In the MMOs ive played death has never mattered. and high lvl items are expensive because of their rarity. instead of selling me the same item 1000 times, so i loose connection to it, Sell me one very expensive one that I get back as an item and pay my anti inflation tax. you can make a living and i can keep my item.
Its a MMO space survival simulator ... Just because the mmo part of the game did not have, this doesn't mean that survival games did not have those you have to remember to use its full title... We're not playing final fantasy 14, which is a mmorpg
The item you have a connection to will always be the ship. You also have a connection to the crafter "I know a guy". It's not about the crafter making money it's about making sure the crafter gets to play the game instead of sipping coffee while they make passive income.
@@FEVB That's the impression I got as well. Personally I like the idea of the blueprints being account bound, and I also agree with Cutlet's take on DOASM about players getting attached to their characters, I am one of those players (shocker right?!). But at this point we pretty much have to wait for more details from CIG.
Pretty sure they said that they can be traded until you claim them. Using GW2; lets say i have Dawn, precursor of Sunrise. I can trade it until i equip it, which at that point it becomes account bound.
They one hundred percent... Said that all blueprints are account bound and cannot be traded.Between players. You have to find them or buy them, or earn them.. You cannot sell them to other players or trade them. This by itself makes it an mmo. Because, like in most games, you have to level your crafting and unlock your own crafting abilities on your own.. You can get help with the resources you just can't. By the blueprints and crafting recipes.. This follows the traditional online multiplayer game mindset. And i'm glad they're doing that because it makes people actually have to play if they want to have this content just like we do in every other mmo.
If base building is being worked on for a near future-ish release, then we get a placeholder system for earning citizenship until the guild stuff is all worked out?
Or they just don't introduce Citizenship related restrictions until the main story is actually a thing. That's much more likely, because it doesn't require effort as a workaround. Until 1.0 is released. CIG needs to be RUTHLESSLY focused on intended features and content and not waste any resources on stop-gaps.
CIG could introduce base building while still in alpha . Polish it snd then wipe everything, release the storyline and citizenship using completion of the story as the key to citizenship as they stated during CitizenCon.
Oh god the Logging off and coming back on wherever I left would make this game step forward a HUGE leap. Bedlogging is already very neat (when it works >
It HAS to change... if it didn't Star Citizen would be in a VERY bad place. As much as I enjoy and support the project and the development, it is still only a tech demo and barebones structure of a game as it currently stands. I have been VERY leanient on CIG, I can see the dream they are gunniing for and the scale of ambition they are persuing. I have defended the slow rate of their development and I understand how complexity requires patience and hardwork, no other game out there requires this much attention. But despite how easy and accepting I have been on CIG so far, when 1.0 drops, I will not be a soft touch. I will give them time to work, but 1.0 has to be bloody perfect, this is where I will stand to judge and criticise the game because that will be what counts. Official release has to be nothing short of spectacular.
Amazing how much Cutlet and I agree on most of the MMO specific issues here. Death of a Spaceman is a good idea in concept, but bad in it's probable implementation and it will probably be significantly better to just balance around wanting to not die. EVE does this just fine.
Really dont like EVE comparaison. Good chunck of Backer dont wanted EVE when pledging...and now we got it. No matter its good or bad its not what they put money in
I mean, it's kind of hard not to draw simularities between two games that revolve around space content. But at the end of the day, star citizen will never be anything like eve online as somebody who played it for 10 years, I can tell you right now, star citizen when it's done, will destroy the eve community because you're already starting to see them slowly die off and many of them have been starting Orgs on star citizen in Anticipation of the official launch of the game.
My guess is of why 4.0 got gutted and we don't have Pyro yet, is that they are trying to minimize server calls because the network backend is not good enough or it is too expensive run.
This. I also think everyone banking on 4.0 being the magical turning point of the game because of *static* server meshing are utterly naive. Do none of them realize that any theoretical performance gains we'd see out of the box are going to be completely shit on due to the game suddenly having to manage twice the amount of players, in a second system that will take up just as many - if not more - resources, serverside.
@@IrisCorven everybody is fully aware that the game is going to perform extremely bad at the drop of 4.0... But it's also naive to think that the server meshing is not going to be the biggest improvement to this game. Otherwise, why do you think they're developing that for the game. In order for this game's vision to work dynamic server meshing the endgame.Goal needs to happen. Without it, there is no future for the game. Not unless they decide to backtrack, development and go with zone base star systems and planets, which at that point, we might as well just be playing starfield and Eve. 😅
Dupe Fix: When you killer player or destroy your ship You do not get the ship components / weapons or FPS armor/weapons. You get a copy of those that are partially destroyed. You can repair them or salvage them but they will not be brand new.
