Indeed. The player owned and run small stores or the superstores. The one character per server per account, almost "enforced" players interact and cooperate. Small player towns outside Theed littered with stores. Some with shuttleports. If you took the drive along the way would be littered with other stores. It was so unique, and afaik, no other MMO or game has come close to achieving that sensation. EVE Online is a good choice for a 99.5% playerrun economy, but it is a very different game to SWG still.
It would be great to loot unique blueprints for a single part. Then trade the parts you can make for the parts you need to build your weapons, armour and ships.
New sub from SaltEMike. Not sure how long you've been at this but your videos rock. Very professional but still personal. Prayers for your sister as well.
I must say that the quality of your videos is has improved a lot, great to see the feedback is helping. As for the looking at the side monitor my guess is around 50-55 times
Live how much thought you put into this game for free. They need people like you at cig. Prayers for your sister, my mother passed years ago from cancer. Thankfully there is a lot more information and research that she can utilize than we had back then.
Love the videos, you have a lot of great points and I for one would love to see them implemented! Hope everything will be well with your sister, much love from Norway Odd Job ❤
All your suggestions still work well with player trade. If a person doesn't want to do certain types of game play they just purchase all these things from other players that do like this game play. To make that work they can't allow people to purchase these materials and such needed for crafting from NPC's.
BTW, about turrets, i was long time telling that we need strong turrets in POI to prevent ppl for just land near. Each turret should have shield that can replanish it's HP faster then 2+ Andromedas pilots shoot out with it's DPS. This will force ppl to use ground vehicles. This will makes ppl to group up. And it's ok with lore because bases on surface can have bigger energy sources then ships. And most important - it's easy to implement in game fast.
We REALLY need a functional economy, including crafting... I've said this on multiple forums and videos, but ideally, I want the Economy of EVE Online, the Background Simulation of Elite Dangerous, and the combined arms of PlanetSide 2. We have all the bones needed for this, but we're missing the connective tissue... This was a great video. Thanks!
Really like the ideas about getting hold of rare items via swapping with 5 X items etc The FE's probably faciltate that kind of code But I'm also a big fan of the idea of using rep gated stores, where u exchange REP AND UEC for teh product, so u can put rare loot items in these stores, and handing over rep as well as UEC means u can't buy 100 and sell them on breaking the system.
Totally agree! Good video man, keep it up! Using the F8C ticket system as a stand in for crafting or rare items would be great. Many also like the reputation locked areas or components. Also agree, more hardcore loss when gameplay is more steady. Best wishes to you and your sister. I counted more than 60 Official guess is 62 but depending on you counting just looking up to the right thinking and or the half looks durring cuts it could be above 66. Stay deadly
Honestly, knowing SC could be so much better makes it so much more heartbreaking. There are so many incredible aspects of SC and yet it feels so incomplete, like Chris had an amazing idea to build the indie space sim of our dreams, but then realized that there was a lot of money to be made by stretching out development as long as possible. It’s just one massive, long tease with no reward. It’s such a beautiful & immersive sandbox, but it has so little actual gameplay to go with it. If it wasn’t for the actually pretty awesome community, this project would’ve died a long time ago.
I don't think that CIG has been malicious, I think they greatly underestimated how difficult it would be to run a live environment and develop at the same time. A new COD comes out every year, but it's basically a reskin of the previous one. At the same time, by splitting the workload for each successive title to other companies, they give their groups a buffer where they can work on their next title without having to support an active game. CIG doesn't have that luxury. Even other AAA titles are at least established and the development is about iteration, not creation.
Honestly with player to player trading and the fact that it's and MMO (or supposed to be) I think that many of these connective tissues would not only service to the players looking to play down less narrow corridors of gameplay but it'd also Incentivize players to interact with each other in meaningful ways that also add value to those who want to focus on one particular aspect of the game. If you're the type to specialize in one thing like lets say combat the only other player types you'd interact with is freighters either through protection or piracy. But lets say You're primary focus is FPS consent Instead of just leaving a location after clearing it you might either want to let someone know'd be interested in that sort of thing for them to collect, fly off and sell to an org or maybe to scrap to then craft but in between that first point there are countless intermediate steps it can go through before it meets its final destination. If you're more generalist you might just do all the above yourself. Ultimately this creates more organic niches by which specialized players can inhabit or generalists may visit. Plus any specialized rewards being scarce due to it only being available through certain means requires that either you fulfill those needs or trade something of value to said player in exchange for it thus creating real value outside of a number of UEC. I don't think that basic FPS gear should be gated so heavily at base however it'd be interested to see for example a place like stanton go though an economic downturn, and drive up the scarcity of for example FPS gear thus driving up prices and at worse causing shortages. It'd be also interesting to see shops going empty of FPS gear due to exploding demand due to wars in surrounding star systems thus increasing the need to craft or import for further abroad. Adding crafting exclusive gear would be essential however to maintain some permanent intrinsic value to the niche.
