you can use it, how much you can buy at any one time, and limits on how much you can have total.

Currently standing, the max "wallet" size isn't enough to get close to buying a big ship, assuming the credit price of the ships follows their store price in dollars using the dollars-> credits ratio. The way the limits are set up, it would take weeks of "grinding" the cash shop to buy something like a Javelin Destroyer, weeks you could spend actually grinding credits in the game.

I think unfortunately, the developers are surrounded by one of the most supportive communities in gaming. A community that sort of shields them from the perception outsiders have of them, so they've made some questionable recent calls.

I think though, that in any MMO you have to balance achievement with fun. It would kind of suck, don't you think, if after 2 or 3 days of dedicated playing you could get the best ship in the game. You'd get incredibly bored. But if it took 8 months of 6 hours of playing a day, you'd get frustrated and leave.

The balance lies somewhere in the middle, and at least let the game come out before complaining about it being P2W. Its not like any one person can throw money at the screen to win. You need friends and allies to operate larger ships properly, and the right knowhow. Even in your big fancy ship, you can be taken out by a squad of people in much smaller (and cheaper) torpedo bombers.

[–]Ohh_Yeah 43ポイント44ポイント  (46子コメント)

They absolutely are, and they would be the first ones to complain if they were put behind a grindwall

Let's be real -- regardless of what they might say, this probably isn't true. As soon as the persistent universe comes out and someone manages to find a way to earn one of these $15,000 ships in an afternoon, you will hear complaining.

[–]chill613 8ポイント9ポイント  (0子コメント)

90% of the universe is NPC driven - no matter how much players think they have exclusivity to a ship, they don't. There will be sects of a community that will complain regardless, the expectation isn't rooted in reality.

[–]Renegade-One 3ポイント4ポイント  (0子コメント)

Assumptions based on speculation without actually talking to someone who owns a Javelin is like someone who has never spoken to a ballerina and saying that they (the ballerina) wouldn't be okay with everyone being able to audition for broadway.

Let's be honest, as someone who plays with those who have spent 15k on this game's development - they just want to see a game get made that fits their hopes for a genre that has been long neglected. Bad assumption

[–]kalnaren 5ポイント6ポイント  (4子コメント)

earn one of these $15,000 ships in an afternoon,

No ship in Star Citizen has ever been attached to a $15,000 pledge level. Not one.

[–]Bossive 2ポイント3ポイント  (3子コメント)

Well the completionist tier is indeed 15K but its not just one ship, its all of them announced thus far. Plus the 200 Idris corvettes that sold for 250K from an event last year was pretty big.

[–]kalnaren 7ポイント8ポイント  (2子コメント)

Well the completionist tier is indeed 15K but its not just one ship

Yes, there is a 15k pledge level. But it's not a "$15,000 ship" as several posts in this thread are claiming, nor is it only ships. Like any crow funding level there's more to it than that.

But of course that would require people who are making the claim to actually click on the link and read it.

250K each

What? No ship sold for that much.

[–]fallen77 9ポイント10ポイント  (0子コメント)

He's thinking of the event where they sold like 200 unique capital ships for 250k.

[–]Getzageddon 2ポイント3ポイント  (37子コメント)

First off, there isn't a 15000 ship. There is a 15000$ PACKAGE that includes every single ship.

And wouldn't people be right to complain if the best stuff in the game was obtainable in one day? That's a clear balance problem. It would likely only be achievable through a glitch of some kind. How many people would play WoW if you could get the best gear and clear every dungeon in one day/

[–]weglarz 0ポイント1ポイント  (0子コメント)

Why do you think you'd be able to get one in an afternoon? The ships that cost that much money should take weeks of playing to get.

[–]aimforthehead90 11ポイント12ポイント  (13子コメント)

I think the issue is that fans are going off of promises made by the devs. The more skeptical minded are considering similar projects with similar promises, and how these types of games always end up. I hope the game turns out as great as they say, but $1000 dollar ships, er sorry, $1000 donations that come with a free ship, is a pretty bad sign.

[–]nybbas 3ポイント4ポイント  (4子コメント)

These types of games? I would say nothing like what they are doing with star citizen has ever really been done this way before.

[–]aimforthehead90 11ポイント12ポイント  (3子コメント)

You guys really need to try listening to yourselves... Star Citizen is not the first crowd funded game to make grandiose promises about their project and "allow" fans to throw large sums of money at them. You'd think with the sheer number of over-hyped games that under deliver lately, people would be a little more reasonable about expectations.

So far, almost every single response to my concerns has been something to the effect of "nuh-uh! The devs even said that it wouldn't be like that! They said so themselves!" Or "this game is completely revolutionary, you can't even compare it to anything!" Again, I never said it was p2w, I said their extremely expensive packages and the rewards for them are concerning, and that we should keep our expectations in line.

[–]tgunter 4ポイント5ポイント  (0子コメント)

Yeah, every dev of every game that ended up with egregious microtransactions has claimed emphatically beforehand that their game wouldn't be pay-to-win, and would be playable without grinding. The reality is, no one is going to say "yeah, our game is going to be ridiculously boring unless you keep throwing money at it, and people who paid more will walk all over you."

[–]vicisss 0ポイント1ポイント  (0子コメント)

"nuh-uh! The devs even said that it wouldn't be like that! They said so themselves!"

I'm sorry, but what else do you expect people to tell you? "nah dude, I hopped in my time machine to check the game out, and it's totally rad!"

Given that we don't have a game yet, all that we have to go on is what we've seen, and what the devs have told us. Saying that SC will fail, because other Kickstarters have failed is a logical fallacy. So, really, if the information the devs have given us isn't, in your eyes, reliable, the only real thing you can say is "SC will fail, because I think it will".

What exactly constitutes reasonable expectations? Are the expectations of someone who doesn't follow the development more reasonable than those of someone who does?

[–]BlackHawkGS 10ポイント11ポイント  (10子コメント)

No developer in their right mind would charge $15,000 for a ship then make it at all actually obtainable in the game alone.

Eh. Then Cloud Imperium isn't in their right mind.

It's been mentioned about the Constellation, a ship that costs minimum $200, can be obtained in a week of playtime (I can't find the exact quote for this at the moment, but here's at least a thread mentioning it.)

Yeah, it's been cause for concern and people have been a bit frustrated already. But... well, people have been warned many times that these are 'pledges' and not 'purchases'.

I've been on the Star Citizen train for awhile, and I have to admit this expensive ship purchasing has gotten way out of hand. People are going to be a bit pissed off when their hundreds of dollars only saved them a few days worth of play time. And trust me, if you go to the subreddit, there are many that have spent THOUSANDS on this game. It's pretty bad.

[–]notgonnagivemyname 11ポイント12ポイント  (4子コメント)

(I can't find the exact quote for this at the moment, but here's at least a thread mentioning it[1] .)

They are throwing out numbers anywhere from 40 to 100 hours. 40 hours of playing is not a week...

[–]Ohh_Yeah 5ポイント6ポイント  (2子コメント)

40 hours of playing is not a week...

That's <2 days for a bunch of people at launch.

[–]notgonnagivemyname 6ポイント7ポイント  (1子コメント)

I realized after I typed it that I was probably being naive about how much time people put into a game like that. I would still assume the majority of people either don't play that much for an extended period of time or that it is a silly amount of time to put in to get the other ships.

[–]waitwhodidwhat 9ポイント10ポイント  (0子コメント)

It's crazy how I think I've played so many hours on a game and then someone on here is like "yeah I've played 600 hours of DayZ since launch. It's so bad, don't think I'll play it anymore." Just to give one example at the top of the DayZ subreddit at the current moment.

For the average user 40 hours is probably over a month or two of relatively constant an hour or two play every day or two. I'm forcing myself to believe that those who play 40 hours in <2 days at launch are in the absolute smallest minority of players.

My point is that no game should have to definitely mould a game around those hardcore players but at the same time must submit to the demands of that very small yet vocal hardcore community. If you had to play 40 hours to get one ship better than whatever you start off with, a lot of people would be stuck and eventually give up. Surely making it more and more difficult would be ideal but hundreds upon hundreds of hours to advance could be very tedious.

[–]abram730 0ポイント1ポイント  (0子コメント)

40 hours of playing is not a week

It is for a person without a job. With pledge ships the game isn't poor2win. It's a game people with jobs can play.
The game doesn't require you to quit your job and go on welfare like most other games.

[–]DarkStarrFOFF 2ポイント3ポイント  (0子コメント)

This is why I only grabbed an Aurora Legionnaire model. More guns + better shield, etc.

[–]mechakingghidorah 0ポイント1ポイント  (3子コメント)

Don't forget the lifetime insurance though.That to me is the real issue.People who payed real money can effectively never lose the ship,but people who earn it in game have to worry about a bunch of greifers setting them back to square one on a bad day.

[–]kamhan 0ポイント1ポイント  (0子コメント)

There are more than 800000 SC backers but only less then 300000 backers have a LTI ship and backers who have only LTI ships are less than that. Paying money dont give you ship with LTI. Speaking of griefers, cheaters and griefers can lose LTI on their ship after foundout.

[–]abram730 0ポイント1ポイント  (0子コメント)

insurance on the ship hull doesn't cost much. LTI is valuable to collectors as game time ticks on all ships. Most people will sell their ship when they buy a new one.
Insurance fraud can loose you LTI.

[–]SendoTarget 7ポイント8ポイント  (0子コメント)

Each and every pledge states that you can get them ingame. If they make it into a total grind the game can't succeed since there's no good way to get ships besides playing the game once it releases.

I've got a relatively good amount pledged for Star Citizen. I and the vast majority of large backers want that the guy who starts at 60 dollars retail has equal amount of chances and that the game is actually fun to play.

[–]kalnaren 3ポイント4ポイント  (0子コメント)

No developer in their right mind would charge $15,000 for a ship

Neither does CIG.

[–]DougyAM 3ポイント4ポイント  (2子コメント)

I think you are vastly misinformed about that "$15k ship" you keep referring to.

The ships are NOT valued at those totals, they are not literally stating that Ship X has an equivalent value of $100 or that ship Y is $15k.

Every single pledge has been marketed as a donation to the developers so they can make the game and once it reached its initial funding goals it was then marketed as helping them expand the content of the game by allowing them to hire more staff so that they can add more content for the games launch.