Finally!!! More people are seeing the EvE in SC that I see. EvE Online players have transferable skills to SC. Main map is evolving along similar path as EvE. SC QE is the same as EvE’s interdiction spheres. Station camping, Gate Camping (SoonTM), Ransom, etc.. SC has several EvE parallels.
@@vasilizaitsez7455 CR was clear about EvE influences, but he's also been clear about SC not becoming EvE 2.0. It's important that CIG stick to a player-influenced economy and not a full player-based economy. They can't give up the reigns to players, because players do weird, toxic shit when given too much power. We don't need THAT shit sleeping in from the EvE "community". EvE is a lot like a digital Stanford Prison.
Be a little harder though as the ones who wish to be pirates are going to be outnumbered I will get 15 percent of a shard will be pirates, 50 percent will want to kill them and hunt them down and 35 percent will build and help their Orgs. 1000 people in shard 150 ging to be pirates 500 are going to hunt you down.
I have a question if a system with solar flares why would you build a base there? Are the Solar flares going to be a issue when the 1.0 starts due to only having 5 systems.
That is a good question. My guess (and this is pure speculation) is that bases/buildings might be able to be fitted with some kind of shielding or protection against solar flares. Again I have no proof of this, it is just how I would justify it if I were a designer/developer.
I don't know if people know this, but it's Star Citizen is not Eve Online. Stop comparing it. No one else gives a crap about what Eve Online does or what people say.
@serrethindustries9468 i get that, but to say this is how Eve does it all the time is extremely irrelevant. If i wanted to play Eve, I would. This is not Eve, so who cares. There is a saying in the navy, "How my last ship did it" it refers to people who always go on about how they did things on their last ship/duty station. They forget this is not their last ship things are done differently. Eve is a great game, but I want something different. I don't want to back something for 12 years just to play another Eve
I dont know if its me, but we are constantly testing the test and im getting burned out, the servers are in a bad way, we getting new stuff but the experience is not worth the time. Age is catching up with me. As the years tick by. There was a time that because of this game i was happy, happier than i have been just in life in general, this game brought that to me and i rewarded the developers with some hard earned money, this game brought some calming effect to my life, i know it sounds silly but its the truth. I load the game up now and im like why am i here. Maybe i need to get out more, but im at the stage in my life i just want to sit down, after a hard days graft, smoke a spliff and enjoy the time i have left with the game i love. have everything i need right here but right now this experience is not the same. I am bored with cig, everything is always years away. I just think fuck sake, can we just get on with it
From the moment of star citizens conception it was planned as an MMO it didn't transition to one. It's only gained more features or tech along the way. Tho it's kinda moved away from the full NPC centric environment to being more player driven.
A lot of what the game is doing is making it an mmo.It's not just the world boss hunting and the instant dungeons... I've played more mms and I can count over the last 25+ years. Missions, sidequests, reputation and factions, side story, main story, hunting, instance dungeons, crafting, gathering, a home to build and live in.... These are all signs of a m m o Just in space
To what extent should CIG push Star Citizen into the realistic realm, and how much game magic could they get away with? I see it as a mistake to make a game too real, and like to have some game magic weather it's hidden, faked, or obvious.
Thing is quantum slipping and armor should completely change combat so balancing before that seems odd. People say fighters can poke hammerheads down now but with quantum skipping a hammerhead with armor could skip into a group of fighters and likewise a fighter group could skip away or into an attack on a fleet but snubs which everyone wants to use for combat dont have quantum drives and can't skip.
Gear fear is not bad its good Gear fear is not bad its good Gear fear is not bad its good Gear fear is not bad its good Gear fear is not bad its good Gear fear is not bad its good Gear fear is not bad its good Gear fear is not bad its good
Well I do not think that they will be able to give a Orginisation of 400 people a job in Star Citizen. As the AI will not have the Intelligence to change the strength in PVE enviroment tell how big a Organisation is. You will be dong a jobe that may have 40 enemy but Organisation may attack it with 250 people, may attack it with 10 people so how will the AI change it. To me the game going to need a Human Space Master who can make changers on a Shard being a MMO.