TLDR: The Immersion is King but for such stuff i think it should be allowed to be broken down to a simple 2-3 Step Process so at the end u Craft with Materials u had Mined, and Steel or whatever this time of Stuff like Granates. Like in Valheim where u need Wood and out if it u can make all sorts of Stuff out of wood :) The Granate Idea is good but also "bad". I know what u want and mean, and I agree with it also :) But i think at the end, Star Citizen has so many stuff they want to get into the Game so SC is a game "for everyone" where u can make PvE, PvP, Craft, Basebuilding, Haul, Explore .. The (what is planet to be)-Depth of every Profession allready ingame in the future is such a big amount that Star Citizern could easly become the overloaded game new and old players can get killed by the pure amount of it - i fear. Crafting will come to Star Citizen in the far feature, im all for it to build my own Weapons or tweak them, etc. But the "base game" should be simple, easy and farst get into - all stuff around this (Crafting all sorts of your own Granates, Craftin Ship Parts, making your own Medical Stuff (idk), Ammo, etc) should be added way far in the future when the base came has a solid ground to it. For me, in 15 Years im around 48(😥) when these features until then got into SC - i dont really want to build my own Stuff, need to Mine, refine the stuff; Then putt all on the table, put it together with animations, full the Stuff, make a Case, and so on^^
Fair points. I don't want ALL items to be craftable. They should all be spread across stores, crafting, trade, etc. with better items being harder to get.
Yes joining things together would be great but also just fixing the game so it's playable would be awesome, it's crazy to lose the ship, items and cargo in the middle of a long mission because of an invisible space rock. :')
Thank you for the content, here is my feedback Alpha The reason for the lack of "connective tissue" is that Star Citizen is FAR from complete. As things progress, more of what the game will be, will be presented.
All great points. But your shot at Elliot (w disclaimer of course) is the reason none of this exists. They can’t get the mechanics and stability down as of yet. I’d almost bet, this is Al built out and ready to be implemented. That’s my hope anyway.
What you are talking about is already in the works at CIG. If you were paying attention during CitizenCon when Todd Pappy was talking about the base building. He mention the players would have to collect blueprints to craft items and would either choose to mine for the materials and/or purchase them. What you are suggesting is nothing new and hopefully will be in our hands next year or sooner. ua-cam.com/video/RJUMsq_Bdt0/v-deo.html
Connective tissue is usually the games progression tree ...CIG please use a low tech approach by drawing one with a pencil then work towards it rather than just building game models without a purpose. We are all tired of CIGs lack of direction.
Won't happen. Crafting gives too much power/influence to the players. CiG wants to keep all the power/influence behind NPCs. CiG wants to control everything.
@@OddJobEntertainment I think he's lost faith in CIG. And I think that's fair. I want Star Citizen to happen, but I am losing faith. I've picked it up between 1 and two times every year since 2014, and I just have to say that it's difficult to reconcile the amount of development progress with the amount of time they've had. A fair few of the promises they made on the 2012 Kickstarter they have just rescinded on. Like the 100 systems on launch if it reached 6million. It reached 600 million and they reduced it to 5-10... I want this game. But I want the initial vision, not the increased budget reduced vision.
@@OddJobEntertainment I love the game and the current vision. CiG will allow crafting. But it will not allow players to control the market through PVP projection power of a zone. This includes crafting or any items or any ships. EVERYTHING Will be purchasable through the store or attainable through PVE methods. This will take away the "fun" (power over other players) a PVP org will have controlling a market or an area. CiG will have the power. Players will have limited power.
@RicoZaid_ okay, I think there may have been a misunderstanding then. This video didn't make any mention of PVP. The mining guild was intended as an NPC entity controlling an area as previously described by CIG. It's entirely possible to have areas cordoned off based on rep.
Jokes aside good video! And don't you worry I have this sort of stuff in my plan! My main issue is one of two things. 1 - tech, I need a few things still to be able to achieve bits like this and currently it's not the priority as we need to get the foundations down 2 - mission foundation, my current big focus is getting scalable repeatable missions that we can scale to other systems and introduce players to systems and the abilities they have in the sandbox e.g resource gathering we are an MMO without the most basic of a MMO missions so that's my current focus But for sure I want this sort of stuff for missions,
You cannot spend a year to get a gear ajd lose it when you die. Nobody will play the game and waste their time like that after couple of death. Including you. Especially, in a game full of bugs and random deaths. I don't think you understand what you want for the game and the other players. And I am sorry for your sister. All the best for her!
