CitizenCon this year gave us a TON of information on crafting and base building and it's looking AMAZING! Join me today as we dive into the details of what is going to evolve Star Citizen and change the game forever! Buckle up, this is all pure news of what will come with these features. No more need to speculate!
When you get a chance, check out Star Wars: Galaxies pre-NGE. You will see CIG pretty much used SWG's entire player-made crafting and base-building system. They are almost identical including the use of quality resources. In SWG you could craft weapons, armor, food, medicine/drugs, droids/mechs, buildings, and ships. The buildings included farms/ ranches, mining facilities, production facilities, vehicle repair garages, spaceports, hospitals/clinics, homes/habs, and town halls (the town halls were used to run towns and collect taxes). What I expect to see next is CIG to take SWG's Merchant/Business skill tree in which you will have the ability to create vending machines and and hire NPC salespeople to buy and sell resources and crafted items that were also interconnected with their version of Spectrum (SWG's "boards"). Where people posted and ran ads on what Items/resources they wanted to sell or buy. Oh, one more thing, SWG even had ships with interiors you could walk around in, including a familiar cargo ship and a very familiar-looking "Space Yacht" that I used to hold parties in.
I've done some low level research on it, but nothing too in-depth. I definitely would like to take a look at it though. But I've heard a lot of people mention that SWG had the best crafting and base building system. So, it makes sense that CIG would copy it in a lot of ways, which is great. I really love the route they're taking with both systems and I never really thought it would change the game that much until after I saw the presentation this year. It offers a lot of extra gameplay that you can either specialize in or just have it be supplementary to your other main gameplay loop. Creating vending machines or having shops at landing locations or space stations would also be another amazing mechanic that would allow players to purchase other player crafted items. But perhaps at that point they should just have a player market (something akin to an Auction House for example). SWG really was ahead of it's time in a lot of ways and look at how popular that game was for a very long time. I think SC could potentially be ahead of it's time as well if it can deliver on it's vast vision.
I agree the crafting will be a game changer. It gives everything else in SC purpose. Hunting for previously low value resources could be exactly what you need to finish that item. Logging in will have much more meaningful, long term purpose.
Your content has matured very quickly! Well done! Would love to know your thoughts on the “when”. Saw you on space tomato talking about it. I’m in the 5-10 year camp myself - backer since ‘12
Thank you! I'm glad you think so! So, I was probably a little overzealous in my predictions. I'm hoping that it's not 5-10 years. But I think more along the lines of 2 to 4 or so for 1.0. For Base Building and Crafting, i think that we could actually see it in 12-18 months since a lot of the assets were in greybox phase, which gives me a bit of hope. Nyx was also in greybox as well. So, i think much of this could actually happen pretty quickly. But it will also be a matter of how well CIG can fix the issues and get the servers in a good place.
Beta in 3 and release in 5. Though we could just run though and polish in "alpha". Its not like the word on a page has any impact on the gameplay anyway. Except how its perceived in media.
Really excited for stuff to come. I do wish blueprints would have limited runs though, I never liked the T2 blueprint lottery in eve online. A player gaining something hard to find by luck is best to not reward that player permanently.
Yeah that's originally how it was going to be. But I can understand why they changed it to be permanent. Perhaps really powerful things will be limited use? We'll have to see
What I am waiting to find out is how being offline is handled. I doubt they will take the current strategy for ships, and extend that to bases, because it would mean that your base would suddenly disappear, when the owner logs out. That doesn't seem to be feasible. I also don't imagine that they expect to take the Rust path, where you log back in and suddenly find that you have nothing left and need to start from zero. It is a hard balancing act they will need to navigate.
Honestly I have questions as well. I think they might go the route of having a vulnerability timer when players are offline. That way their bases can't just be destroyed easily unless they haven't signed on in a while. But obviously it's up to CIG and they'll need to figure out a solution either way
The "kick starter" and pre 3.18 "vets" are classic early adopters who end up becoming disillusioned by the evolution of a product to a wider audience. I backed in 2015 thinking "cool first person EvE" now with how their base building was displayed im like "EvE plus Foxhole" yes please.
I mean I'm a really early adopter. I backed in 2013. I'm actually really happy it's evolving from what it was going to be (a hardcore space sim) to a full fledged space MMO. I love every bit of their plans for the future right now.
My big question is one i havent seen anyone ask yet. Will bases be persistent through servers after we log off or will they disappear as our ships and characters do now? And if they arent persistent how will cig handle bases owned by different players but placed in the same location?