I sincerely hope players stop listening to the marketing pitches by CIG because they'd want us players bought into the idea and therefore spend real hard earned dollars by purchasing the exuberantly expensive ships that only functional maybe a fraction to what they are promised...
Nah, I don't do any of that. I blow money I have to blow on the development of a game in creation that I enjoy. It's all a gift. In return I get some digital toys that give me status in a future game that hopefully will complete one day. I see tons of progress lately beyond anything I previously imagined and I have only been around 4 years. My digital toys morph from time to time as developers change their mind, stumble, lose their minds, or whatever...everything they do over there at CIG is with good intentions as far as I am concerned.
These types of posts make me laugh. Spend if you want to and if not, well don't but if CIG doesn't get money from somewhere it goes under. If you sincerely have any like or love for SC then you'd be hoping the backers keep supporting. There's no other game like SC out there and I'm pretty much bored of everything else so I'm hoping the whales keep spending and the dream keeps thriving!
100 people is not even close to an mmo. An mmo has thousands of players on the same server in a persistent world. Its like people saying battlefield is an mmo. Its a ridiculous notion. I dont think death of a spaceman makes sense anymore. Its an abritrary death to just force reset somebody. All somebody will do is either quit after spending hundreds of hours on a character just to lose it because the game said so, or theyll just remake the exact same character. Theres better ways to tax players and create moneysinks into the game.
Like I said, the 100 number was an older one I remember from a while ago and it was from some long forgotten source. As for DoaSM, I think it still makes sense if it's balanced properly. Especially when it comes to immersion, this isn't something that is going to happen every time you die. We have yet to even see the changes they want to make to death where it's less about dying and respawning and more about dying and being rescued.
CIG will tell you what you need to hear to spend your money. Spend only on what the game is worth to you right now, not the lies of what the game will be in future. Exploration was a lie, passenger ships was a lie, NPC crew a lie. 1.0 is a barebones minimum viable release to satisfy their legal team. And after that the game will tank.
I don't think any of that is a lie. I think its just a matter of some things are not needed to be put in right now. Its only been so recent that this idea of what an end game looks like, and that really makes the order of what is needed easier to see for me. I don't see a need for NPC crew, exploration or passenger ships until the time comes that Orgs are building in mass to go forth and conquer, or at least close to that time, and alas I think that is a long time off. I expect some of that to come in down the road just to test it out like they are doing with everything else.
To me an MMO is thousands of players. And I am not sure if a physicalized universe of thousands of players, carrying physical items, moving across server shards, fully interacting, has been done before. If it has someone tell me.
No, it's never been done before, but this game is still going to be an mmo.. You have to keep in mind.That's a thousand players per shard, and you can jump between multiple shards... It's no different than server hopping.In an mmo.
@LuluGamingDK I am not sure what point you are trying to make, or emphaze to me. Not disagreeing, but let me explain what I am hoping for or envisioning. Thousands of players, at the same time. You wait for the train and it might literally be nearly full when you get on. There is no feeling of emptiness in Area 18. Players are everywhere. Only wjen you get out in space are you alone. The further out you go, the more alone you get. But major hubs are filled with players. I dont think its written in stone how many players I will see when I log in. I want to see them all.
This isn't really true, for three reasons. 1. You'll still be able to utilize repairs. 2. You can lower your chances of combat through your choices. 3. NPC crew are still a 1.x feature that IS coming.
At the moment..... And even if there was by using blades and m p c crewmat. You're still wouldn't be able to stand up against an actual player crewd ship.
In the MMOs ive played death has never mattered. and high lvl items are expensive because of their rarity. instead of selling me the same item 1000 times, so i loose connection to it, Sell me one very expensive one that I get back as an item and pay my anti inflation tax. you can make a living and i can keep my item.
Its a MMO space survival simulator ... Just because the mmo part of the game did not have, this doesn't mean that survival games did not have those you have to remember to use its full title... We're not playing final fantasy 14, which is a mmorpg
The item you have a connection to will always be the ship. You also have a connection to the crafter "I know a guy". It's not about the crafter making money it's about making sure the crafter gets to play the game instead of sipping coffee while they make passive income.
ATM the persistence allows me to jump back into my body after a crash, my personal best is 8 times.
that verification process should be an investigation mission that populates for players and after an hour it auto resolves via NPCs
I'd have to re-watch the panel but I am like 90% sure CIG said blueprints would be account bound
They did which IIRC Cutlet thinks is a bad idea.