The statement on loss was made precluding the bigs we currently have. While not made clear in this video, my thought was that this would also include "checkpoint" stores where you can outfit yourself to a similar grade as before. Perhaps losing out on some added perks.
I haven't personally played ED. But it wouldn't surprise me that there's a lot of parallels. The two games took different routes to eventually end up at the same place. Number of commodities does still need to be capped at some point. But I think we're still pretty far out from the limit in SC.
@@OddJobEntertainment It's not about the technical limit, that's irrelevant. It's about the gameplay. If there isn't a centralized way to have access to all comodities trough a market, it just gets veeeeeeeeeeeery jarring and boring. Because no matter how many players you have, if there are too much commodities, there will always be shortages. And now, making that grenade isn't just "mine for aluminium" it's that + go fetch fuzes, go fetch this and that.
I agree with you 100% I miss games like Star Wars galaxies where almost everything in game was crafted by a player
I missed out on that one. Never got to play it. But people talk very highly of it.
Indeed. The player owned and run small stores or the superstores. The one character per server per account, almost "enforced" players interact and cooperate. Small player towns outside Theed littered with stores. Some with shuttleports. If you took the drive along the way would be littered with other stores. It was so unique, and afaik, no other MMO or game has come close to achieving that sensation.
EVE Online is a good choice for a 99.5% playerrun economy, but it is a very different game to SWG still.
It would be great to loot unique blueprints for a single part. Then trade the parts you can make for the parts you need to build your weapons, armour and ships.
New sub from SaltEMike. Not sure how long you've been at this but your videos rock. Very professional but still personal. Prayers for your sister as well.
I must say that the quality of your videos is has improved a lot, great to see the feedback is helping. As for the looking at the side monitor my guess is around 50-55 times
Wouldn't surprise me that it's about that high. So strange, I guess it's just one of those things.
@@OddJobEntertainment Give it time and you’ll get used to the teleprompter. Eventually it’ll become natural I guess.
Live how much thought you put into this game for free. They need people like you at cig.
Prayers for your sister, my mother passed years ago from cancer. Thankfully there is a lot more information and research that she can utilize than we had back then.
You're speaking my wants!! Item breakdown is what I live for... Because you can make what you want from what you don't.
Love this
Love the videos, you have a lot of great points and I for one would love to see them implemented!
Hope everything will be well with your sister, much love from Norway Odd Job ❤
Thanks so much!
All your suggestions still work well with player trade. If a person doesn't want to do certain types of game play they just purchase all these things from other players that do like this game play.
To make that work they can't allow people to purchase these materials and such needed for crafting from NPC's.
BTW, about turrets, i was long time telling that we need strong turrets in POI to prevent ppl for just land near. Each turret should have shield that can replanish it's HP faster then 2+ Andromedas pilots shoot out with it's DPS. This will force ppl to use ground vehicles. This will makes ppl to group up. And it's ok with lore because bases on surface can have bigger energy sources then ships.
And most important - it's easy to implement in game fast.
We REALLY need a functional economy, including crafting... I've said this on multiple forums and videos, but ideally, I want the Economy of EVE Online, the Background Simulation of Elite Dangerous, and the combined arms of PlanetSide 2. We have all the bones needed for this, but we're missing the connective tissue... This was a great video. Thanks!
Also, sorry to hear about your sister. Good luck to her and your family.
It's all there, it just needs to be tied together.
I hundred percent agree with you here. Thanks and keep up the good work. All the best to your sister!
Really like the ideas about getting hold of rare items via swapping with 5 X items etc
The FE's probably faciltate that kind of code
But I'm also a big fan of the idea of using rep gated stores, where u exchange REP AND UEC for teh product, so u can put rare loot items in these stores, and handing over rep as well as UEC means u can't buy 100 and sell them on breaking the system.
Totally agree! Good video man, keep it up! Using the F8C ticket system as a stand in for crafting or rare items would be great. Many also like the reputation locked areas or components.
Also agree, more hardcore loss when gameplay is more steady.
Best wishes to you and your sister.
I counted more than 60
Official guess is 62 but depending on you counting just looking up to the right thinking and or the half looks durring cuts it could be above 66.
Stay deadly
These guesses keep getting higher lmao.