The more expensive donations included real world gifts like being flown to CIG's headquarters and meeting the staff, think of it like Valve auctioning off a trip to go to their HQ and meet Gabe etc.

Those ships being included in a funding pledge makes them no more worth the pledges total price than a bit of sports merchandise being included in a charity auction makes that worth the eventual price it sells at.

The developers have stated numerous times that every ship that is part of the pledge process is going to be obtainable in the game without spending your life grinding for it.

Literally nobody paying thousands for those big arsed ships are thinking that they are getting exclusive access to ships that the "peasants" can never earn.

From the horses mouth as recently as February when a gaming site asked Chris Roberts about it

“Someone buying a starter package needs to have exactly as much potential as someone supporting development by pledging for a new ship or a purchasing a new weapon. I do not want to make a game where you feel compelled to spend anything but time to continue playing.”

tldr: CIG are NOT charging thousands for ships, they are allowing people (naive people in my opinion) to fund the game to the tune of hundreds/thousands of dollars if they want. You are still perfectly able to unlock all those ships by just playing the game and like every other MMO on the market you will "rank up" and progress from the ship you start with to whatever ship you want to fly.

[–]aimforthehead90 0ポイント1ポイント  (1子コメント)

Right, sorry. It's not buying a ship, it's donating a large sum of money with the perk of a bonus ship given in exchange.

So, are you saying the ships sold for pledges are simply cosmetic? They have absolutely no advantage over a starter ship? I'm somewhat skeptical of that, but if these are simply cosmetic, I could get behind that.

[–]kalnaren 0ポイント1ポイント  (0子コメント)

They have absolutely no advantage over a starter ship? I'm somewhat skeptical of that, but if these are simply cosmetic, I could get behind that.

There are a lot of balances for the larger ships that make them appealing on paper, but less practical in reality. The larger ships require larger crews. Like.. 25 people (for an Idris) to operate effectively. One person can not physically crew one of those ships.

Even the smaller multicrew ships like the Constellation will require multiple people to use to 100% effectiveness (the connie will require at least 4, 5 if you want to crew the snubfighter).

That doesn't even get into upkeep costs and other costs of ownership (fuel, repairs, maintenance, etc). Basically, at the start of the game, a single player may own an Idris or Javelin... but they 100% will not have the ability to actually use it in any capacity.

[–]Tintunabulo 3ポイント4ポイント  (3子コメント)

Agreed... SC once launched is going to be one of two things, it is either going to be a great game that lives up to what people are expecting, or it's going to be a disappointment that leaves people shocked that they 'believed the hype' for so long.

I'm hoping for the former as much as anyone, but the gaming industry's recent trends all point a tiny bit more towards the latter. Either way it's going to be interesting to watch.

(Edited to adjust for hyperbole, sorry people)

[–]Ortekk 5ポイント6ポイント  (1子コメント)

it is either going to be a spectacular game that lives up to what people are expecting.

Yeah, no. I'm a backer and I honestly don't think most peoples hype level will be equaled by the game. Some people are literally thinking it will be perfect in every way and that you're able to do just about anything. That every job will be fun and enjoyable.

Some of the jobs will literally be minigames, I can't see any other way they'll work. And still people think they'll lose all social contact over how good it will be.

or it's going to be a spectacular disappointment that leaves people shocked that they 'believed the hype' for so long.

I don't think that it will be a disappointment, or a failure. It will be a good game which some (very vocal) people will freak out since their picture of the game didn't match up.

Do I personally think it will be a grind? Both yes and no.

Yes, because some ships will have a very high entrypoint and getting there will be hard. Playing solo and getting high-end ships will be extremely hard.

And no, because it will be a social game. You'll join a guild and they'll equip you with the necessary gear. You'll work up the ladder and it will be a symbiose relationship. You'll gain areas and money for the guild, they'll supply you with the gear necessary.

[–]Tintunabulo 2ポイント3ポイント  (0子コメント)

Well yeah, a game isn't going to be 'a failure' that's pulled in 80+ million dollars from players before it's come close to launching... but by the same token there's no way that a game that does that can come out and be just a sort of a good game that people go and play quietly and that doesn't cause some big reaction to either positive or negative side.

Kickstarted games tend to bring out the passionate and/or extreme reactions from people, because whether it's true or not they feel they have a stake in how it's made. And especially when there is the question of how they handled their money.

And SC is the Big One, the kickstarted game among kickstarted games, if you will. I can say I was a bit hyperbolic in how I phrased my above comment but still, there's no way that it ends without causing some type of big reaction.

[–]femstora 1ポイント2ポイント  (0子コメント)

First of all its not going to just launch its being built in front of us we will see if things go astray long before it officially launches.

[–][deleted] 2ポイント3ポイント  (2子コメント)

$15,000 for a ship

and which ship would that be?

it doesnt matter whether you buy an aurora starter pack for like 40$ or if you buy a 15k pack, you still get a copy of the game and no strength over another player theres nothing stopping a 45$ backer from slaughtering a 1million$ backer theres no power difference in your characters

the only difference is the amount you gave the devs, nothing stopping you from buying 1million$ worth of ships in game with in game money, and nothing stopping the 1million$ backer from buying an aurora and flying that around exclusively and progressing naturally

[–]m00nnsplit 0ポイント1ポイント  (1子コメント)

There was 15 000$ package with all the ships and a visit of the studio during the kickstarter, it's gone now.

[–]magmasafe 2ポイント3ポイント  (0子コメント)

Well anyone can go to the studios. You don't need to buy a package. They do ask that you make appointments now though as people just showing up out of the blue was becoming a distraction.

[–]Fenixx117 0ポイント1ポイント  (0子コメント)

There is no such thing as a $15,000 ship despite what delusional media sources might have told you. The $15,000 Completionist pack includes all ships in the game along with tons of physical items as well as things like spending time with the devs and hanging out with Chris Roberts for the day.

[–]femstora 30ポイント31ポイント  (15子コメント)

Couple things I forgot to mentions purely gameplay thinking Star citizen is a sandbox mmo not a roller coaster mmo like for example wow.

This means that since you are free to make your own goals and narratives you don't have to slow down the progression to give enough time for the roller coaster to grow like in wow with expansions.

Instead all you need to do is facilitate the tools for the players to make their own progression and narratives.

This game is not about accumulation all the ships or reaching rank 120. Its about... well playing the game.

[–]i_am_shitlord 18ポイント19ポイント  (14子コメント)

You say that, but people play how people play. If I play it, it's gonna largely about playing around and flavoring all the ships. Because I love ships. And more ships. E:D made the process of moving from ship to ship utterly miserable early on, because nothing paid for shit but slowing jumping from one exact same station to another and bulk buying and selling from a crappy little spreadsheet. It sucked. Otherwise, it would take months of combat or mining to get anywhere.

[–]femstora 2ポイント3ポイント  (12子コメント)

The problem with E:D was that it didn't facilitate anything other than the acquisition of ships I mean what could you do but grind in one form or another?

[–]TumbleDryLow 2ポイント3ポイント  (4子コメント)

The upcoming update (being released within the next couple of weeks) addresses precisely that, so that's not really a valid point anymore.

However, E:D is definitely still far too much of a grind to get your ships. The grind will be far less noticeable now that they're adding a limitless endgame (the point from now on will be fighting for your power), but it doesn't change the fundamental way in which you acquire new ships, so I see your point on that front.

One can hope that Star Citizens avoids that path... Too soon to say either way.

[–]magmasafe 3ポイント4ポイント  (0子コメント)

I was going to say this. E:D has improved a lot in terms of making paths other than trading viable but the grind is still real. Now there's nothing wrong with a grind but thus far it hasn't been wrapped in anything interesting. Just grinding for the sake of grinding. Hopefully Powerplay and the faction missions change that.

[–]femstora 0ポイント1ポイント  (2子コメント)

Oh I might even start playing again I got as far as the Type7 the first time before I quit then I started again when vulture was released just to play combat but that was actually worse then trading.

I might go back and serve the Empire at least the clipper is only 22 million.

Even still there needs to be more than just ships because you get burned out and then you get to thinking and realize its just a virtual ship so you stop.

Hopefully this give us that extra.

[–]TumbleDryLow 2ポイント3ポイント  (1子コメント)

Agreed! I didn't buy E:D at release because of how bare bones it was (not to minimize what they accomplished by modeling the Milky Way), but now that I've seen how they're dedicated to provided consistent updates reflective of what players want, I'm a bit more inclined toward optimism.

[–]Bananasonfire 0ポイント1ポイント  (6子コメント)

Things are slowly improving, though. E:D was pretty boring to start with, but more stuff is being gradually added, which is certainly more than what Star Citizen has going for it with no release in sight and a million promised features that we have yet to see in action.

[–]Ortekk 3ポイント4ポイント  (4子コメント)

E:D was launched before it was fully fleshed out.

SC is not doing that(for the final game), so we have to wait until they are pleased with what they've done.

So far they have the world up and running apparently, and you're able to travel between the systems. But nothing exist in the systems, so you're just going from one empty space into another.

[–]femstora 2ポイント3ポイント  (0子コメント)

Its takes time to make a game and E:D is improving but its still nothing beyond a grind for ships.

[–]alexgmcm[S] 7ポイント8ポイント  (28子コメント)

Yeah - that's why I'll wait for reviews of the game and LP's etc. from people before choosing to pay.

I think that a grind-fest might not be so bad in an action-oriented game though as the dogfights are more fun rather than in WoW etc. where it is literally just clicking on some dudes until they die.

But I dislike grinding as a concept.

[–]kalnaren 26ポイント27ポイント  (26子コメント)

Yeah - that's why I'll wait for reviews of the game and LP's etc. from people before choosing to pay.

That's a good idea. There is a lot of poorly researched or just flat out incorrect information about Star Citizen floating around the web. Most articles from game sites get at least a few things wrong and many more of them are just garbage. I think I can count on 1 hand the number of good-quality Star Citizen articles written in the last two years. This is one reason why the SC community appears to get so defensive about criticism. A lot of the criticism is poorly researched and incorrect to various degrees, and sometimes reaches the levels of flat out fabrication. Backers have been dealing with it for a long time. So don't ever let the defensiveness of the community turn you off the game :). Overall it's actually one of the better gaming communities I've been a part of.

