Yeah Mike swore he wouldn’t be hyped up after citcon and he take the whole thing as it’s not on my hard drive yada yada . Then they detailed end game and crafting and que desk rising lol😂. Not bad but funny.
@@robertchandler2063 Hes going to go back to crying about how we dont have it when his hype is gone. he did this last year. He hypes it up and is super happy and excited then he goes to crying about it soon after.
The presentations seemed way more focused than usual this year. Like they have a solid vision for the core gameplay, and everything they showed basically revolved around this progression of find >>> mine >>> refine >> craft >>> upgrade. Even with the planet stuff they tried to relate it all to this central treadmill.
@@Plunkidunk if you are that point then my only answer is don’t spend another dime and wait for what you want in the game to be there but if useless to start a discussion with everything the say is a lie
@@robertchandler2063 if a person lies occasionally but consistently would you consider them a liar? it seems like you may only see the immorality in it when it happens to you. But just because it happened to somebody else doesn’t make it morally OK.
33:15 Killing people to make the research go faster is due to the crafter LEARNING through experience with the weapon, thus having ideas about research, thus decreasing research time.
how so? this panel made me seriously reconsider the BMM, it just feels like a less protected shop service compared to all the shop screens in bases protected by shields
@@robertchandler2063 sure, but you are exposed on your journey to them, whereas when somebody shops in your land base presumably you would be more secure. likewise, when you go to the customer, you are not quite certain they need your stuff, whereas when the customer comes to you for stuff, you know they need it.
@@Spelljammer1 I'm wondering if you can put in crafting stations inside the BMM. It's storage area is absolutely massive so that's a lot of resources to use for crafting. You could have a base somewhere safe that does the refining and what not but the BMM can be moving around, a hub for trading. Have your guild mates haul cargo from the base to the BMM, the BMM crafts the things and then sell in it's markets. I'm actually now leaning towards that idea for my mates; there's 5 of us so maybe it could work out idk.
They took the best elements from EVE, Star Wars Galaxies and it's own initiative which is a step in the right direction, now let the Devs do what they do best, making an amazing immersive game, we desperately need that content loop. Gief Pioneer.
It is "Perfect" untill CIG will start selling us assets and real estates for cash, while earning them will be a huge struggle if not unattainable. Cash needs to keep flowing: wait for it!
Personally, i think paints should only be sold in the pledge store to maintain a financial income that is almost guaranteed. Cosmetics are always desired and people will pay for what they want
I hope they charge what they need to hire someone to review in game additions that orgs want . Whatever it is guild logos etc. Then double that price and that’s the perfect price .
I'm actually okay with them continuing to make ships forever essentially as long as they're tier one and to get the best version of that ship you've got to actually play the game, upgrade/craft it. Otherwise, it's going to be difficult to see how paint skins can keep them going once they release the game to 1.0 financially.
@@hankrearden5460have you seen how much other games make from cosmetic DLC? Hell a single $15 horse armour in WOW made more money than all of Starcraft 2
The only issue I can think of with this section of video is that the blue prints are forever. That gives us less hacking options and data trade as well. Making us able to trade or lose our blueprints will give them even more value. I hope they change their tune on this in the next few years.
@@Somerandom18so everyone will have an alt account that only logs in to craft and learn blueprints 😂 Another sales ploy for the future I guess. The only way to do this well is to have frequent wipes like rust, resetting everyone’s opportunity to get ahead. Without wipes there are going to be so many issues with this game once an org gets ahead and just forever stomps on others, stopping anyone from growing to a competitive size.
If you buy the subscriber flair you probably unlock the blueprints on your characters. I wouldnt be surprised if you can find those same blueprints in-game as well though, but its a way for them to solve the fact that people lose their sub items.