Honestly, knowing SC could be so much better makes it so much more heartbreaking. There are so many incredible aspects of SC and yet it feels so incomplete, like Chris had an amazing idea to build the indie space sim of our dreams, but then realized that there was a lot of money to be made by stretching out development as long as possible. It’s just one massive, long tease with no reward. It’s such a beautiful & immersive sandbox, but it has so little actual gameplay to go with it. If it wasn’t for the actually pretty awesome community, this project would’ve died a long time ago.
I don't think that CIG has been malicious, I think they greatly underestimated how difficult it would be to run a live environment and develop at the same time. A new COD comes out every year, but it's basically a reskin of the previous one. At the same time, by splitting the workload for each successive title to other companies, they give their groups a buffer where they can work on their next title without having to support an active game. CIG doesn't have that luxury. Even other AAA titles are at least established and the development is about iteration, not creation.
yeah, it's true. We all of it needs some big goals and guilds-corps system and something to fight for to that corps.
Honestly with player to player trading and the fact that it's and MMO (or supposed to be) I think that many of these connective tissues would not only service to the players looking to play down less narrow corridors of gameplay but it'd also Incentivize players to interact with each other in meaningful ways that also add value to those who want to focus on one particular aspect of the game.
If you're the type to specialize in one thing like lets say combat the only other player types you'd interact with is freighters either through protection or piracy. But lets say You're primary focus is FPS consent Instead of just leaving a location after clearing it you might either want to let someone know'd be interested in that sort of thing for them to collect, fly off and sell to an org or maybe to scrap to then craft but in between that first point there are countless intermediate steps it can go through before it meets its final destination. If you're more generalist you might just do all the above yourself. Ultimately this creates more organic niches by which specialized players can inhabit or generalists may visit.
Plus any specialized rewards being scarce due to it only being available through certain means requires that either you fulfill those needs or trade something of value to said player in exchange for it thus creating real value outside of a number of UEC.
I don't think that basic FPS gear should be gated so heavily at base however it'd be interested to see for example a place like stanton go though an economic downturn, and drive up the scarcity of for example FPS gear thus driving up prices and at worse causing shortages. It'd be also interesting to see shops going empty of FPS gear due to exploding demand due to wars in surrounding star systems thus increasing the need to craft or import for further abroad. Adding crafting exclusive gear would be essential however to maintain some permanent intrinsic value to the niche.
TLDR: The Immersion is King but for such stuff i think it should be allowed to be broken down to a simple 2-3 Step Process so at the end u Craft with Materials u had Mined, and Steel or whatever this time of Stuff like Granates. Like in Valheim where u need Wood and out if it u can make all sorts of Stuff out of wood :)
The Granate Idea is good but also "bad". I know what u want and mean, and I agree with it also :) But i think at the end, Star Citizen has so many stuff they want to get into the Game so SC is a game "for everyone" where u can make PvE, PvP, Craft, Basebuilding, Haul, Explore .. The (what is planet to be)-Depth of every Profession allready ingame in the future is such a big amount that Star Citizern could easly become the overloaded game new and old players can get killed by the pure amount of it - i fear.
Crafting will come to Star Citizen in the far feature, im all for it to build my own Weapons or tweak them, etc. But the "base game" should be simple, easy and farst get into - all stuff around this (Crafting all sorts of your own Granates, Craftin Ship Parts, making your own Medical Stuff (idk), Ammo, etc) should be added way far in the future when the base came has a solid ground to it.
For me, in 15 Years im around 48(😥) when these features until then got into SC - i dont really want to build my own Stuff, need to Mine, refine the stuff; Then putt all on the table, put it together with animations, full the Stuff, make a Case, and so on^^
Fair points. I don't want ALL items to be craftable. They should all be spread across stores, crafting, trade, etc. with better items being harder to get.
Yes joining things together would be great but also just fixing the game so it's playable would be awesome, it's crazy to lose the ship, items and cargo in the middle of a long mission because of an invisible space rock. :')
Thank you for the content, here is my feedback
Alpha
The reason for the lack of "connective tissue" is that Star Citizen is FAR from complete. As things progress, more of what the game will be, will be presented.
All great points. But your shot at Elliot (w disclaimer of course) is the reason none of this exists. They can’t get the mechanics and stability down as of yet. I’d almost bet, this is Al built out and ready to be implemented. That’s my hope anyway.
It's all in good fun. Once meshing is in, I really hope we see that floodgates open.
Very, very, very good video!!
Thank you very much!
The ATF meme killed me. Right before you edited it in, I was asking myself, " Why is he showing diagrams?"
Glad you liked it.