It also doesn't help that the RSI website itself is a fucking nightmare to find basic information. It's gone from bad to horrible and then back to bad. I was in on it on the ground floor, but I feel bad for anyone trying to get a handle on it now. There's so much information available and at the same time it's very difficult to wade through.

[–]ArmyDude956 12ポイント13ポイント  (23子コメント)

Honestly, the poorly written articles is a fault of CIG themselves. It's really hard to get a comprehensive overview of the game just by looking at official sources. They also never clearly say anywhere on their website that the ship store will go away and it just for pledging, which is why so many people think the game is pay to win.

[–]kalnaren 9ポイント10ポイント  (22子コメント)

It's really hard to get a comprehensive overview of the game just by looking at official sources.

That's been a consistent criticism raised by backers since forever. But some of the articles are just ridiculous and make zero attempt to fact-check.

[–]ArmyDude956 0ポイント1ポイント  (21子コメント)

Yeah, I'm not blaming the fans or anything. But on /r/starcitizen sometimes they really get pissed when they find a bad article and act like it's entirely the publication's fault. And sometimes, yeah, the publication makes a lazy/bad article, but I'm sure a lot of them weren't for the lack of trying. I'm not even sure I could make a comprehensive write up of the game in detail without sounding like a 5 year old explaining life in space, as we really don't a lot of the finer details of the game.

[–]A_Sinclaire 3ポイント4ポイント  (0子コメント)

I mean you are right of course.. but then again the people writing articles for big gaming websites or magazines are doing this for a salary. They get paid to know about that stuff.

And by now Star Citizen is neither a new project nor a small indie project. I would expect most paid writers in that industry to at least have basic knowledge about this project considering its scope and also hype of course - especially the ones writing about it.

[–]kalnaren 7ポイント8ポイント  (19子コメント)

Fans are just sick of shit articles and I can't say I blame them. While they don't make the job easy, it's not CIG's responsibility to do fact-checking for articles.

[–]ArmyDude956 2ポイント3ポイント  (18子コメント)

But it is CIG's responsibility to provide comprehensive facts about their game. Honestly, their site has no real gameplay info other than the implied notion that this game is literally the best thing ever and you can do everything in it.

[–]kalnaren -1ポイント0ポイント  (17子コメント)

Incorrect. There is a ton of information on CIG's site. They do provide tons of facts about the game (where do you think the backers get all their information? Space Pixies? [confirmed $100 million stretch goal]). It's just buried under layers of.. something.

Seriously though, the information is there. And there is a metric fuckton of it. But it's not organized in a way that you're going to find in a few minutes of half-assed searching.

[–]ArmyDude956 2ポイント3ポイント  (16子コメント)

It's not incorrect.

This part of the site, the only one really about the game itself, is filled with filler "do what you want" type explanations.

[–]ModernWarBear 0ポイント1ポイント  (1子コメント)

Do you have an article you could link that you consider to be accurate? I'm not planning on buying anything for this game before seeing the final product, but I've been very loosely following it since they started the ship pledging program and I agree that the official site is vague and not really that helpful for a newcomer like me.

[–]XenosisReaper 0ポイント1ポイント  (0子コメント)

You've never played endgame WoW, have you?

[–]RscMrF 2ポイント3ポイント  (1子コメント)

Grind to play with in game currency for real cash essentially equals p2w. If the only way to make decent progress is to buy in game money then it is pay to win, even if that includes grinding to.

I know there will be a limit, but that limit will not be so small as to make it pointless to buy in game money, or else no one would do it.

[–]kalnaren 1ポイント2ポイント  (0子コメント)

I did some back-of-the-envelop math based on things CIG has stated. To buy a 300 series outright with cash would take about 2 months with the transaction limitations. You should be able to "grind it out" in game in under 20 hours.

[–]femstora 1ポイント2ポイント  (9子コメント)

That would make sense except they aren't selling ships after launch so making it grindy doesn't really work.

Trust me no players wants ships to be needlessly hard to get just to validate their purchase you don't spend the money to get the ship you spend it to fund the development of the game.

[–]jdeart 26ポイント27ポイント  (3子コメント)

Well they are going to have some forms of post-launch monetization through micro-transactions and their best costumers are the "whales" that spend most money pre-launch. So they do have direct incentives to keep these customers happy. Also don't underestimate their selling of ingame currency for real money. The daily cap they have talked about is not really that big a deal. No one will purchase the currency if you can get the "cap-amount" in 5 minutes of play time, so you bet they are going to balance ingame money gain with the daily cap for purchasing currency in mind.

Trust me no players wants ships to be needlessly hard to get just to validate their purchase you don't spend the money to get the ship you spend it to fund the development of the game.

Come on don't be so naive... How can you explain the huge "grey-market" of star citizen space-ships? None of that money goes to developement, these are player-to-player transactions for which CIG gets absolutely nothing.

How can you explain the community outrage everytime a "limited" ship goes on sale again for a weekend? All these players that "just want to fund the developement" should be happy that more money comes into the game, but instead they are angry that their super special ship is a little less special.

How do you think all these players will react when they realize it doesn't take hundreds of hours of mindless grinding for normal players to get "their" ship through gameplay?

[–]MayhemMike 11ポイント12ポイント  (2子コメント)

Trust me no players wants ships to be needlessly hard to get

I hope you are right but don't underestimate the mindset of someone who is invested in a game. I've seen this during the last 9 or so months with Elite Dangerous. There was a very vocal group of backers who defended everything the Devs did and steamrolled over everyone who tried to have a discussion about it. Thankfully the devs didn't listen and are still improving and re-balancing the game.

[–]mrstinton 0ポイント1ポイント  (0子コメント)

I've played EVE Online for a couple of weeks now. Basically any material, ship or service in the game can be yours if you have enough cash, as you can (effectively) buy in-game currency directly from the developers. And yet there's no pay-to-win atmosphere surrounding the game, greatly due to the fact that your big fancy battlecruiser ain't worth a sliver of shit if you don't have the skills to pilot it properly (both in-game mechanically and in the personal sense).

I'm sure there's other elements of gameplay that make it so that your impact on the game and the options you have aren't defined by your inventory. Moreover, there is no "best ship" that is overtly better than the rest - each of them have their roles. I haven't followed Star Citizen development for a while but I expect they would be looking to EVE for more than a few guidelines.

POSTSCRIPT EDIT: While there is a learning cliff to EVE, it's not nearly as bad as everyone makes out. If the idea of a sandbox (and boy is it a big sandbox) space MMO sounds fun, check it out :)

[–]Smugasaurus 38ポイント39ポイント  (7子コメント)

I personally don't think it's pay to win, the idea being that every ship has a place in the universe, and that more expensive is not necessarily better.

I understand your worries, but I really see Star Citizen as an experiment as well. All those crowdfunded indie games out there are great, but what if a crowdfunded game had the resources that a COD or GTA has, what happens then? We'll get to see that with Star Citizen.

[–]alexgmcm[S] 8ポイント9ポイント  (0子コメント)

Yeah - this will be a major test of crowdfunding for sure.

It'll be interesting to see how it turns out.

[–]ReLirium 65ポイント66ポイント  (7子コメント)

your first statement is pretty much correct.

By the time the Persistant Universe rolls around Ships will be balanced for what you buy in-game (weapons, armor, scanners, etc), not out.

They'll be taken off the website store, but you can still purchase a limited amount of in-game money per month.

From what I've seen the community their is pretty accepting of this (as am I), and if something isn't satisfactory, the community will voice it. if there is one thing CIG does right is listen.

[–]Scrabo 22ポイント23ポイント  (6子コメント)

People fail to realize that buying ships is a compromise. It makes the test-alpha p2w but if they don't sell ships they won't get the $150+ million they need to make a fully fledged mmo.

GTA V - $137 million (prob higher, source from 2013)

SWTOR - $200 million

Destiny - $140 million

http://en.wikipedia.org/wiki/List_of_most_expensive_video_games_to_develop

There are no large budget space sims never mind a hybrid-genre space mmo. No publisher would fund that and no investors would fund to the tune of $150+million. Good luck getting a loan that large too. That leaves crowd funding. If they only sell games packages they would only have $31 million. Adding the usual crowd funding goals like studio tours and t-shirts would not get them the extra $100+ million on top of that.

They only way to provide people enough value so that the community will fund the full project is to sell ships. They are the main thing that gets people interested.

Yeah, it sucks that someone can buy a super-hornet and beat an Aurora in the dog-fight testing or that on day one of the full launch some people will start as if they had played 2 months already. However it's either that or the game doesn't get made.

As /u/ReLirium said CIG listen. They are very connected to the community. They communicate and put out more far more material than any other devs including crowd favorites like CD-Projekt Red and the Cities Skylines team. They have earned my trust responding to past issues and when they say that they won't have ship selling in the final game and that purchasing credits will have strict time-volume limits.

[–][deleted] 15ポイント16ポイント  (0子コメント)

on day one of the full launch some people will start as if they had played 2 months already

its either the players do that or the npcs will instead, no matter if its day1 or 10th year running, someone joining in fresh will always be dwarfed by others with more progression, like signing up to wow and expecting to see no level 100 or whatever

[–]aeturnum 2ポイント3ポイント  (3子コメント)

http://en.wikipedia.org/wiki/List_of_most_expensive_video_games_to_develop

If you're entirely relying on on crowdfunding maybe, just maybe, it's a bad idea to plan for a budget that's in the realm of, "Most Expensive Video Games to Develop."

It seems like a compromise would be limiting the scope of the initial game to match the funding received, instead of setting goals that require breaking into the top-10-most-funded games to even release.

[–]magmasafe 12ポイント13ポイント  (2子コメント)

To their credit that's not how this started out. The initial game was a single player title in the style of Wing Commander named Squadron 42. The crowd funding was a means of proving to investors that there was interest. However, the hope was that would drum up enough interest to make Star Citizen which was to use SQ42 as a base and slowly expand over time Minecraft style.

What actually happened was people were a lot more hyped than anyone expected. So much so that the initial campaign on CIGs website got hugged to death. So they started the KS page along side it. Since then the funding never really stopped. At some point they decided to ditch the idea of using outside investment and sell preorders and digital content to cover costs.