1:23 Adding/connecting game play to the game is pretty much where we are at right! so having the opportunity to either go get the mats ourselves ( once bought ) OR contract it out for pickup and delivery would be beneficial to the game as a whole. The following should be possible: 1: Go pick it up ourselves. ( Fastest and cheapest but also more dangerous ) 2: Ask a guild mate on his way back to pick it up ( Guild contract permissions ). 3: Placing an personel add on mobi glass system ( anyone can get the delivery mission ). 4: System NPC delivery - Guaranteed delivery by the system but it goes out with many other deliveries and it TAKES TIME ( Maybe 24-48 hours ) and is VERY EXPENSIVE compared to other methods as it goes out with a armed armada of defense ships.
As an ex-SWG player, this was the holy grail of presentations. It was everything I've wanted in SC since I first pledged. We were all so burnt because of SWG, and SC - at the time - seemed like such a great alternative, even without the things we missed from SWG. And then we went 10 years with what felt like no progress towards an actual game. But here we are in 2024, hearing that this is basically SWG meets EVE meets Wing Commander. I'm cautiously optimistic - but I said the same about 3.23 and 3.24, and both of those increased my enjoyment of the game immensely. So here's hoping when this hits, I'll feel that tenfold. Also, if we're going full-steam in that direction, the question "what about inert material" - "it's just dirt". And guess what that dirt might be used for? A base material for farms, with other chemicals or materials refined into fertilizers. This is why these kinds of crafting systems work - they create a symbiotic relationship with every gameloop.
@@thecyberadventurer I legit have a copy of the SWGEmu source backed up that I can spool up whenever I get the urge. I log in, go resource hunting, head back to my house, craft some stuff, maybe make a new building in my little town, etc. It's like this neat little museum of days gone by.
As soon as I saw the crafting window in the presentation, I immediately thought of SWG. It was by far the best crafting mechanics of any MMO through the years. I am looking forward to this playing out, I hope it is as good as it appears to be. Having crafting be fun and rewarding, as it was in SWG would go a long way towards adding depth and substance to the game loops.
1:27 WELL if your friendly with the gangs there perhaps cheap cargo holding/handling and delivery options! Which is why rep should be very important in Pyro! Also refining there should be cheaper there as well (as long as your friendly with the gangs)- HOWEVER - Delivery to Hurston should be expensive due to border restrictions, fees, etc.. could require someone to smuggle stuff through but of course running the risk of getting caught by milita!
1:22 100% agree.. We should be able to contract it out for someone to deliver the goods, ( This would enhance game play for missions ) either direct contract OR set it in the system planet wide or gang wide for a given fee ( Both should be possible - and the given fee is dependant on the system ) EG: Pyro would have a fee for delivery and Hurston would have a fee so we choose which one of the 2 would be cheaper given where the item is at and where its going too!
I am also a HUGE crafter and play a few games that have crafting systems, NEW world, Shroud of the avatar, Elder Scrolls and a few others. Tier 1,2,3 crafter tables is not that unusual! so crafting on a tier 1 table mats/components to build better crafting/refining machines that produce higher crafting items is right up my Alley too! 😁😁
1:23 Skills (That is in other games) could be replaced with Tech in SC!. SO if you build a HOME/Base on Pyro with satellite linkage tech ( for instance ) then you can post ads further away in that direction. This would give MORE game play possibilities to give users a good reason to build bases on other planets/systems in other that have their personnel ads reach other systems.
One of my biggest questions is going to be if we can just plop our ships down at our base, outside of a hangar, and have them persist like they are supposed to in a persistent hangar. Or if they need to be stored in a hangar before logging to avoid them being lost.
As many may have told you already and as I says, it is a similar system than StarWars Galaxy. Same materials with different quality to craft more or less quality items. In SWG for instance, you need metal for a part of an item, you can use any metal you get but they all come with different stats (Aluminium is more ductile and steel is harder) and you can pick which one you want. Also when a small artisan you can still craft the same item than a Master artisan but a lower quality item. And I am just talking about ONE ressource when there are several needed for crafting (wood, skin, fuel, etc..) and not even talking about the skills of the crafter that allow to attempt high crafting that can result in a fail (with too low skill and/or too low quality ressources). Was the best crafting system. All this with shops and items with the name of the Artisan.