I'm a smooth muscle subscriber 👏
I'm happy to have all kinds of subs, regardless of their texture.
What you are talking about is already in the works at CIG. If you were paying attention during CitizenCon when Todd Pappy was talking about the base building. He mention the players would have to collect blueprints to craft items and would either choose to mine for the materials and/or purchase them.
What you are suggesting is nothing new and hopefully will be in our hands next year or sooner. ua-cam.com/video/RJUMsq_Bdt0/v-deo.html
My talking points are based on CitCon, but I do try to add my own perspective.
Connective tissue is usually the games progression tree ...CIG please use a low tech approach by drawing one with a pencil then work towards it rather than just building game models without a purpose. We are all tired of CIGs lack of direction.
This all sounds like rust in space with master modes
I really do wonder why items are not offered as any kind of reward
It's because CIG thinks the cash shop is the only content we need.
Yes I rather craft than store basic
Won't happen. Crafting gives too much power/influence to the players. CiG wants to keep all the power/influence behind NPCs. CiG wants to control everything.
Could you be more specific? Crafting is confirmed for future development.
@@OddJobEntertainment I think he's lost faith in CIG. And I think that's fair. I want Star Citizen to happen, but I am losing faith. I've picked it up between 1 and two times every year since 2014, and I just have to say that it's difficult to reconcile the amount of development progress with the amount of time they've had.
A fair few of the promises they made on the 2012 Kickstarter they have just rescinded on. Like the 100 systems on launch if it reached 6million. It reached 600 million and they reduced it to 5-10...
I want this game. But I want the initial vision, not the increased budget reduced vision.
@@OddJobEntertainment I love the game and the current vision. CiG will allow crafting. But it will not allow players to control the market through PVP projection power of a zone. This includes crafting or any items or any ships. EVERYTHING Will be purchasable through the store or attainable through PVE methods. This will take away the "fun" (power over other players) a PVP org will have controlling a market or an area. CiG will have the power. Players will have limited power.
@RicoZaid_ okay, I think there may have been a misunderstanding then. This video didn't make any mention of PVP. The mining guild was intended as an NPC entity controlling an area as previously described by CIG. It's entirely possible to have areas cordoned off based on rep.
@@OddJobEntertainment ah ok, :-) Rep for sure, CiG loves Rep, it's a good system to keep people playing since it will diminish over time.
42
WHY AM I BEING CALLED OUT IN VIDEOS, I MAKE FUN MISSIONS DAMN IT
Oh hey Elliot, we were just talking about you.
Jokes aside good video! And don't you worry I have this sort of stuff in my plan! My main issue is one of two things.
1 - tech, I need a few things still to be able to achieve bits like this and currently it's not the priority as we need to get the foundations down
2 - mission foundation, my current big focus is getting scalable repeatable missions that we can scale to other systems and introduce players to systems and the abilities they have in the sandbox e.g resource gathering we are an MMO without the most basic of a MMO missions so that's my current focus
But for sure I want this sort of stuff for missions,
You cannot spend a year to get a gear ajd lose it when you die. Nobody will play the game and waste their time like that after couple of death. Including you. Especially, in a game full of bugs and random deaths. I don't think you understand what you want for the game and the other players.
And I am sorry for your sister. All the best for her!
The statement on loss was made precluding the bigs we currently have. While not made clear in this video, my thought was that this would also include "checkpoint" stores where you can outfit yourself to a similar grade as before. Perhaps losing out on some added perks.
I disagree almost 99% with your points.
Well, I appreciate you watching. Can you elaborate on where/why you disagree?
You're describing Elite Dangerous.
Honestly, not a great system with 300 bazillion comodities that you can never find and shit.
I haven't personally played ED. But it wouldn't surprise me that there's a lot of parallels. The two games took different routes to eventually end up at the same place.
Number of commodities does still need to be capped at some point. But I think we're still pretty far out from the limit in SC.
@@OddJobEntertainment It's not about the technical limit, that's irrelevant. It's about the gameplay. If there isn't a centralized way to have access to all comodities trough a market, it just gets veeeeeeeeeeeery jarring and boring. Because no matter how many players you have, if there are too much commodities, there will always be shortages. And now, making that grenade isn't just "mine for aluminium" it's that + go fetch fuzes, go fetch this and that.
they should pick you up for those forum discussions on tomato talk n astropub
I'd love to be a guest on shows.
If i ask a random 10 year old kid to come up with missions for sc in 10 minutes. The kid will have better ideas then CIG did in 12 years!
Hahaha
small channel, great ideas
Big thanks