[–]longshot2025 0ポイント1ポイント  (1子コメント)

Right, but they made the decision to solely use crowdsourced funding a long time ago, at something like $10-20 million, or even lower. The Persistent Universe was in-scope after the $3 million threshold was reached. You don't look at $20 million in funding, which was already by far a record for crowdfunding, and then proceed to plan to reach $150 million. So the argument that they "need" to make the alpha p2w to reach that goal is rather unfounded. As it stands they have "only" $80 million at present, so CIG is being incredibly optimistic if they're planning on doubling that.

[–]magmasafe 1ポイント2ポイント  (0子コメント)

$81.5 million. They seem to be making about a million every few weeks to the tune of about 3 million a month. But I get your point.

[–]RscMrF 14ポイント15ポイント  (7子コメント)

So after reading the comments here is what I see. There are the people who are incredibly skeptical about how a game can have this pre launch model and not expect a grind fest or p2w at launch and after and there are the people who genuinely believe that this game is different from anything we have seen.

Those are the two extremes, and they both have valid points, the people who have faith in the game are probably more informed but also more invested, where the people who are skeptical are basing their opinions off of what they have seen with other games and other crowdfunded projects.

We can only wait and see really, until the game is actually released there are only a few people who know what will actually happen.

[–]vsTerminus 10ポイント11ポイント  (5子コメント)

Many of the skeptics are basing their arguments on what CIG has actually done so far.

Look at the alpha as it is now:

Grindy rental system in an alpha build, with a subscription that awards bonus credits to skip the grind, and two cash shops which are the only way to acquire anything permanently.

They make a lot of wonderful promises, but their actions aren't matching their words.

[–]kalnaren 0ポイント1ポイント  (0子コメント)

Good succinct summary.

[–]SendoTarget 51ポイント52ポイント  (9子コメント)

This is almost a weekly discussion of the same deal btw.

You've been able to pledge for the ships since the beginning and since that beginning it's been stated that you can earn these ships ingame with ingame-credits and most of them in a reasonable time.

The plan is to handle this with a rock-paper-scissors approach. Bigger ships like Corvettes or similar require a lot of people or NPC to maintain. They need credits to upkeep systems, credits to pay the crew etc. Since you actually need to operate these ships and not just click to make something happen on the bigger ships.

For those bigger ships the paper for their rock is bomber-class ships with anticapital-torpedoes and for those bombers there are fighter-class ships etc etc. What's more important is how you outfit your ship for the task.

I have pledged for the game quite a bit. I have never expected to gain any advantage over a person that buys the game at 60 dollars. I pledged because I want this game to be made. It's also something that's been stated from the beginning.

I'm more interested in the fighter-portion of the game as escort rather than capital-ships, traders, bombers etc. Those do not fit my playstyle at all.

[–]alexgmcm[S] 9ポイント10ポイント  (6子コメント)

Bigger ships like Corvettes or similar require a lot of people or NPC to maintain. They need credits to upkeep systems, credits to pay the crew etc. Since you actually need to operate these ships and not just click to make something happen on the bigger ships.

Ah, that's a cool idea - so these are basically for the massive corporations like Goonsquad, TEST etc.

I guess that makes sense and still keeps it balanced.

And yeah if they manage to seamlessly integrate Freelancer style dogfighting with the massive capital ship corporate planning style game-play of EVE and to some extent the X series then it will be truly amazing.

[–]SendoTarget 7ポイント8ポイント  (5子コメント)

Freelancer style dogfighting

Well the style is a bit different since 3rd person is actually a vanity-cam and no use in battle. First person universe mostly. I would still say that those who enjoyed Freelancer can enjoy this one.

I used to play Wing Commander quite a bit so I'm thrilled waiting for the single player Squadron 42 campaign, first part that could be out by the end of this year.

[–]alexgmcm[S] 4ポイント5ポイント  (3子コメント)

I meant Freelancer as in the action-style combat as opposed to the point and click of EVE.

[–]SendoTarget 7ポイント8ポイント  (2子コメント)

That's right. Misread your comment a bit =)

Here's a small video from last year about how multicrew stuff functions. The screens you see are different people playing on separate PCs operating one of the ships that can have a crew of 4.

It gives a bit of an idea on how major capital ships need to be operated. They'll add a command center for the bigger ships where you can give out orders, but the crew has to physically do the actual tasks given to them.

[–]alexgmcm[S] 0ポイント1ポイント  (1子コメント)

That looks pretty awesome.

[–]SendoTarget 5ポイント6ポイント  (0子コメント)

There's also a small snub-fighter onboard of that ship. So the bigger ships can also launch smaller fighters with players to deter incoming threat. Which is pretty cool too.

I'll be lone-wolfing most of the time as a freelance-fighter, but there should be decent amount of stuff to do for a solo player too.

[–]kalnaren 26ポイント27ポイント  (5子コメント)

Some points:

  • The game is alpha. Not beta, not almost released, alpha. It's nowhere near complete. You can not ignore that fact when discussing balance issues with the game. We don't even have proper armour implementation yet, the PIPE system isn't complete, etc.

  • Ships are not on a linear, hierarchical progression system. This seems to be a point a lot of gamers can't wrap their head around. Gamers seem to be programmed to think more expensive = automatically better. I can't say I blame people for that.. MMOs are typically all about "+gear" and "+levels". Here's the thing: that doesn't exist in SC. Ships are role based. Some ships are better in certain roles than others. The Hornet is the top-dog dogfighter, but can't do jack shit else. It doesn't even have a jump drive to jump between systems. The Constellation is a big, expensive ship -and requires four people to properly crew and fight effectively. Otherwise all you have is a very expensive freighter -and the Freelancer, which is a cheaper ship, can do that job better. Because ships aren't on a linear scale, it's perfectly possible to play a the game with a "lower end" ship. For example, I play almost exclusively with my 325 despite the fact I have two other ships that are generally considered "better" dogfighters. FOTM bug issues aside, none of the other ships are so much better than I feel I'm outclassed in any way, shape, or form.

  • We have only two game modes right now. Those two game modes are dogfighting and racing. If the ship you have isn't expressly designed for one of those two roles, it's going to underperform compared to a ship that is. For a specific example -a Freelancer is more expensive than a 300i... the 300i can dogfight a hell of a lot better. But it can't haul cargo worth a shit compared to the Freelancer. So how is the 300i or Freelancer P2W?.

  • Arena Commander is designed to be a "simulator" within the game. It's not the persistent universe. This is important because:

  • None of the external balancing factors are in the game yet, mainly because they'll only effect the PU. No ship maintenance, no ship upkeep or refueling, no repair, no rearm, etc. That Galdius doesn't look so hot when you actually have to pay [in UEC] for the 8 missiles you expend every single dogfight. That Super Hornet doesn't look so hot when it costs you half your mission's commission to repair those bullet holes you got in it. That Constellation doesn't look so hot now that you have to pay the other 3 crew members (NPC or human) as well.

  • All of the ships currently in the game are "lower" end ships. Chris Roberts said if he had to rate all the equipment and ships in the pledge store on a scale of 1-10 for what they have planned, he'd rate them a "2".

  • Bug and balance issues lead to P2W accusations, but they're because of BUGS. Right now "missile commander" reigns supreme.. so the top dogfighting ships are ones that carry a lot of missiles. This is because of bugs with countermeasures and tracking arcs/angles for CM missiles. Earlier we had a different ship as the "top dog" ship because network code issues caused it to not take damage when moving at high speed. We also went through a phase where the most powerful gun in the game had a very high ROF -this meant that 4x or 6x gimbal ships reigned supreme. I should point out that every ship I'm talking about here had widely different pledge levels. So trying to judge P2W based on that is, in a word, ridiculous.

TL;DR: You're judging the game based on a fraction of what's actually going to be in the complete game. IMO it's completely unreasonable, but to each their own.

If anyone has P2W concerns about SC, I simply recommend waiting until it's released.

"But you'll be able to buy credits when the game is released! That makes it P2W!"

A bit of back-of-the-envelop math here, based on things CIG has said over the last year or so: For a basic 300i, it would take you two months to buy enough UEC for real dollars to buy that ship. You should be able to make enough money in game in less than 20 hours of gameplay for it. If one want's to consider that P2W.. ok... but at that point I think that's the kind of person who would make the argument that pay-for cosmetic changes are "P2W" because SpaceCamo makes your ship slightly harder to see in a dogfight.

They nerf the advantages to make the game more balanced and stop it from being 'pay-to-win'. But that will seriously piss off the people who have paid thousands of dollars.

Actually, it won't. The "advantages" right now are largely because of bugs and because proper balancing hasn't been done, and if you actually look at the discussions on /r/starcitizen and the RSI forums, the majority of backers realize and understand this.

I had an exchange on Reddit with Ben Lesnick from CIG. He told me that their focus for balancing is 100% on the persistent universe, and that's one reason why Arena Commander can appear unbalanced at times [bugs aside].

We don't have the PU build stream yet. They started integrating that with the 1.0 and 1.1.0 patches. Once full multicrew goes in (2.0, should be later this year) we're going to see some significant balance changes.

They let it be and the majority of players are left in the dust by those who bought advantages.

I outlined above why that won't be the case.

As a personal aside, it's always funny to see these posts because it's obvious when they're made by people who either haven't played SC, or have spent very little time playing it. Why is it obvious? Because the the balance/P2W arguments from alpha testers revolve around a completely separate issue.

[–]Greyhunted 10ポイント11ポイント  (4子コメント)

TL;DR: You're judging the game based on a fraction of what's actually going to be in the complete game. IMO it's completely unreasonable, but to each their own.

If anyone has P2W concerns about SC, I simply recommend waiting until it's released.

I have seen this line of thinking a few times already and if you don't mind I would like to point a few problems with it:

  • Waiting until release with critiquing things is, in itself, a bad idea, since you cannot simply revert purchases people have made (see tribes ascend as a prime example of these kind of problems ruining a game and reputation) and also the fact that some problems are not visible at the release of a game, but show later on (however).

    Don't forget that people would like StarCitizen to succeed(though that might not always seem like it).