SC constantly says they won't do what other mmos do, then realize those mmos do those things for a reason, then they have to go back on their word for that reason. For me I don't mind, but it is funny to see.
Picking a fight with the militia border patrols between Pyro and other systems in order to keep them busy while your friends smuggle through ships with cargo SHOULD BE A thing in SC!
I still think there should be some central market hub area in the major landing zones that you can seek stuff at. Maybe it has a sharp sales tax to still give incentive to build your own stores, but in return, the location is much better and more widely known and accessible.
for the 6 months or so they have being working on this stuff it looks like it moving pretty quick down the pipeline. Still far off but I dont think super far off.
As to the paints discussion, I've been advocating for "earnable" paint in game, the idea being that you unlock paint colors and schemes by visiting different paint shops around the verse or collecting rare resources. In the presentations they did mention "earning tints" etc for your bases. I hope this extends to ships and armor as well.
They have an opportunity here to make the blueprints like EVE, whre you have limited run blueprints, source blueprints with infinite blueprints etc... Copying a original bp you can set how many runs the blueprint is good for IE, if you want to make a copy thats only good for 50 prints then disappears, you can do that. (if you have the original infinite blueprint). This is what you can discover, or find via exploring. Blueprints tie everything into each other.
Remember this guys: the most satisfied feeling in Satisfactory is watching a shiny material in the conveyor belt, second is it moving and everything else is tertial
I wonder if they will create something like akin to a UAV for usage in ground combat scenarios. They've opened that can of worms with the construction drone building UI. It would be immensely useful for a ground combat operation.
Would be cool if refining requires so much power that there will be settlements with access to lots of geothermal that end up specialising in it. It would also give ground bases advantage over space stations.
The reaserch loop will be a good way to involve the data and science roleplayers in crafting. Let the science or research guy get raw data about the 'verse, things in it and whatnot and the data runner tabulate it to be more complex, the final consumer will be the player with the reaserch data bank, all you have to do is feed the data (whether refined or unrefined) into the dat bank and it begins to research. Obviously to upgrade from certain base stats will need different kinds and quantities of data.
This CitCon had me VERY curious about how the Arrastra, Orion, Expanse, and Galaxy with the refinery module. Are they going to make those ships only able to refine asteroid materials or will they add (especially for the Galaxy and Arrastra) the ability to pull ore from storage to make some of the high end crafting mats? It would be AWESOME if an Orion could plug away in a belt all day and then ship off MASSIVE loads of refined, ready-for-crafting materials to a surface based player-factory. If they do that it would also be nice to maybe have a mini-game for the refinery that could, say, improve the quality/quantity of the resulting alloys/materials too.
I don’t mind the “kill to gain research xp” because it makes sense for rnd testing. Real world things are tested to better understand how they hold up and perform so that the design or manufacturing can be improved
2 things about blueprints. 1. If claimable, they may well be tradeable. 2. Are they ‘character bound’ or ‘account bound’? Torsten said character but I wanna know for certain.
I think with that optional objective it would be neat to change it to "have x number of players die to a vault pistol you made" so you dont necessarily have to be a pvper and it fits better with making 100 and selling them. Maybe this would be a nightmare to track, but I think it fits the game play loop of a crafter way better
Pretty sure stat based crafting has been in the game in the form of "overclocking" for a LONG time. The only real change is now you can make the base item rather than just upgrading an existing item (though you can and will do this as well.) IIRC the overclocking stuff they talked about years ago was very similar to the system we got in the presentation; heavily influenced by a mixture of SWG and EVE which is basically the best crafting system I can think of, depending on how well it's implemented.
Yeah Chris said that back then and we all (who were there) remember.. But as far as giving us crafting, he gave us SWG crafting from the sound of it and it's made me feel 12 years younger again.