So with all this crafting, base building and station building, how would you suppose that will work for solo players? Will solo players mostly have to settle for small bases and stations? Will they be limited somehow?
I don't think solo players will he screwed. But it will likely be difficult to build really large bases alone. Also, NPCs may not be coming right when 1.0 does. But AI blades will. And that was confirmed by CIG recently.
Nice content, keep them coming 😊 I know most of what was presented in this years CitizenCon has been heard before. However, I don’t see CIG as the same company as far as compentence and process operations as they were years ago. They have changed and I think it shows. Or I just have a serious hopium addiction and I am in denial.. 😂 Regardless, I am excited to see more info on the direction 1.0 is taking us. Sadly, what I have known for years has started to become obvious about certain ships I own. Unless I find a larger group of friends than I currently have in SC to help me crew, I will need to most likely get rid of a few ships which is no surprise. 😕 Base building and crafting were always things I was looking forward the most on, and the plan looks great! I don’t dare hope to see much of this in the next year. Although, I won’t complain if CIG stays true to the plans for some parts showing up in the next 12 months. I plan on specializing in building high performance components. Since nowadays I am more noncombat player than I use to be. Crafting best ship components possible is my plan, with crafting factory being in Castra and some small bases in Pyro pulling quality resources. I just can’t wait… 😉
Glad you enjoy the videos! And yes! Base building and crafting look great. And I can't wait to build a base on Cascom as well. Castra is just BEAUTIFUL.
When this project started I had no experience playing MMO with others, though I had many gaming friends. So my hopes and dreams were big for the multi crew gameplay. But as time went on my eyes were opened to the human factor. And now I have doubts like you of those big ships being useful with my friends. And connecting with them in this game is only going to get harder. And be honest, of a hundred friends, how many can you actually tolerate in a tin can in space, and for how long. I found that number to be lower than anticipated.
I think you might have gotten some misinformation on blueprints, because i'm pretty sure they said that they are not tradable.And once you get it, it's yours. Now I could be mistaken, but i'm like, ninety nine percent sure they said that blueprints would be not treatable.😅
I think you may have misheard what I said in the video. "The important detail here is that once you obtain a blueprint, it’s permanently added to your personal library, so there’s no risk of losing it, and it cannot be traded or stolen." The only reference to things being traded was when I mentioned trading or selling high-quality goods to other players. "With the right fabricators and crafting machines in place, your base can become a key part of the Star Citizen economy, producing high-quality goods that can be traded or sold to other players."
It seems to follow a mix of everything from classic obtuse crafting from dwarffort and caves of qud [and the more niche] to straightforward games like eve and Mortal Online2
I fear that the balance will either not support solo or small groups or make anything impossible unless you are an officer in a org . As a small group player I’d understand that a station is gameplay I will never participate in but I’d still like to have all best in slot items to be obtainable by all in a reasonable time frame .
Lol, it's been a long time now that I believed crafting would come to SC and a lot of various things would be craftable. I'm glad this game is shifting to be a full fledged MMO.
i think CIG is gonna learn just how bad it feels to balance base building and base raiding no game has done it right and no game has done it on such a scale as this game
And that's okay. It's important for everyone involved in the game to make decisions that are best for them. Not everyone wants to wait for a game to get to a finished state. And I get that.
Do you think the character skills that have been mentioned as something that will come to SC eventually will be included in crafting? If so, thoughts on how character skills will come into play with the crafting system? I didn't hear them mention it during the Cit Con presentations. My first thoughts are blueprint skill gates, success/failure rates, and/or item stat penalties/buffs on top of the material quality modifiers.
Yes. They mentioned that crafted gear will be some of the most powerful gear you can get in the game. So, simply based on that statement, we can logically assess that all of the crafted gear will have stats that will provide skills for players and give them unique perks and bonuses. I wouldn't be surprised if there was gear specific to crafting that provided bonuses to an increase in finding blueprints or increasing crafting efficiency or provide a higher chance to give better stats or the like. I think you're thoughts are right though and justified. I think there will be blueprint skill gates in some way, difference success and failure rates, item stats and various penalties or buffs with material quality. But it all depends on what CIG really want to do with this. But I think with the information they gave us, there will be a lot of uniqueness to the crafting in the game. Something similar to Star Wars Galaxies.