  • Secondly, we really can't take CIG's word alone on things (sorry, I would like to do so as much as you do, believe me). There have been way too many cases were a developer decided to lie and simply maximize profits which nearly always were detrimental to the game and we therefore cannot afford to simply trust the developer blindly and not take notice of the remainder of the context (which,to be honest, does look kind of sketchy seeing that there are $150+ transactions before release).

So yes, the final judgement can only be given when the game is released. But people should start questioning things now and not until after release.

[–]Arzalis 3ポイント4ポイント  (0子コメント)

No one's saying to wait till release. People are saying to wait and see how everything fits into the persistent universe, which we'll also beta test before any actual release.

[–]kalnaren 0ポイント1ポイント  (2子コメント)

Waiting until release with critiquing things is, in itself, a bad idea, since you cannot simply revert purchases people have made (see tribes ascend as a prime example of these kind of problems ruining a game and reputation) and also the fact that some problems are not visible at the release of a game, but show later on (however). Don't forget that people would like StarCitizen to succeed(though that might not always seem like it).

The problem is the P2W criticisms often ignore relevant facts -like the game is not complete and thus is not balanced due to said incompleteness, and not by design. There's nothing wrong with criticism but at a certain point it becomes "beating a dead horse". In the case of the OP, I bet they've never actually played the game and seen the power swings from patch to patch that kind of deflate the hole P2W-by-design argument. I alluded to it in my post.

There are plenty of P2W discussions/concerns on the SC sub and on RSI. That exchange with Ben I referred to in my post? That was a thread discussing the P2W perceptions of SC. CIG is aware of the concerns and they've responded to them on numerous occasions. Nothing wrong with discussing them within the context of the game and what we know of their plans, but there's a difference between active discussion and beating a dead horse based on inaccurate information. The OP's post is the later.

Secondly, we really can't take CIG's word alone on things (sorry, I would like to do so as much as you do, believe me). There have been way too many cases were a developer decided to lie and simply maximize profits which nearly always were detrimental to the game and we therefore cannot afford to simply trust the developer blindly and not take notice of the remainder of the context (which,to be honest, does look kind of sketchy seeing that there are $150+ transactions before release).

I get that, but we have just as much reason to believe CIG will be true to their word as we don't. And frankly, I'm really tired of being so god-damned pessimistic about games all the bloody time. If it turns out I'm wrong.. well, I'll deal with that when it happens. But for now CIG hasn't given us reason to doubt what they're doing.

But people should start questioning things now and not until after release.

Oh.. believe you me.. there is a ton of questioning going on. Did you see the huge blowup of the SC community when REC went in? Or how about the other one when CIG put in Voyager Direct? Both cases Chris Roberts himself responded to the community in rather long posts so people would put away the pitchforks.

Don't forget that people would like StarCitizen to succeed(though that might not always seem like it).

The sentiment outside of the SC community seems that people can't wait for the game to explode so they can laugh at everyone :/

[–]Greyhunted 2ポイント3ポイント  (1子コメント)

I get that, but we have just as much reason to believe CIG will be true to their word as we don't. And frankly, I'm really tired of being so god-damned pessimistic about games all the bloody time. If it turns out I'm wrong.. well, I'll deal with that when it happens. But for now CIG hasn't given us reason to doubt what they're doing.

The sentiment outside of the SC community seems that people can't wait for the game to explode so they can laugh at everyone :/


yeah, I was afraid that you were thinking/feeling that way (which is why I wrote the post), but that really isn't the case: 'we' (most people that you will find complaining) have been/seen others get screwed over sooo many times that we kind of want people to stop laying down so much for games that are not released yet since it gives the wrong incentive for other companies (which will attempt to do the same), since this behaviour (allowing people to make ) has consequences that go beyond SC.


Oh.. believe you me.. there is a ton of questioning going on. Did you see the huge blowup of the SC community when REC went in? Or how about the other one when CIG put in Voyager Direct? Both cases Chris Roberts himself responded to the community in rather long posts so people would put away the pitchforks.


To be honest: the way CGI handled the entire 'REC incident' is something that is kind of giving me hope that StarCitizen might find a balance in the monetization off the game. Getting the balance in which REC was gained was a problem (initially people gained too much, I believe?), however was also adjusted in a reasonable amount of time in the hope of fixing the problem (which then accidentally reversed the problem; caused people to gain too little REC). That being said if there was not such a large reddit thread (well multiple threads), the problem might not have been fixed (since they either did not know the problem existed or if you want to be pessimistic: thought they could get away with selling more in the cash shop)

The Voyager Direct thing is something I have missed though (so I have no clue what the magnitude of the issue was and can't really comment on it).


The problem is the P2W criticisms often ignore relevant facts -like the game is not complete and thus is not balanced due to said incompleteness, and not by design. There's nothing wrong with criticism but at a certain point it becomes "beating a dead horse". In the case of the OP, I bet they've never actually played the game and seen the power swings from patch to patch that kind of deflate the hole P2W-by-design argument. I alluded to it in my post.

There are plenty of P2W discussions/concerns on the SC sub and on RSI. That exchange with Ben I referred to in my post? That was a thread discussing the P2W perceptions of SC. CIG is aware of the concerns and they've responded to them on numerous occasions. Nothing wrong with discussing them within the context of the game and what we know of their plans, but there's a difference between active discussion and beating a dead horse based on inaccurate information. The OP's post is the later.


Well, the op was barebones to say things lightly: you can literally read anything in it (it is vague/general enough that this could apply to multiple games). So I am not sure how much the complaint was meant to be about specific things, as much that the complaint was about the fact that (for now) people can straight up buy a better ship. The general fear is that CIG might start messing with the time it takes to get these things in-game (which is another kind of 'balance').

I am aware of the fact that a promise was made to remove the ships from the cash shop, which would pretty much nullify the complaint if they indeed do as promised. However if they choose to not remove all the ships from the cash shop or for example remove ships, but introduce alternatives which have the same effect (which is why people complain about the ability to purchase ingame currency with real money), then there is a possibility that CIG might get tempted to adjust the rate at which you gain ingame currency in a negative way.

The current top post of this thread kind of reflects this thought process:

"The much bigger risk is that it will become "grind-to-play"." (/u/jdeart)

That being said I would like to add that CIG has made promises in such a clear way (removal of ships from cash shop, already promised the amount of time it would take), that it will be very hard to do anything but follow up on them, since there will be a massive backlash if they don't (so ironically: the reddit threads that were speaking about a hypothetical problem that could exist in the most pessimistic scenario, actually prevent the scenario from happening in the first place).


The only question that I have left actually is why CIG thought that it was a good idea to sell ships for such high prices (and that is the thing what swings me back to the pessimistic side). The entire problem about being pay2win could have actually been prevented if they had simple restricted the packages to a maximum of $100 and leave the more expensive ships (?which are priced expensively since they should be rare?) to ingame currency only (and in Beta testing with REC). That way there would never have been an issue with this in the first place.

[–]kalnaren 7ポイント8ポイント  (0子コメント)

have been/seen others get screwed over sooo many times that we kind of want people to stop laying down so much for games that are not released yet since it gives the wrong incentive for other companies (which will attempt to do the same), since this behaviour (allowing people to make ) has consequences that go beyond SC.

With that attitude Star Citizen wouldn't even exist. This game isn't funded by a publisher -it's funded by people who have faith CIG won't screw us.

That being said if there was not such a large reddit thread (well multiple threads), the problem might not have been fixed (since they either did not know the problem existed or if you want to be pessimistic: thought they could get away with selling more in the cash shop)

But it was fixed. It was commented on and it was addressed. Having a massive amount of alpha testers is doing what it's suppose to do. It's just not going to do it overnight.

Well, the op was barebones to say things lightly: you can literally read anything in it (it is vague/general enough that this could apply to multiple games). So I am not sure how much the complaint was meant to be about specific things, as much that the complaint was about the fact that (for now) people can straight up buy a better ship. The general fear is that CIG might start messing with the time it takes to get these things in-game (which is another kind of 'balance').

But that's just it.. I'm willing to bet the OP doesn't even know enough about the game to actually comment on specifics. Instead they base it on vague complaints they've seen on Reddit and a 5 minute browse of the RSI website.

I've noticed a trend in criticism against Star Citizen over the last year as CIG has released more and more. External [to the backers] criticism is becoming more and more vague, to the point where it's very difficult to refute simply because there's no goalpost to debate.

I very much welcome detailed discussions of SC -so do the vast majority of backers. But seriously, when was the last time you read a good, critical post about Star Citizen on /r/games that was anything more than vague statements?

However if they choose to not remove all the ships from the cash shop or for example remove ships, but introduce alternatives which have the same effect (which is why people complain about the ability to purchase ingame currency with real money), then there is a possibility that CIG might get tempted to adjust the rate at which you gain ingame currency in a negative way.

Sure, that's a possibility. So is the chance CIG will go bankrupt tomorrow and we'll never see the game. I think one is about as likely as the other.

The only question that I have left actually is why CIG thought that it was a good idea to sell ships for such high prices (and that is the thing what swings me back to the pessimistic side). The entire problem about being pay2win could have actually been prevented if they had simple restricted the packages to a maximum of $100 and leave the more expensive ships (?which are priced expensively since they should be rare?) to ingame currency only (and in Beta testing with REC). That way there would never have been an issue with this in the first place.

A few things:

First, it's a fallback to the original funding drive, which didn't initially sell individual ships. If you weren't around for that than package names like "Rear Admiral", "Bounty Hunter" etc. probably don't mean anything to you. Ships were attached to the pledge levels as one of the pledge rewards.

Second, it was the community's choice to continue funding. Twice CIG has put the vote up to the community whether or not to stop funding, and twice the community has voted to continue it.

Third, while they're "selling ships", you can't lose site of the fact that it's not the same thing as a microtransaction in a published game. This is 100% CIG's funding for the game. Completely. I think sometimes people forget that this is still a crowd funded game.

Fourth, Star Citizen is hardly the first crowd funded game to have 4 or 5 digit pledge levels. Yet it seems to get a disproportionate amount of hatred for it. I don't get it. The only difference is CIG didn't stop the funding when they met their initial goal. Most other games do (but not all, many still allow people to pledge after the KS drive has finished). Again, SC just seems to be getting singled out for this.. because reasons?

Fifth, because it works. $81 million is proof of that.