I think they should work with the rep system to allow players with a level of rep with certain factions to store things they want to sell in their home location so that its sold offline. And then cargo haulers are then contracted to deliver them to the purchaser, if the purchaser pays for such. Distribution centers and home hangar cargo elevators are the best ways to acheive this. Say I want to sell my high teir cyclone and i have high rep with loreville, all i have to do is store it away in my hangar elevator like i normally would, but this time with new functionalities, set it up for sale. Once that's done i won't have access to it again else i take it done from the player market, with a cooldown of course. This will enable players to purchase when I'm offline. My aligned in-game guild will also handle the delivery process, or the player can forgo that and fly-down planetside to pick it up at a DC or FOB.
My question about the limited extracted resorces for the bases, do the regenerate overtime or are they gone forever? Becauce if they are gone forever then what happens to the buildings that you build to extract the resources? Will the world just becomes littered with abandond indutrial equipment or are you able to pack up the building is some way and transport them with cargo ship or will some of the resources you used to build them be returned/salvagable when you deconstruct them?
talking about BPOs vs BPCs, limiting how many times a blueprint can be used also helps keep certain items more rare, and keeps the price higher. But if two years into SC everyone can craft the rare ships as much as they want, then the price of the ship crashes.
Between player bases and the starchitect tool populating planets with way more POIs, I wonder what will the restricted distance be you can build near them?
My only question about all the base building stuff is about the Galaxy. Last year they said it will do the large bases, but yet this year we got the Starlancer announced and that is now doing large bases. Just curious as to what role it still plays in base building if it has a role in it.
1:24:00 Cant send information through jump points without doing it physically, so this is a game play arc for data runners, to run updates data of a systems wares for sale.
40:50 The chemical fabricator immediately made me hope to see different quality healing/drug options. Chemical fabricator could be used to make higher quality medications or really pure drugs. Makes a "pharmacy" that has a legal front with sketchy drug business out the back door possible.
I've never been more excited for the game that it could realistically become than I am right now. The progression of crafting and basebuilding that they laid out is the silver bullet that gives meaning and purpose to everything you can currently do in the game and opens up so many opportunities for content beyond that.
Exactly the sort of thing that the game has needed, the 1.0 showcase further proves they really tried to find reason for people to play the game other than money and getting the ship they want, this was the first time I saw infinite gameplay loops in both PVP and PVE
This level of quality division was tried in Firefall years ago. It just bloats the inventory and database. They ended up just using around 5 quality levels for each resource instead of hundreds.
Crafting and selling at bases is nice. People can trade and bring them to places so people don’t have to go to risky places. Enables that gameplay loop in a multiplayer aspect
Varied quality resources and varied quality blueprints will drive the economy, PvP, pve, everything. They can put resources into every profession and game loop so everyone contributes to making the best items. They just plucked the plucked the best feature of Star Wars galaxies into this game.
Another thing they could do is for very rare items like from the deeper levels of the instanced content they talked about, those blueprints could be limited use, like you get 5 or 10 uses if you find that item in your “raid”
Its nice to see a much more realized citizencon. Everyone remembers 2 years ago when they were just throwing out hypotheticals for the entire stream, but this year they seemed to hit the nail on the head by not just showing new ideas, but already having footage and in-engine assets to show they are actively being worked on. The only questions left in the air is how the shards will handle bases and stations
I really with there was a robust modding system (like Tarkov). It would feel more modern than "high quality copper shoots faster". Also: I really wish they had taken the realistic approach that how good copper is is a function of the refining. That metal quality is dependent on ore quality ended centuries ago.
games going to be fantastic to play, the end game play loop is obviously going to be locked behind progression of a large amount of skills that take time, resources and connection to really level up. something a solo player wont have nearly enough of, hopefully they think of this and allow solo players to be able to function without forcing them to join an org, most orgs don't like having members that don't have time to be on 24/7
I was chatting with Nick about potential hostage situations where the individual who has an ORGs most valuable blueprints linked to their account and setting their spawn point to a bed you control, and placing it we within a secret location. You ransom this Keymaker type persona or you force them to make some stuff.