TIME will make it that a lot of people will be able to craft top tier kit if they could be bothered. me I may try to do the weapons I like and maybe the ships. but if you have to "Craft 100 pistols " to unlock the next level of that pistol, how will that work with Fabricators tiers ? or ships . thinking of that Bengal that may never get to lvl 5 or will it me like once you have unlocked the ability to craft lvl 5 ships all the ships are lvl 5 ? IMHO I think crafting weapons , ship components , bases is great but the ships them selves do feel right as in the Manufacture say Origin would never let joe blogs to make one
They said that ships you already own will have upgrade paths unlocked once your have the blueprint for that tier level unlocked for that ship. They also mentioned how you'll do missions to increase your reputation with certain guilds that will give you access to the blueprints once you're high enough
Yeah it’s not going to be anything like that. Once you rank up your crafting to max like every other person doing crafting you will be going to wait until the next addon or update pops up to max out the new max like every other player. You will run instanced missions with your guild for recipes and t0 loot. With only 5 systems there will be only a limited space for player structure so that you won’t be able to fly for 2 min around a planet without seeing one OR it will be so expensive in upkeep that you need you’re whole guild to keep it running so they can prevent it being everywhere.
I tell you, its a curse now. From Elite: Dangerous, NMS, and other space sims (I'm not saying its a bad thing just a little tedious.) I do like they thought that you won't be able to just destroy the base exterminatus style. I wonder how the base would work if no one's online tho. NPC hiring? base defenses are fine but you still need some personnel for that. and what about small scale or personal bases. but I'm really glad that there are other stuff like a much more expanded roles.
I would be willing to bet that the turrets will be automated, but one day you'll probably be able to hire NPC's to defend your base. I'm sure this will be well after 1.0 though. But I also love that people can't just decimate a base from orbit with hundreds of A2's
There's been several games that do bases and they range from be there or die to vulnerability timers. I see small bases and "high sec" to be invulnerable while tax is payed. Then Vulnerability timers. For lawless and end game org space stations will be 24/7 defense or do enough pve/pvp to gain a vulnerability timer. But small bases in lawless will be rust-esq.
It is all amazing.. but we are reaching 4.0 and still 0 performance for newer processor 0 news about multithreading.. fps is absolute garbage.. I wish they would focus a little more on the tech to make this all possible.. IF we keep marching like this its not going to be possible.. Yesterday I went on a center to do a mission and we had maybe 20 ppl there.. FPS was tanking at 9 or less for everyone.. including people with extremely expensive pcs.. waiting until the game is released to do anything is a recipe for disaster
There's actually some memory leak issues around the distro centers from last I checked. So it's not exactly due to players. However, I don't have an expensive PC, and I've had no issues until 3.24.2 came out. I think it's just a matter of time until they begin focusing heavily on making things better
CitizenCon this year gave us a TON of information on crafting and base building and it's looking AMAZING! Join me today as we dive into the details of what is going to evolve Star Citizen and change the game forever! Buckle up, this is all pure news of what will come with these features. No more need to speculate!
They've gave the same information for years. Only thing different was new ships....
Can't wait to set up several large supply chain operations with all the industrial ships I have provided for my main org to crew.
That will be incredible once we have that ability.
I’m really looking forward to being able to build my base, along with the exploration elements like scanning space.
Same here!
Imagine you make a base that is the best bed and breakfast on hurston.
@@sidewithwerewolves
Accolade unlocked: BnB Entrepreneur
When you get a chance, check out Star Wars: Galaxies pre-NGE. You will see CIG pretty much used SWG's entire player-made crafting and base-building system. They are almost identical including the use of quality resources. In SWG you could craft weapons, armor, food, medicine/drugs, droids/mechs, buildings, and ships. The buildings included farms/ ranches, mining facilities, production facilities, vehicle repair garages, spaceports, hospitals/clinics, homes/habs, and town halls (the town halls were used to run towns and collect taxes). What I expect to see next is CIG to take SWG's Merchant/Business skill tree in which you will have the ability to create vending machines and and hire NPC salespeople to buy and sell resources and crafted items that were also interconnected with their version of Spectrum (SWG's "boards"). Where people posted and ran ads on what Items/resources they wanted to sell or buy.
Oh, one more thing, SWG even had ships with interiors you could walk around in, including a familiar cargo ship and a very familiar-looking "Space Yacht" that I used to hold parties in.
I've done some low level research on it, but nothing too in-depth. I definitely would like to take a look at it though. But I've heard a lot of people mention that SWG had the best crafting and base building system. So, it makes sense that CIG would copy it in a lot of ways, which is great.