@@FEVB That's the impression I got as well. Personally I like the idea of the blueprints being account bound, and I also agree with Cutlet's take on DOASM about players getting attached to their characters, I am one of those players (shocker right?!). But at this point we pretty much have to wait for more details from CIG.
Pretty sure they said that they can be traded until you claim them.
Using GW2; lets say i have Dawn, precursor of Sunrise.
I can trade it until i equip it, which at that point it becomes account bound.
They said they'd be tied to your CHARACTER, not account.
They one hundred percent... Said that all blueprints are account bound and cannot be traded.Between players. You have to find them or buy them, or earn them.. You cannot sell them to other players or trade them.
This by itself makes it an mmo. Because, like in most games, you have to level your crafting and unlock your own crafting abilities on your own.. You can get help with the resources you just can't. By the blueprints and crafting recipes.. This follows the traditional online multiplayer game mindset. And i'm glad they're doing that because it makes people actually have to play if they want to have this content just like we do in every other mmo.
If base building is being worked on for a near future-ish release, then we get a placeholder system for earning citizenship until the guild stuff is all worked out?
Or they just don't introduce Citizenship related restrictions until the main story is actually a thing. That's much more likely, because it doesn't require effort as a workaround.
Until 1.0 is released. CIG needs to be RUTHLESSLY focused on intended features and content and not waste any resources on stop-gaps.
CIG could introduce base building while still in alpha . Polish it snd then wipe everything, release the storyline and citizenship using completion of the story as the key to citizenship as they stated during CitizenCon.
Oh god the Logging off and coming back on wherever I left would make this game step forward a HUGE leap. Bedlogging is already very neat (when it works >
I think if you go to sleep onboard a ship it is where you should wake up depending where you do go to bed Stanton it is safe to do so.
Gear fear is not bad its good
Indeed.
Gear fear is indeed, not bad.
It HAS to change... if it didn't Star Citizen would be in a VERY bad place. As much as I enjoy and support the project and the development, it is still only a tech demo and barebones structure of a game as it currently stands. I have been VERY leanient on CIG, I can see the dream they are gunniing for and the scale of ambition they are persuing. I have defended the slow rate of their development and I understand how complexity requires patience and hardwork, no other game out there requires this much attention. But despite how easy and accepting I have been on CIG so far, when 1.0 drops, I will not be a soft touch. I will give them time to work, but 1.0 has to be bloody perfect, this is where I will stand to judge and criticise the game because that will be what counts. Official release has to be nothing short of spectacular.
Amazing how much Cutlet and I agree on most of the MMO specific issues here. Death of a Spaceman is a good idea in concept, but bad in it's probable implementation and it will probably be significantly better to just balance around wanting to not die. EVE does this just fine.
Really dont like EVE comparaison. Good chunck of Backer dont wanted EVE when pledging...and now we got it. No matter its good or bad its not what they put money in
As I said, it's not just EVE 2.0. It's like EVE mixed with Star Wars Galaxies.
I mean, it's kind of hard not to draw simularities between two games that revolve around space content. But at the end of the day, star citizen will never be anything like eve online as somebody who played it for 10 years, I can tell you right now, star citizen when it's done, will destroy the eve community because you're already starting to see them slowly die off and many of them have been starting Orgs on star citizen in Anticipation of the official launch of the game.
My guess is of why 4.0 got gutted and we don't have Pyro yet, is that they are trying to minimize server calls because the network backend is not good enough or it is too expensive run.
This. I also think everyone banking on 4.0 being the magical turning point of the game because of *static* server meshing are utterly naive. Do none of them realize that any theoretical performance gains we'd see out of the box are going to be completely shit on due to the game suddenly having to manage twice the amount of players, in a second system that will take up just as many - if not more - resources, serverside.
@@IrisCorven everybody is fully aware that the game is going to perform extremely bad at the drop of 4.0...
But it's also naive to think that the server meshing is not going to be the biggest improvement to this game. Otherwise, why do you think they're developing that for the game. In order for this game's vision to work dynamic server meshing the endgame.Goal needs to happen. Without it, there is no future for the game. Not unless they decide to backtrack, development and go with zone base star systems and planets, which at that point, we might as well just be playing starfield and Eve. 😅
Dupe Fix: When you killer player or destroy your ship You do not get the ship components / weapons or FPS armor/weapons. You get a copy of those that are partially destroyed. You can repair them or salvage them but they will not be brand new.