But even having said that, to the outside observer people think SC has raised a lot of money only because of starships. PGI thought so when they launched Transverse.. and it failed spectacularly. CIG is successful because of reputation and community good will. They've spent a lot of time building both and don't abuse either. How many other game studios have the CEO respond on a weekend to community concerns? I can't think of many. They're the most open AAA game developer ever, and one cannot overstate the passion they display toward this game on a daily basis. You can see it in the dev posts on the RSI forums, on the long monthly reports, in the video interviews with the developers. That is why their funding is successful. Not just because of 'shiny spaceships'. IMO that is also why, if any other studios try to duplicate Star Citizen's success in the future, they're likely to fail.

Chris Robert's reputation got the funding off the ground. CIG's passion, openness, and honesty keeps it going.

[–]Destructioadabsurdum 31ポイント32ポイント  (43子コメント)

You're thinking that people buy these ships to get an advantage from day 1 of the launch of Star Citizen, but that simply isn't true. Yes, there is a vocal minority that thinks it's entitled to something because they spent 300 dolars on a spaceship, but the thruth is, and it has been asserted a million times by now by all the devs and the community as a whole, that with these 300 dollars that you just spent, you're doing basically 1 thing only -> funding a game that you'd like to see become a reality.

Take for example this ship: https://robertsspaceindustries.com/pledge/ships/rsi-constellation/Constellation-Aquila#buying-options

Chris Roberts has said that it would require 60 hours of gameplay time to get this ship in game. So the dude that spent 390 dollars has about 60 hours of gameplay advantage at start, which is minimal in the long term. The ship cash shop is going out of business when the game launches.

The famed 5k dollar ship - https://robertsspaceindustries.com/pledge/ships/aegis-javelin/Javelin-Class-Destroyer. The Javelin.

If you scroll down to the spec pages you'll see that it has 0 weapons installed. So you won't be able to use it for combat AT ALL from launch. You'll have to grind for outfitting it for at least a week (I'm speculating).

Of course, people that funded the game are entitled to something special - like having a gaming experience much different of that of other people (because they start with a completely different starter ship), but they're not going to magically "WIN" Star Citizen, because they bought some ships. Also, you can't even fly the bigger ships solo, you'll have to hire player to help you out (unless you want to play like a lone wolf and hire NPC's, but let's face it - where's the fun in that ?)

Now let's talk the rather untouched by everyone theme about alliances and player fleets in SC. I personally think that because there will be big ships from the beggining of the game, it would be a fucking blast to play the game the first month or so. Imagine every corp/fleet/alliance frantically trying to get hold of any existing asset in the game with every ship they have, with no idea of what a Javelin is actually capable in large-scale fights.

In conclusion: If you take the time to read the articles in the site (that's where all my sources come from, but I'm not inclined to search for each and every article, since there is a search option in the site), you'll understand why the "pay-to-win" argument is not only flawed, it's basically void of any meaning.

[–]baalroo 5ポイント6ポイント  (13子コメント)

I love gaming, but 60 hours is more play time than I've spent in 99% of any game I've ever played. To me, that number might as well be 50,000 hours, and effectively locks the Constellation behind either a Pay Wall or what is IMO a nearly insurmountable Grind Wall.

[–]pjb0404 11ポイント12ポイント  (2子コメント)

You must not be familiar with MMOs

[–]Dooder39 0ポイント1ポイント  (1子コメント)

60 Hour grind for an item is long even for MMO's. And I played a lot of them.

[–]Swineflew1 5ポイント6ポイント  (3子コメント)

wtf kind of games do you play?
60 hours isn't much at all for online games...
Heck, I have 73 hours on my Diablo 3 character that I started playing a couple weeks ago and D3 isn't the only game I play.

[–]baalroo 4ポイント5ポイント  (0子コメント)

wtf kind of games do you play?

I play tons of different games, but (IMO) there's just too many great games out there to play to spend an exorbitant amount of time on a single experience.

60 hours isn't much at all for online games...

For the vast majority of games, putting 60+ hours in just seems like the videogame equivalent of watching the same movie every night for a month and a half. Very few games offer enough variety and depth to really keep me interested for more than maybe 15-20 hours. After that, I usually feel like I've gotten the majority of what there is to get out of a game. Most games after the first 5-10 hours usually just feel like an arms race of bigger numbers, and reskinned gameplay.

Heck, I have 73 hours on my Diablo 3 character that I started playing a couple weeks ago and D3 isn't the only game I play.

That, to me, is a ridiculous amount of time to spend playing videogames in general, let alone a single title. The average adult with a fulltime job has approximately what, 3-4 hours a day they can spend on leisure activities? That comes out to about 21-28 hours a week. I have no idea how you find the time to do that much gaming. Do you not have a 40 hour a week job? Do you do nothing else with your time? No nights out with friends? No television, movies, books, exercise, dinners, dates, etc? I just can't even comprehend having that sort of time to devote to a game, especially something as grindy and repetitive as something like D3.

[–]Destructioadabsurdum 0ポイント1ポイント  (5子コメント)

You can still become a crew member of a Constellation, even a captain, you just won't be the owner (or at least the sole owner, maybe a player corp. can give one to you to do some corp tasks). But that's not really the point actually.

The point is that the game is a space sim. It's highly unlikely that the first aircraft that a pilot would fly in the real world is a SR-71 Blackbird. You can argue that in real world scenarios the SR-71 will never be issued to a unskilled pilot, just because he has clocked more hours than a skilled pilot on a f-16. But that's not inhibiting the skilled pilot -> he's going to get to fly the SR-71 with far less turmoil than the unskilled pilot, it gives the unskilled pilot something that he won't get in the real world -> a chance to progress in other ways -> clocking more in-game hours.

Also if you've never clocked more than 60 hours in a game, that's kinda more of your gamer personality trait than a game design problem that should be adressed by devs, because most people have no issue clocking at least 100 hours in a game that they payed for and liked (not trying to offend you!)

[–]alexgmcm[S] 0ポイント1ポイント  (11子コメント)

Yeah - I guess if it is aimed at corps and the ships have high upkeep and requirements so you basically have to be a corp to run them then it stops it from becoming ridiculous.

I guess they are like the 'motherships' rather than just giving some guy an uber-fighter for a few hundred dollars so he can kill everyone he sees.

[–]Dooder39 0ポイント1ポイント  (0子コメント)

Also, you can't even fly the bigger ships solo, you'll have to hire player to help you out (unless you want to play like a lone wolf and hire NPC's, but let's face it - where's the fun in that ?)

Wait, do player crews have an advantage over NPC crews?

[–]Swissgiant 13ポイント14ポイント  (12子コメント)

ehh I'd say no, as someone who dropped 30$ on it and can only fly my little shit can aurrora or whatever its called I've thrashed some people in far more "expensive" ships in arena. I think after about a month.... probably of play people will probably have the same ships as the early adopters.

[–]SparkyRailgun 6ポイント7ポイント  (3子コメント)

The naivety surrounding Star Citizen is frankly astounding. If EA or Activision was running this racket you would be able to hear the outcry from Olympus Mons, but because the devs said 'hey screw publishers!' they have garnered a huge following.

What people tend to forget is that Chris Roberts has a history of under-delivering on his games. The publishers are a convenient excuse for him to dodge liability, for sure. Not to mention that while Star Citizen might be self published, it certainly has investors. When it comes down to it, a big part of a publishing company is the* investment*.

[–]vsTerminus 1ポイント2ポイント  (2子コメント)

They just hired a new marketing person from Activison, too. They aren't any better just because they don't have a traditional publisher.

[–]LudwigVan666 10ポイント11ポイント  (1子コメント)

It's the age old problem of players only concerned with 'end game' rather than enjoying the actual journey. Someone is always going to have an advantage over you, be it money or time available to play. Get over it and just enjoy the game. Quit being concerned about 'winning'.

[–]NiteWraith 2ポイント3ポイント  (8子コメント)

My biggest worry when it comes to the Persistent Universe in SC is the economy. People having access to the massive trade ships from the start is going to be a massive boon to them compared to those just starting out in an Aurora. They'll have more space to haul things and will be able to buy UEC to give themselves some money to begin trading in larger quantities faster, and gain a pretty big leg up over those who didn't start with a decent trade ship.

I suppose it's possible CIG could make these ships expensive enough to fly/maintain to offset that advantage, but I don't see that happening. How pissed would you be if you spent hundreds of dollars on a digital spaceship and couldn't fly it immediately?

[–]MisterForkbeard 0ポイント1ポイント  (4子コメント)

I'd say the big problem with this is that while you might have access to a Hull E Tradeship that's essentially a giant cargo vessel, you won't have the money to actually trade with it. So I'm not really concerned about this - filling a big cargoship with goods is likely to cost more than actually getting the ship.

And because operating that big ship costs a lot more money in fuel and other maintenance costs than a little ship, using it to make small trade runs won't be economical. So yes, I fully expect that we won't see a bunch of these actually in use at the beginning of the game. :)

[–]NiteWraith 2ポイント3ポイント  (3子コメント)

The point is, any ship with more cargo space than an Aurora will have an advantage when it comes to hauling/trading. That coupled with being able to buy UEC means you can pay to get ahead of those who are just buying and playing the game at launch. I can see that being an issue.

[–]MisterForkbeard 0ポイント1ポイント  (2子コメント)

I'm still not seeing it as a large issue - the UEC you can buy is capped at a pretty low amount - it's not going to help with the large trading volume issue.

There might be some advantage (especially to starting with a smaller trading ship like a Hull A or Freelancer), but it's not going to be game breaking. And the way the game is structured - you can just earn yourself up to that same ship without too much trouble. Or at least, so says CIG.

[–]NiteWraith 1ポイント2ポイント  (1子コメント)

We'll see. As of right now, you can have up to 150,000 UEC on an account, it's going to be a problem. I think it's naive to think people are just buying ships to support CIG. They want to get ahead, they just don't want to admit it.

[–]MisterForkbeard 0ポイント1ポイント  (0子コメント)

I think it's both. <shrug>

It doesn't mean they WILL get ahead, though. Not in a meaningful way. As far as I can tell, it'd be like starting at level 20 in WoW. Nice for the first month or so, and then it doesn't really matter.

But we'll have to see until the game's a little further on to be sure one way or the other.