I really love the route they're taking with both systems and I never really thought it would change the game that much until after I saw the presentation this year. It offers a lot of extra gameplay that you can either specialize in or just have it be supplementary to your other main gameplay loop.
Creating vending machines or having shops at landing locations or space stations would also be another amazing mechanic that would allow players to purchase other player crafted items. But perhaps at that point they should just have a player market (something akin to an Auction House for example).
SWG really was ahead of it's time in a lot of ways and look at how popular that game was for a very long time. I think SC could potentially be ahead of it's time as well if it can deliver on it's vast vision.
I agree the crafting will be a game changer. It gives everything else in SC purpose. Hunting for previously low value resources could be exactly what you need to finish that item. Logging in will have much more meaningful, long term purpose.
I'm so glad that this will finally have a full gameplay loop
I so can’t wait till all this is in the game. It’s gonna be a blast.
Agreed!
Your content has matured very quickly! Well done! Would love to know your thoughts on the “when”. Saw you on space tomato talking about it. I’m in the 5-10 year camp myself - backer since ‘12
Thank you! I'm glad you think so!
So, I was probably a little overzealous in my predictions. I'm hoping that it's not 5-10 years. But I think more along the lines of 2 to 4 or so for 1.0. For Base Building and Crafting, i think that we could actually see it in 12-18 months since a lot of the assets were in greybox phase, which gives me a bit of hope. Nyx was also in greybox as well. So, i think much of this could actually happen pretty quickly. But it will also be a matter of how well CIG can fix the issues and get the servers in a good place.
Beta in 3 and release in 5.
Though we could just run though and polish in "alpha".
Its not like the word on a page has any impact on the gameplay anyway. Except how its perceived in media.
saying RSI Galaxy? when he is a builder, he would live to these times
Really excited for stuff to come. I do wish blueprints would have limited runs though, I never liked the T2 blueprint lottery in eve online. A player gaining something hard to find by luck is best to not reward that player permanently.
Yeah that's originally how it was going to be. But I can understand why they changed it to be permanent. Perhaps really powerful things will be limited use? We'll have to see
Am I hearing CMA in the background? Good stuff!
What I am waiting to find out is how being offline is handled. I doubt they will take the current strategy for ships, and extend that to bases, because it would mean that your base would suddenly disappear, when the owner logs out. That doesn't seem to be feasible. I also don't imagine that they expect to take the Rust path, where you log back in and suddenly find that you have nothing left and need to start from zero. It is a hard balancing act they will need to navigate.
Honestly I have questions as well. I think they might go the route of having a vulnerability timer when players are offline. That way their bases can't just be destroyed easily unless they haven't signed on in a while.
But obviously it's up to CIG and they'll need to figure out a solution either way
"blueprints are permanent" -- but what does that mean for Death of a Spaceman? do they transfer via inheritance? and they're tied to the account?
Considering you inherit your stuff, and death of a spaceman is slowly heading, it probably carries over.
The "kick starter" and pre 3.18 "vets" are classic early adopters who end up becoming disillusioned by the evolution of a product to a wider audience. I backed in 2015 thinking "cool first person EvE" now with how their base building was displayed im like "EvE plus Foxhole" yes please.
I mean I'm a really early adopter. I backed in 2013. I'm actually really happy it's evolving from what it was going to be (a hardcore space sim) to a full fledged space MMO.
I love every bit of their plans for the future right now.
My big question is one i havent seen anyone ask yet. Will bases be persistent through servers after we log off or will they disappear as our ships and characters do now? And if they arent persistent how will cig handle bases owned by different players but placed in the same location?
From what I understand, yes. They will persist. This definitely raises a lot of questions and concerns as to what will happen when we're logged off.
CIG supports animal poaching and poluting planets with those mining extractors. Just think of the virtual environment!!! :p
🤣🤣 man, the environmentalists must be pissed!
Imagine all these gameplay with constant server errors, can’t wait
Yes. Having very stable servers would be a Godsend. I'd deal with some bugs if we had stable servers.
So with all this crafting, base building and station building, how would you suppose that will work for solo players? Will solo players mostly have to settle for small bases and stations? Will they be limited somehow?
I don't think solo players will he screwed. But it will likely be difficult to build really large bases alone.
Also, NPCs may not be coming right when 1.0 does. But AI blades will. And that was confirmed by CIG recently.