Finally!!! More people are seeing the EvE in SC that I see. EvE Online players have transferable skills to SC.
Main map is evolving along similar path as EvE. SC QE is the same as EvE’s interdiction spheres. Station camping, Gate Camping (SoonTM), Ransom, etc.. SC has several EvE parallels.
@@vasilizaitsez7455 CR was clear about EvE influences, but he's also been clear about SC not becoming EvE 2.0.
It's important that CIG stick to a player-influenced economy and not a full player-based economy. They can't give up the reigns to players, because players do weird, toxic shit when given too much power. We don't need THAT shit sleeping in from the EvE "community". EvE is a lot like a digital Stanford Prison.
@ I agree SC should not become a clone of EvE online. That doesn’t stop SC from having some or even many similarities to eve online.
Be a little harder though as the ones who wish to be pirates are going to be outnumbered I will get 15 percent of a shard will be pirates, 50 percent will want to kill them and hunt them down and 35 percent will build and help their Orgs. 1000 people in shard 150 ging to be pirates 500 are going to hunt you down.
@ What game have you ever played where your scenario actually played out?
@@vasilizaitsez7455 Hi mate you asking me
Botalks: “The taxers that taxed the taxers have been taxed.”
I have a question if a system with solar flares why would you build a base there? Are the Solar flares going to be a issue when the 1.0 starts due to only having 5 systems.
That is a good question. My guess (and this is pure speculation) is that bases/buildings might be able to be fitted with some kind of shielding or protection against solar flares. Again I have no proof of this, it is just how I would justify it if I were a designer/developer.
Thank you all for your support for the 🥁Rocket🥁Shrike🥁
I don't know if people know this, but it's Star Citizen is not Eve Online. Stop comparing it. No one else gives a crap about what Eve Online does or what people say.
I dunno. I ask my friend who plays Eve for comparison all the time. It's interesting how similar they are, SC just goes deeper.
@serrethindustries9468 i get that, but to say this is how Eve does it all the time is extremely irrelevant. If i wanted to play Eve, I would. This is not Eve, so who cares. There is a saying in the navy, "How my last ship did it" it refers to people who always go on about how they did things on their last ship/duty station. They forget this is not their last ship things are done differently. Eve is a great game, but I want something different. I don't want to back something for 12 years just to play another Eve
I dont know if its me, but we are constantly testing the test and im getting burned out, the servers are in a bad way, we getting new stuff but the experience is not worth the time. Age is catching up with me. As the years tick by. There was a time that because of this game i was happy, happier than i have been just in life in general, this game brought that to me and i rewarded the developers with some hard earned money, this game brought some calming effect to my life, i know it sounds silly but its the truth. I load the game up now and im like why am i here. Maybe i need to get out more, but im at the stage in my life i just want to sit down, after a hard days graft, smoke a spliff and enjoy the time i have left with the game i love. have everything i need right here but right now this experience is not the same. I am bored with cig, everything is always years away. I just think fuck sake, can we just get on with it
Very good show guys!
13:31 referring to mmo”rpg”?
From the moment of star citizens conception it was planned as an MMO it didn't transition to one. It's only gained more features or tech along the way.
Tho it's kinda moved away from the full NPC centric environment to being more player driven.
A lot of what the game is doing is making it an mmo.It's not just the world boss hunting and the instant dungeons... I've played more mms and I can count over the last 25+ years.
Missions, sidequests, reputation and factions, side story, main story, hunting, instance dungeons, crafting, gathering, a home to build and live in.... These are all signs of a m m o
Just in space
To what extent should CIG push Star Citizen into the realistic realm, and how much game magic could they get away with? I see it as a mistake to make a game too real, and like to have some game magic weather it's hidden, faked, or obvious.
Thing is quantum slipping and armor should completely change combat so balancing before that seems odd. People say fighters can poke hammerheads down now but with quantum skipping a hammerhead with armor could skip into a group of fighters and likewise a fighter group could skip away or into an attack on a fleet but snubs which everyone wants to use for combat dont have quantum drives and can't skip.
Why not just create a contract for crafter to replicate the high tier lost item with one shot blueprint?
That was mentioned by one of the guests as an option as well.
Gear fear is not bad its good Gear fear is not bad its good Gear fear is not bad its good Gear fear is not bad its good Gear fear is not bad its good Gear fear is not bad its good Gear fear is not bad its good Gear fear is not bad its good
Star wars galaxy 2.0.