[–]Srefanius 3ポイント4ポイント  (0子コメント)

It's not even really a game to "compete" when it comes to the PU at the beginning. Newcomers will make their way up as in every other game, especially as there will be a lot of PVE content in the core systems. You can always take some missions for starters to begin, like in every other MMO. Yes others get a head start, but I don't really see the problem. The game will be filled with more than 90% NPCs anyways. As of right now the game isn't even p2w btw because you can earn REC quite easily and buy all the ships and gear for rent in Arena Commander to play with them.

[–]PenguinScientist 1ポイント2ポイント  (2子コメント)

It should also be known that the devs just recently added an in-game currency system so you can rent ships, weapons, and equipment without having to spend actual money doing so.

[–]Racecarlock 1ポイント2ポイント  (1子コメント)

It hasn't become anything. The game, so far, hasn't been played by anyone outside of testers yet. Oh sure, you have the arena commander and the FPS modules that you got to test, but star citizen, as a whole, still has yet to be played.

People are basically spending money on a game that might exist at some point. Maybe. So, you get what you get. It's your money.

People also say "You can't criticize this game, it's in alpha!". Well, people have bought it. They've paid for it. They can't crtiicize something they've bought? Even if it is just a "Rental" digital copyright bollocks type game. It's true they're essentially paying to get into an opera rehearsal and then criticizing it, but the point of a rehearsal is to find what's wrong and fix it. So too, is the point of early access. The criticism is the point. At least it should be. If we're paying for it, we get to criticize it. It's only fair. Do people put their games on early access wanting nothing but absolute praise? If so, they need to come back down from cloud cuckoo land.

Hell, isn't the point of an alpha and even a beta to find bugs and issues in the first place? If not, what is it for? A big blowjob from internet strangers?

[–]mcloud313 1ポイント2ポイント  (1子コメント)

As someone who has spent quite a bit of money on this game and is a pretty rabid follower of Star Citizen I would say that yes it is pay-to-win. But only in the instance of a 1 on 1 ship dogfight, which is a very limited scope of what you can do within the game. I think people aren't understanding the thought that is going to have to go into a lot of their actions within the game. When the M50 first came out people were complaining that it was a much better dog fighter than the Hornet line and that didn't make sense. What they didn't consider I think is that an M50 would be a good dog fighter but only in the limited scope of Arena Commander (Arena mode). If you were a merchant and were hiring an escort you wouldn't want to hire an M50 fighter you would want to hire a Vanguard fighter, something which can take a beating and has a very long fuel range.

It's these kinds of things that are going to effect every "win" scenario. I think people are fooling themselves though if they say all the ships will be balanced. I have a super hornet and I've already spent probably close to another hundred dollars outfitting it with the best weapons, a new turret, and direct impact shields. I would hope that an aurora at this point would not even be able to threaten me.

Another thing we need to take a look at though is this game is getting so immersive that what is really winning in it? If you don't have the money to shell out for the best ship I don't think its going to be that big of a deal, there are plenty of other people who are shelling out that much money on those giant ships and they need people to play with them. I have a retaliator and I only know two other people who plan to play the game but I need a crew of six to operate that ship at its full capacity. I am counting on making friends with people who just bought a base package and giving them a cut of my profits if they will man stations on board my ship for me. One I'll be making friends and two I'll need to do this to operate that ship. For every person that spends $300+ on a ship you are going to have 3-5 other people who can be on that ship.

I know there are also people who don't plan to engage in combat at all, there is going to be a safe space where you can just engage in trade/play sports/gamble/mine/do social things. I am very confident that if you enjoy simulation type games this game is going to be so immersive that just doing normal routine things in the far future is going to be fun. That is at least my opinion on the pay-to-win argument to the game.

[–]alexgmcm[S] 0ポイント1ポイント  (0子コメント)

Yeah - I think the fact you need crew stops a lot of the major problems with pay-to-win.

As 'pay-to-win' is a bit different if it's on the scale of corp vs. corp rather than some dude having uber guns meaning that PvP becomes the sole preserve of people who either paid a shitton or grinded like hell (or paid someone else to).

[–]K3llo 1ポイント2ポイント  (0子コメント)

As some one who is very much into the SC community I must say the danger is there. Right now the game is in Alpha and there is definitely a large amount of p2w happening in the multiplayer.

In terms of the PTU any one who bought high tier ships will have a distinct advantage day one but theoretically it will be no different from jumping into an MMO a couple of weeks after launch. There will be a ton of players who have nothing but the starter ships and an elite with all the high end mining and dog fighting ships but that isn't all that different from any other multiplayer game with a progression system.

It is also worth noting that once the game goes live you won't be able to buy ships via real money. The ship pledges are not designed to give you thousands of dollars worth of an advantage. They are designed to fund the games development. A 200 dollar ship might be better then a 100 dollar ship but not necessarily 100 bucks better, And player skill plays a significant factor.

I think the community has a tendency to ignore the fact that Star Citizen has a poor reputation in the larger gaming world. Any mention that the game could be pay to win is greeted with statements like "can't win an alpha bro" which completely misses the point.

All that being said there is a lot SC does right. I love the way the game feels, I love the way all the ships fly totally different from one another, and I love the general atmosphere of the game. I would say that even if the Multiplayer side of the game has problems the single player expericne should be outstanding. It's going to feature over 50 missions with branching paths which is a significant part of the game to say the least.

[–]magmasafe 3ポイント4ポイント  (0子コメント)

It was for a long while but you can now earn REC from playing in the alpha. This allows you to get ships or weapons you haven't paid real money for. It's still being balanced but they're getting better with it. It's initial release gave out crazy amounts of points then in the last patch they nerfed it too heavily. So, yeah ,it's a process.

[–]flappers87 6ポイント7ポイント  (6子コメント)

It was pay to win from the very start.

They tried adding in this rental system, but even with that they locked out the best ships for real money only. (Dunno if this has changed or not, I don't keep up to date with the latest info on the game).

For a player to go in from the start, you go into a race, you'll be placed against someone who has the best racing ship. There's no skill involved here.

The same for arena. Even with a decent ship, someone could come along in their ultimate money-only ship and completely destroy the game.

Whether or not this changes is one thing, but what we do know is that although at release you won't be able to buy ships directly, you will be able to buy in game credits for money (in before "daily caps") which in turn can buy you ships.

Even with daily caps, you are still effectively paying for the better ships with real money.

For a game that will be launched with a retail cost, this to me is unacceptable.

If a company like EA or Ubisoft followed this method of transactions (not microtransactions, because these prices are far from 'micro') then there would be a massive shitstorm surrounding it.

But for whatever reason, this company gets a free pass.

For a game that's in alpha, if they really wanted player feedback on balance, they should not hide ships behind paywalls.

[–]kalnaren 1ポイント2ポイント  (5子コメント)

They tried adding in this rental system, but even with that they locked out the best ships for real money only. (Dunno if this has changed or not, I don't keep up to date with the latest info on the game).

That was actually an error on CIG's part. Turbulent does their web stuff and the SH wasn't properly opened up in the REC area. Confirmed bug and has been fixed.

[–]i_am_shitlord 2ポイント3ポイント  (4子コメント)

All the star citizen players at the time said they were still "balancing" the ships? It was actually a BUG?

[–]femstora 0ポイント1ポイント  (2子コメント)

It was probably a rumor or a mistake by a community manager.

[–]vsTerminus 3ポイント4ポイント  (0子コメント)

/u/jdeart is definitely the most correct in this thread when it comes to concerns about the final product, and you can already see this trend in the alpha.

Even now after Arena Commander has been out for 11 months (June 4th, 2014 was the release) it spend the first 9 of those being textbook Pay to Win where ships and guns could only be acquired by cash. The last two months have been more of a "Freemium" style grind for rental equipment that disappears in 7 (non-consecutive) days if you don't keep grinding for the renewal fee.

Under current income rates it would take you 16 hours to unlock the best possible ship and weapons (Super Hornet with 6x Omnisky VI cannons), and then it will expire in 7 days of play unless you have enough credits to renew it. Remember that this is the average rate, and income is tied to performance in game and position on the leaderboards, so those people who paid for their ships will have an easy time claiming the lion's share of credits in each match while the $45 Aurora owners struggle to bring in 150 credits per match.

Right now Star Citizen has:

  • A grindy rental system for temporary ships and guns (with no matchmaking and income is tied to performance)
  • A subscription you can sign up for that grants you bonus credits every month
  • A cash shop where you can buy permanent guns
  • A second cash shop where you can buy permanent ships

Suffice it to say, even though they may stop selling ships as they have promised, it will not be easy to unlock them unless you are regularly purchasing credits with cash.

CIG has demonstrated on many occasions already that they don't have a problem hampering the experience, locking away content behind paywalls, and adding loopholes to make sure that people get a competitive advantage when they spend money on ships.

To everyone who is going to counter me with, "CIG Promised _____" or "CIG said ____ will be different in the final game", talk is cheap. They've said one thing and done another many times already, so don't be surprised when it happens again. If you take all of CIG's promises and just put them aside for a moment and look at what they have done, it doesn't paint a pretty picture.

[–]Tumbler 3ポイント4ポイント  (0子コメント)

I mean when it is eventually released how will people compete with those who paid hundreds of dollars to get in-game advantages like ships, credits etc

... The same way they do when they join an mmo that has been out for a year or two? There will always be a veteran class of players that has more time and money invested in a game when new players join. The only thing this changes for SC is that the upper level of play will be filled out sooner. (assuming higher cost ships are in fact upper level play)

You join swtor today you're going to be way behind players that have been playing for years. You join eve online you'll also be hopelessly behind the long term players... But it's still fun because they built a game with a lot of things to do. You'll be able to travel around and have a good time in a Mustang or an aurora

[–]MrLizardQueen 2ポイント3ポイント  (0子コメント)

There actually has to be a game before you can win (I say as I drown in down votes). Which is worse? The fact that they are selling ships that are 1000+ dollars or that they are sold out?

[–]Kairah 4ポイント5ポイント  (5子コメント)

Hasn't it always been? I was never led to believe that more expensive ships wouldn't be more powerful. There was, however, always the assurance that you could earn those same ships in-game. My personal definition of "pay-to-win" is simply that there things that you can buy with real money that convey an advantage that regular players can never attain. If you can get anything that a big spender can get just by grinding it out, then no problem. Otherwise games like League of Legends would be "pay-to-win" because people can spend money to get champions that not everybody has access to.