0:40 Breaking out the popcorn to see what you think. 31:43 I'm not sure it's "Wasted" exactly. You can still box them up and sell them or give them away to org members or others for good will. Good will gestures can go a long way, especially as the things you give away increase in quality on your quest for the platinum tier. 33:03 I suppose that the only real way to track this is if you do it... but it would be fantastic if they meant that "your gun" has to kill that many people. Then you take your "Space Yelp" reviews and improve performance accordingly. 41:06 It would be interesting to see different drug qualities coming from different processes. One can produce Widow from a chemical process... but if you want Night Night... it takes a far more lengthy processing of hard to get plant life. 1:26:50 You touched on something I found kind of strange too. All through the presentation we heard all of them say... "You" and "Yours". Ah... dude.. you are showing us a friggin space station. So like you Mike, I felt strongly that I wanted them to define this for us. It simply can't be that they are going to neck down permissions to one person. Tell me that's not what they are saying here. So if that isn't the case, if org permissions are granted, then the solution to what you are saying is that there be multiple levels of permissions and one of those...lower than top permissions... would be for those whom you grant the ability to add items to the kiosk for sale. Boom... done I think. All except one thing... ... payment. If they do add others to the kiosk, then the person who DID set up the trading hub needs to be able to set up a percentage of that sale to go towards the maintenance of the facility as a whole. Setting a percentage is probably the cleanest way to do this rather than any other method I can think of.
Blueprints are claimed and are part of the character forever, can't be stolen or traded. Part of the character he said, does it mean you loose them with death of a spaceman? That would definitely add some weight to the DoaS and inheritances.
The subscriber flair is actually a pretty big deal. We have been wanting a way to recover that gear for a while that isn’t exploitable. It seems that the answer could be to make the gear craftable and have the subscribers start off with the blueprints already learned
32:00 I think it was mentioned in the 1.0 presentation during the Council Guild explanation, that if you steal a ship, one of the things you can do with your stolen ship is have it broken down and defabricated into base materials.. if that is true, than if you fabricate 100 volt pistols, you can just turn around and reclaim those materials through defabrication. IF I heard correctly. It may just give you RCM, but it might also break down into its original resources, we dont know yet.
I really would prefer / hope they introduce some low tech home options, I'm not thrilled about the possibility of only high tech homes on stilts... I'm looking for a small sandy stone hut, like Luke's house, or something like Yoda's hut type stuff....... crossing my fingers
A couple things I wish for after rewatching. 1. I hope that material quality is limited to like 5 tiers max, can you imagine the logistical nightmare it would be if they did a 1-100% purity scale, having thousands of different stacks of different materials in all different grades of quality. 2. I hope land claims could be shared at different levels, friends, org, alliance or open. And then have tax collection. So you could build an open community like Mike said, where anyone can set up shop and sell their items, and then the land owner can just take a percent of profits on whatever you sell there.
Will they bring in science ships for blueprint research? Some other gaming mechanic, like scanning, to upgrade a blueprint? Scan 25 Cutlass Blacks to get an upgrade on a Drake ship blueprint maybe?
1:20:11 Just add a broadcast module you can build that transmits a quantum marker to the entire system with a custom description. Want to trade switch it on, want to hide switch it off.
Does the lack of BPC’s help the idea of in-game shops more? Like instead of buying a high tier blueprint copy and crafting then item, you are visiting a shop and buying a finished version of that item created by a player who owns the blueprint
I feel like it should be more like Factorio where most buildings need multiple things going in and out.. supplied by pipes and conveyor belts and power lines that can all be hacked or destroyed.. the more automation and industry churning away the more fun it is to look at your work.. but maybe that's just my hundreds of hours in that game creating intrusive thoughts and wanting more
I'm curious how they'll decide how much cargo you can store at a base. Is it just going to be based on how many elevators you have, or how big the lot is? Or is it just going to be a static amount now matter the base?