Nice content, keep them coming 😊
I know most of what was presented in this years CitizenCon has been heard before. However, I don’t see CIG as the same company as far as compentence and process operations as they were years ago. They have changed and I think it shows. Or I just have a serious hopium addiction and I am in denial.. 😂
Regardless, I am excited to see more info on the direction 1.0 is taking us. Sadly, what I have known for years has started to become obvious about certain ships I own. Unless I find a larger group of friends than I currently have in SC to help me crew, I will need to most likely get rid of a few ships which is no surprise. 😕
Base building and crafting were always things I was looking forward the most on, and the plan looks great! I don’t dare hope to see much of this in the next year. Although, I won’t complain if CIG stays true to the plans for some parts showing up in the next 12 months. I plan on specializing in building high performance components. Since nowadays I am more noncombat player than I use to be. Crafting best ship components possible is my plan, with crafting factory being in Castra and some small bases in Pyro pulling quality resources. I just can’t wait… 😉
Glad you enjoy the videos! And yes! Base building and crafting look great. And I can't wait to build a base on Cascom as well. Castra is just BEAUTIFUL.
When this project started I had no experience playing MMO with others, though I had many gaming friends.
So my hopes and dreams were big for the multi crew gameplay. But as time went on my eyes were opened to the human factor. And now I have doubts like you of those big ships being useful with my friends. And connecting with them in this game is only going to get harder.
And be honest, of a hundred friends, how many can you actually tolerate in a tin can in space, and for how long.
I found that number to be lower than anticipated.
Where does one go to make a request, or give a game idea? Is there a link?
For CIG? Or for my YT channel?
CRAFTING!!!
Much excite. Such wow. Can't wait 😄
I think you might have gotten some misinformation on blueprints, because i'm pretty sure they said that they are not tradable.And once you get it, it's yours.
Now I could be mistaken, but i'm like, ninety nine percent sure they said that blueprints would be not treatable.😅
I think you may have misheard what I said in the video.
"The important detail here is that once you obtain a blueprint, it’s permanently added to your personal library, so there’s no risk of losing it, and it cannot be traded or stolen."
The only reference to things being traded was when I mentioned trading or selling high-quality goods to other players.
"With the right fabricators and crafting machines in place, your base can become a key part of the Star Citizen economy, producing high-quality goods that can be traded or sold to other players."
Going to take a while before we get there but still, exciting times.
I hope not too long. But regardless... it could very well be incredible
Crafting will be very similar to Life is Feudal.
I haven't played it, but I've heard some good things. I'd definitely say that it's also very similar to Star Wars Galaxies as well
@@Hav0k Agreed and played that years ago.
It seems to follow a mix of everything from classic obtuse crafting from dwarffort and caves of qud [and the more niche] to straightforward games like eve and Mortal Online2
I fear that the balance will either not support solo or small groups or make anything impossible unless you are an officer in a org . As a small group player I’d understand that a station is gameplay I will never participate in but I’d still like to have all best in slot items to be obtainable by all in a reasonable time frame .
I think it will. I think they're putting a lot of thought into making gameplay for various group sizes and solo players equally.
The expert players claimed food drink would never come let alone base building. Their brains are small and mush that they don’t see the picture
Lol, it's been a long time now that I believed crafting would come to SC and a lot of various things would be craftable. I'm glad this game is shifting to be a full fledged MMO.
food and drink is such boring mechanic it might as well not be there. adds nothing to gameplay.
@@AdesGamingHere 🧐
@@AdesGamingHere in a game that has survival mechanics where you can starve and die.... it makes perfect sense
@@AdesGamingHere Adds to my gameplay
Let's hope the 'chemistry set' comes into the game in years to come... o7
Same!
i think CIG is gonna learn just how bad it feels to balance base building and base raiding no game has done it right and no game has done it on such a scale as this game
Foxhole does a pretty good job
@@k0mm4nd3r_k3n ive never played that game so i wouldnt know. ima watch a video on it though.
Its all nice and pretty,
just dont wanna throw away my hard earned money anymore.
ill believe it when 1.0 is ready
And that's okay. It's important for everyone involved in the game to make decisions that are best for them. Not everyone wants to wait for a game to get to a finished state. And I get that.
Do you think the character skills that have been mentioned as something that will come to SC eventually will be included in crafting? If so, thoughts on how character skills will come into play with the crafting system? I didn't hear them mention it during the Cit Con presentations. My first thoughts are blueprint skill gates, success/failure rates, and/or item stat penalties/buffs on top of the material quality modifiers.