[–]alexgmcm[S] 0ポイント1ポイント  (4子コメント)

But then the game can just become a dull grind for most players just so they can hope to compete with people laying down loads of money (in addition to purchasing the game).

I hate grinding. It feels like a job, not a game.

[–]Kairah 2ポイント3ポイント  (3子コメント)

Why does it change anything? Even if you couldn't buy anything with real money, there would still be players at the top looking down on you. Haven't you ever played an MMO? Elitism is the lifeblood of the genre. Nobody would ever work towards getting bigger and better stuff if they couldn't lord it over everybody who didn't.

[–]alexgmcm[S] 1ポイント2ポイント  (2子コメント)

Yeah, obviously there is elitism even in original Ultima Online (which had no levels or classes and few equipment tiers).

But there's a huge difference between some massive corporation wars going on that don't effect those who don't choose to partake in them that much - and being continually ganked by some dude with uber weapons.

[–]femstora -1ポイント0ポイント  (1子コメント)

Thing is that dude doing ganking will be hunted over all secure sectors, he will be banned from stations that he is bothering (although he can smuggle himself in)and he will have bounties put on his head.

Hell if he gets shot he's gonna have to pay for the repairs so its not like he is incentivized to attack people.

This is not a free for all death match when you are in Government space you abide by their rule. if you don't you're a pirate and a rebel that will force you to move to less secure sectors where others aggressive players are.

But fine if you go out into deep space in a basic Aurora expect to be an easy if not worth while target but then again wouldn't that make sense.

[–]The_Katzenjammer 2ポイント3ポイント  (4子コメント)

yeah i am not hyped about this game anymore. Why can't it just be a fun space sim with fast progression.. i just don't get it. Fuck trying to be EVE second coming.

[–]BadgerFodder 2ポイント3ポイント  (2子コメント)

Meanwhile, Elite Dangerous is great and improving with every patch.

Check out /r/EliteDangerous

[–]femstora 0ポイント1ポイント  (0子コメント)

It was going to be a simple space opera but they got millions in funding so now they are making a space opera and a multiplayer mmoish game.

[–]cipahs 1ポイント2ポイント  (1子コメント)

Let's see.

  1. Join private server.

  2. Fly whatever I want.

  3. ?????????

  4. Profit

[–]vsTerminus 1ポイント2ポイント  (0子コメント)

We already know private servers will be limited, but we don't know how much.

I wouldn't be surprised if playing on a private server wasn't really worthwhile.

[–]DaEvilPenguin 0ポイント1ポイント  (0子コメント)

I'm concerned that people have spent hundreds of dollars on multicrew ships when they have no idea how they will operate with a singular pilot.

[–]Ghost4000 0ポイント1ポイント  (0子コメント)

I think so yes. This is why I've restrained myself from getting hyped about this game. I know people who think it will be the most amazing game ever, but all I see is an incredibly expensive barely complete game. I look forward to altering my opinion though as more modules for the game are completed.

[–]Dooddoo 0ポイント1ポイント  (0子コメント)

What i have understood talking to people who donated alot of dollars is that this is the way they want it to be balanced. Not everyone should be able to have the biggest ship, and they WANT the big ships to cost ALOT so few people can afford them. So it will be balanced according to your wallet.

They think it is the best way to keep kids away.

[–]Chvz144 0ポイント1ポイント  (1子コメント)

As someone who knows little about space sims and Star Citizen, how is the game progressing? I remember hearing some pretty bold claims about how advanced it would be and its obviously received a lot of backing, does it look like it will deliver?

[–]femstora 0ポイント1ポイント  (0子コメント)

Its coming along nicely go to /r/starcitizen if you want to keep up and expect the first release of the Fps end of June.

[–]Chrystolis 0ポイント1ポイント  (0子コメント)

As an early backer of Star Citizen, this is one of the main aspects of the game that worries me.

I'll preface this by saying that I've learned a lot from my early Kickstarter backings, and am very aware that what you think you see may not be what you get. That said, I had hopes going in that the modes in this with a more space sim progression would allow you to work your way through ship and part upgrades in a pretty standard fashion.

Looking at it now, I see all these ships that cost hundreds of dollars to purchase, and think of the people who bought them. How much of a slap in the face would it be to someone who spent $300 on a ship if I was able to earn that ship in a week of playing the game? On the flip side, how long should I, as a paying owner of the full retail game, be expected to work to obtain such ships, and how much of the ship progression do the ships that you can purchase now account for? If the majority of ships are purchasable via large amounts of real cash and will take a painstakingly long time to acquire via in-game means, that would tread awfully close to oft maligned free-to-play monetization tactics. Considering the game isn't going to be free-to-play, such a setup would make it really hard to lure in new players who just want to buy the base game and play from there.

I fear they've already gone way, way too far down that hole for things to pan out in the way I originally hoped they would, but at this point I'm just hoping the game still has fun progression for those of us not willing to shell out additional cash for the game.

[–]Sunagamaru 0ポイント1ポイント  (0子コメント)

I don't really count a game as pay to win unless you can't get the item unless you pay. (cosmetic items don't count)If they made the best ship in the game, but you had to pledge 1000 dollars to get it, then it would be pay to win. I mean its pretty obvious all these ships will be available in the game, so why would people be mad if someone got their ship? Plus everyone willing to buy the pledges that are a significant amount of money probably took the time to realize that a 1000$ ship is really like 200 dollar worth + 800 dollar donation.

[–]Phuzzybear 0ポイント1ポイント  (0子コメント)

I grew up with Wing Commander 1, and am a huge space sim geek, I've played all of Chris Roberts' games, as well as X-Wing vs Tie Fighter (I backed Starfighter Inc, which didn't get funded too)

You name it, I've probably clocked a fair few hours on it, Descent, Freespace, Independence War, even older less popular ones (varying from great to ugh!) Space Rogue, XF5700 Mantis.

As a backer, I had high hopes for Star Citizen, but got increasingly worried and then increasingly cynical as the pledge bundles got more and more elaborate and expensive, and their scope just started getting wider and wider...and wider.

It is incredible the see the people not just spend incredible amounts on money on 3D renderings, and their gradual level of denial increase in proportion to every dollar they sink into this cash grab.

It is surreal to see these people getting super defensive of a game that hasn't even been developed yet, and that has an obvious and blatantly bloated development.

The pledge packages are out of hand. The direction of their monetization strategy is increasingly worrying. Anyone who is of firm opinion that this model is anything but pay to win is seriously deluded..

MMOs are all about time invested primarily, and skill secondarily. When you can just pay your way through the time expenditure, regardless of whether or not the ships/items are otherwise attainable in the game, you win.

[–]Bandersaur -2ポイント-1ポイント  (3子コメント)

There will be no pay to win.

In the words of Chris Roberts himself. "You should never be able to buy anything with real money that you can't buy in with in game credits. Once fully live SC in-game items will only be purchasable with in-game credits. There will even be some items you can ONLY earn by playing / flying missions. All you will be able to spend money on that is gameplay related would be buying some in-game credits as you don't want or don't have enough time to earn the credits you need for your contemplated purchase. We'll cap purchase of in-game credits to avoid someone unbalancing the game / economy. Here's a link to the very post.

[–][deleted] 2ポイント3ポイント  (2子コメント)

That doesn't make it not P2W. Take Hearthstone for example - everything you can buy for real money you can earn with in game gold/dust; however, it's going to take you months and months of grinding to earn enough gold/dust in order to make a decent deck that's competitive against a player who has paid money to play the game.

[–]ClockCat 1ポイント2ポイント  (0子コメント)

i dont think star citizen is on the same meta-treadmill as a CCG is.

Hearthstone has terrible balance issues as well, leading often to one or two completely dominating deck(s) on the scene.

[–]Redmoons 0ポイント1ポイント  (0子コメント)

Star Citizen doesn't even exist as an actual game yet.

The chance of CIG pulling off a functioning 'sandbox mmo' that fully includes the features Roberts has promised, is essentially zero.

The brewing shitstorm on the horizon is the inevitable 'feature cull', as Roberts realizes that he (again) cannot make the game he promised.

Worry about what type of game you are going to get, and then worry about p2w.

[–]ragir -2ポイント-1ポイント  (6子コメント)

Ya'll need to stop complaining about the ships cost, since they are not going to be selling those after the game releases.

Think of it as prolonged kickstarter, the game is not even close to being finished, jeez.

[–]needconfirmation 4ポイント5ポイント  (4子コメント)

They are selling the game right now, just because they plan to change it in 2 years doesn't mean complaints about the current game being P2W are invalid.

[–][deleted] 0ポイント1ポイント  (3子コメント)

Look if you really can't bear that a dog fighting ship is better at dog fighting that a jack of all trades freighter then I think you wait until the full game is out, because that is what they are balancing for. They are not balancing the ships for an arcade style space shooter.

[–]needconfirmation 4ポイント5ポイント  (2子コメント)

Then they shouldnt be selling ships for an arcade style space shooter. it doesn't matter what stage the game is in, if you don't want to be accused of letting people buy power, then don't sell power, it's a simple as that.

Saying "it's early access so it's a bit buggy" is reasonable

Saying "it's early access so it's a bit light on content" makes sense

Saying "it's early access so it's got a p2w payment model" is a bit ridiculous. You know one of these things is not like the others.

[–]Seklar 0ポイント1ポイント  (0子コメント)

As someone who has put a fair amount of money into this game (I was fairly skeptical previously). It's far too early to even be worried about advantages (if they could even really be called that) in the final game. So many systems and details are in flux at the moment that even the ships you are pledging for now are subject to heavy change.

Find a payment point you are comfortable with (even if it's zero!) and enjoy the fact that finally a company is working on something as grand as this.

[–]stripesonfire 0ポイント1ポイント  (0子コメント)

i initially pledged with from the amd never settle bundle by upgrading the starter ship for $5...played it a bit to get a feel for it and loved what i saw and where it was going. i then pledged for a vanguard cause the $250 or whatever i spend was me hoping this game delivered on all the promises. i really believe that they'll deliver based on my trial.