So I have a question, will we have the blueprints for the ships we bought from the shops to immediately start upgrading? Or do we have to look for them? I prefer the second one tbh
The thing with the "craft 100x volt pistol" or whatever item isn't a bad idea imo because you can use the extra items to stock a store and sell to other players to make your money back
One thing I don't see getting discussed is the value of individuals with large amounts of and/or high value blueprints. They could be critical to orgs and this may encourage kidnapping/poaching gameplay. Likewise what happens if such an individual isn't playing during a critical event. On one hand I like the idea of player VIPs, on the other I hope high-tier crafting isn't impossibly inaccessible so an org isn't crippled by their unavailability
Ill actually just continue to post this question, maybe someone has the answer, or it gets people thinking: How big exactly do they plan to make the "servers"? So how many players will end up on the same server? And how persistent is a base going to be across servers? Can a multinational org still have one and the same base?
About crafting paints. Why not? I think CIG should sell decals, and patterns and players could craft colours and apply it to the skin to customize it even further. As much as we'll be able to mix armours and clothes, we could mix patterns, decals, skins boughts (CIG making profite is good) to player controlled colour variant.
If nodes can be depleted, doesn't that mean that eventually a whole planet can be depleted? Also, this means that we'll need to move our bases around semi-regularly, as we deplete resources.
I think its interesting they said "per character". Is that a reference to death of a space man? like if you have to make a new character due to too many deaths you lose some or all your blueprints? As far as alts go. in normal MMO's I play too many alts. However I think SC should make it hard to do or even block people caught doing it. I feel like it cheapens the choices. If you want to try criminal and mercenary, there are multiple lives with the death of a space man options.
Does the Store bought ship retain its Insurance and warranty when the ship is Upgraded to higher tiers? And if your ship was upgraded to a higher Tier and destroyed does the insurance give back the same Tier ship that was lost /destroyed OR do you get back the basic Store bought ship?
Keep in mind, Tony Z said in that economy Quanta video, that the more recources you mine, the harder it gets. In other words yes you will run out but the time will increase for you to achieve this.
I can always count on Mike to say they won't fool me every year. Good to see you back Mike.
Yeah Mike swore he wouldn’t be hyped up after citcon and he take the whole thing as it’s not on my hard drive yada yada . Then they detailed end game and crafting and que desk rising lol😂. Not bad but funny.
Mike is a shill like all others he just plays the role of the "critical" guy
Saaaame 😂
I'm glad he keeps us grounded
@@robertchandler2063 Hes going to go back to crying about how we dont have it when his hype is gone. he did this last year. He hypes it up and is super happy and excited then he goes to crying about it soon after.
Mike, you need to settle down, Your first 30 seconds in this video was spent smiling.
Savage bro 😂
@@urduib I beg to differ, Mike numerous times was heard hooting and or hollering in glee. It was a most disturbing site to behold.
@@Mace1000S I most have missed his Hippie phase :)
The presentations seemed way more focused than usual this year. Like they have a solid vision for the core gameplay, and everything they showed basically revolved around this progression of find >>> mine >>> refine >> craft >>> upgrade. Even with the planet stuff they tried to relate it all to this central treadmill.
They have been working on it for a year already .
@@colinm5545 copium
Yeah, until they flip the entire game upside down again like they have seven times already. You already know you can’t trust anything that they say.
@@Plunkidunk if you are that point then my only answer is don’t spend another dime and wait for what you want in the game to be there but if useless to start a discussion with everything the say is a lie
@@robertchandler2063 if a person lies occasionally but consistently would you consider them a liar? it seems like you may only see the immorality in it when it happens to you. But just because it happened to somebody else doesn’t make it morally OK.