Well I do not think that they will be able to give a Orginisation of 400 people a job in Star Citizen. As the AI will not have the Intelligence to change the strength in PVE enviroment tell how big a Organisation is. You will be dong a jobe that may have 40 enemy but Organisation may attack it with 250 people, may attack it with 10 people so how will the AI change it. To me the game going to need a Human Space Master who can make changers on a Shard being a MMO.
I sincerely hope players stop listening to the marketing pitches by CIG because they'd want us players bought into the idea and therefore spend real hard earned dollars by purchasing the exuberantly expensive ships that only functional maybe a fraction to what they are promised...
Pretty sure alot of players(myself included) havent bought any ships in a long while.
I DID win a starlancer twin pack though 😂
I mean... Okay? If people want to buy ships, let them buy ships. I just play the game and buy them that way.
Nah, I don't do any of that. I blow money I have to blow on the development of a game in creation that I enjoy. It's all a gift. In return I get some digital toys that give me status in a future game that hopefully will complete one day. I see tons of progress lately beyond anything I previously imagined and I have only been around 4 years. My digital toys morph from time to time as developers change their mind, stumble, lose their minds, or whatever...everything they do over there at CIG is with good intentions as far as I am concerned.
These types of posts make me laugh.
Spend if you want to and if not, well don't but if CIG doesn't get money from somewhere it goes under.
If you sincerely have any like or love for SC then you'd be hoping the backers keep supporting.
There's no other game like SC out there and I'm pretty much bored of everything else so I'm hoping the whales keep spending and the dream keeps thriving!
@Bubblegum_Ronin exactly
100 people is not even close to an mmo. An mmo has thousands of players on the same server in a persistent world. Its like people saying battlefield is an mmo. Its a ridiculous notion.
I dont think death of a spaceman makes sense anymore. Its an abritrary death to just force reset somebody. All somebody will do is either quit after spending hundreds of hours on a character just to lose it because the game said so, or theyll just remake the exact same character. Theres better ways to tax players and create moneysinks into the game.
Like I said, the 100 number was an older one I remember from a while ago and it was from some long forgotten source.
As for DoaSM, I think it still makes sense if it's balanced properly. Especially when it comes to immersion, this isn't something that is going to happen every time you die. We have yet to even see the changes they want to make to death where it's less about dying and respawning and more about dying and being rescued.
CIG will tell you what you need to hear to spend your money. Spend only on what the game is worth to you right now, not the lies of what the game will be in future. Exploration was a lie, passenger ships was a lie, NPC crew a lie.
1.0 is a barebones minimum viable release to satisfy their legal team. And after that the game will tank.
I don't think any of that is a lie. I think its just a matter of some things are not needed to be put in right now. Its only been so recent that this idea of what an end game looks like, and that really makes the order of what is needed easier to see for me. I don't see a need for NPC crew, exploration or passenger ships until the time comes that Orgs are building in mass to go forth and conquer, or at least close to that time, and alas I think that is a long time off. I expect some of that to come in down the road just to test it out like they are doing with everything else.
Okay doomer.
To me an MMO is thousands of players. And I am not sure if a physicalized universe of thousands of players, carrying physical items, moving across server shards, fully interacting, has been done before. If it has someone tell me.
No, it's never been done before, but this game is still going to be an mmo.. You have to keep in mind.That's a thousand players per shard, and you can jump between multiple shards... It's no different than server hopping.In an mmo.
@LuluGamingDK I am not sure what point you are trying to make, or emphaze to me. Not disagreeing, but let me explain what I am hoping for or envisioning. Thousands of players, at the same time. You wait for the train and it might literally be nearly full when you get on. There is no feeling of emptiness in Area 18. Players are everywhere. Only wjen you get out in space are you alone. The further out you go, the more alone you get. But major hubs are filled with players. I dont think its written in stone how many players I will see when I log in. I want to see them all.
The single player who bought large ships over the years are screwed. No single player large ship game play. Really sad.
This isn't really true, for three reasons.
1. You'll still be able to utilize repairs.
2. You can lower your chances of combat through your choices.
3. NPC crew are still a 1.x feature that IS coming.
At the moment..... And even if there was by using blades and m p c crewmat. You're still wouldn't be able to stand up against an actual player crewd ship.
@@LuluGamingDK Depends on the players. It's always weird to me when folks talk like all players are good. 😅