Yes. They mentioned that crafted gear will be some of the most powerful gear you can get in the game. So, simply based on that statement, we can logically assess that all of the crafted gear will have stats that will provide skills for players and give them unique perks and bonuses. I wouldn't be surprised if there was gear specific to crafting that provided bonuses to an increase in finding blueprints or increasing crafting efficiency or provide a higher chance to give better stats or the like.
I think you're thoughts are right though and justified. I think there will be blueprint skill gates in some way, difference success and failure rates, item stats and various penalties or buffs with material quality. But it all depends on what CIG really want to do with this. But I think with the information they gave us, there will be a lot of uniqueness to the crafting in the game. Something similar to Star Wars Galaxies.
I want a little asteroid base in the halo. I have no interest in being tied to a station or to a planet.
That would be really cool tbh. But I doubt that will happen for a while.
TIME will make it that a lot of people will be able to craft top tier kit if they could be bothered. me I may try to do the weapons I like and maybe the ships. but if you have to "Craft 100 pistols " to unlock the next level of that pistol, how will that work with Fabricators tiers ? or ships . thinking of that Bengal that may never get to lvl 5 or will it me like once you have unlocked the ability to craft lvl 5 ships all the ships are lvl 5 ?
IMHO I think crafting weapons , ship components , bases is great but the ships them selves do feel right as in the Manufacture say Origin would never let joe blogs to make one
They said that ships you already own will have upgrade paths unlocked once your have the blueprint for that tier level unlocked for that ship.
They also mentioned how you'll do missions to increase your reputation with certain guilds that will give you access to the blueprints once you're high enough
Yeah it’s not going to be anything like that. Once you rank up your crafting to max like every other person doing crafting you will be going to wait until the next addon or update pops up to max out the new max like every other player. You will run instanced missions with your guild for recipes and t0 loot. With only 5 systems there will be only a limited space for player structure so that you won’t be able to fly for 2 min around a planet without seeing one OR it will be so expensive in upkeep that you need you’re whole guild to keep it running so they can prevent it being everywhere.
I think you underestimate the size of planets.
when will this happen, stopped 1 year ago waiting for base building.
Finally a Reason to PLAY the game everyday!
All this looks very beautyful on video but it never will work without NPCs. Players never do this daily dutys for a long time.
DayZ
I tell you, its a curse now. From Elite: Dangerous, NMS, and other space sims (I'm not saying its a bad thing just a little tedious.) I do like they thought that you won't be able to just destroy the base exterminatus style. I wonder how the base would work if no one's online tho. NPC hiring? base defenses are fine but you still need some personnel for that. and what about small scale or personal bases.
but I'm really glad that there are other stuff like a much more expanded roles.
I would be willing to bet that the turrets will be automated, but one day you'll probably be able to hire NPC's to defend your base. I'm sure this will be well after 1.0 though. But I also love that people can't just decimate a base from orbit with hundreds of A2's
There's been several games that do bases and they range from be there or die to vulnerability timers. I see small bases and "high sec" to be invulnerable while tax is payed. Then Vulnerability timers. For lawless and end game org space stations will be 24/7 defense or do enough pve/pvp to gain a vulnerability timer. But small bases in lawless will be rust-esq.
@@sidewithwerewolves yeah that would make the most sense tbh
They are just coping eve online.
Why is it a bad thing to use ideas from other games?
It is all amazing.. but we are reaching 4.0 and still 0 performance for newer processor 0 news about multithreading.. fps is absolute garbage..
I wish they would focus a little more on the tech to make this all possible..
IF we keep marching like this its not going to be possible..
Yesterday I went on a center to do a mission and we had maybe 20 ppl there.. FPS was tanking at 9 or less for everyone.. including people with extremely expensive pcs..
waiting until the game is released to do anything is a recipe for disaster
There's actually some memory leak issues around the distro centers from last I checked. So it's not exactly due to players. However, I don't have an expensive PC, and I've had no issues until 3.24.2 came out. I think it's just a matter of time until they begin focusing heavily on making things better
@@Hav0k yea we can only hope..its becoming almost unplayable!
I'm surprised you were able to stay in game long enough to do that. Majority of people are getting a 30k error every 5 mins....
@@northernfabricationllc2281 me too
yea see i keep getting told on reddit that my pc build is the issue but this pc is on the higher side.
Looks just the videos, we all know it will be a buggy, clunky and baggy mess 😂