33:15 Killing people to make the research go faster is due to the crafter LEARNING through experience with the weapon, thus having ideas about research, thus decreasing research time.
Yeah this actually does make sense to me, it’s just a (high-risk) field test
Not bad tbh
Crafting gives real value to the functionality of the BMM, too.
I saw people saying BMM is useless now and I am like nah. You can take your goods around in a ship and then be protected the same way as in your base
how so? this panel made me seriously reconsider the BMM, it just feels like a less protected shop service compared to all the shop screens in bases protected by shields
@@Spelljammer1 because you can go to the customer not the customer to you
@@robertchandler2063 sure, but you are exposed on your journey to them, whereas when somebody shops in your land base presumably you would be more secure. likewise, when you go to the customer, you are not quite certain they need your stuff, whereas when the customer comes to you for stuff, you know they need it.
@@Spelljammer1 I'm wondering if you can put in crafting stations inside the BMM. It's storage area is absolutely massive so that's a lot of resources to use for crafting. You could have a base somewhere safe that does the refining and what not but the BMM can be moving around, a hub for trading. Have your guild mates haul cargo from the base to the BMM, the BMM crafts the things and then sell in it's markets.
I'm actually now leaning towards that idea for my mates; there's 5 of us so maybe it could work out idk.
They took the best elements from EVE, Star Wars Galaxies and it's own initiative which is a step in the right direction, now let the Devs do what they do best, making an amazing immersive game, we desperately need that content loop. Gief Pioneer.
It is "Perfect" untill CIG will start selling us assets and real estates for cash, while earning them will be a huge struggle if not unattainable.
Cash needs to keep flowing: wait for it!
It's not like they sold land claims with the introduction of the pioneer, right? Riiiiiiiiiiight......? Yeah bro i hate that you're probably right.
This is finally Star Wars Galaxies 2.0, But Star Citizen
It’s an eve 2.0 galaxy 2.0 hybrid now
@@robertchandler2063 THE JESUS PATCH lol
Stargalaxy
Finally? Almost everything they are talking about here was concept stuff, man. They aren't anywhere near to implementing any of this.
@@Beau74 Correct concept, what i meant was they finally defined the game and its VERY similar to what Galaxies was.
Personally, i think paints should only be sold in the pledge store to maintain a financial income that is almost guaranteed. Cosmetics are always desired and people will pay for what they want
I hope they charge what they need to hire someone to review in game additions that orgs want . Whatever it is guild logos etc. Then double that price and that’s the perfect price .
Nah. Give me custom paints in-game.
They're going to sell ships post-launch. The new warranty system practically confirms it.
I'm actually okay with them continuing to make ships forever essentially as long as they're tier one and to get the best version of that ship you've got to actually play the game, upgrade/craft it. Otherwise, it's going to be difficult to see how paint skins can keep them going once they release the game to 1.0 financially.
@@hankrearden5460have you seen how much other games make from cosmetic DLC?
Hell a single $15 horse armour in WOW made more money than all of Starcraft 2
Sc will be paid to access game.
Mike: Gameplay first forget visuals
Also Mike: 49:37
The only issue I can think of with this section of video is that the blue prints are forever. That gives us less hacking options and data trade as well. Making us able to trade or lose our blueprints will give them even more value. I hope they change their tune on this in the next few years.
I have a strong suspicion they have a completely new economy section for that. I hope so because losing BPs would be the worst.
They said blueprints are character bound. I have a feeling death of a space man will play into this.
@@Somerandom18so everyone will have an alt account that only logs in to craft and learn blueprints 😂
Another sales ploy for the future I guess.
The only way to do this well is to have frequent wipes like rust, resetting everyone’s opportunity to get ahead. Without wipes there are going to be so many issues with this game once an org gets ahead and just forever stomps on others, stopping anyone from growing to a competitive size.
If you buy the subscriber flair you probably unlock the blueprints on your characters. I wouldnt be surprised if you can find those same blueprints in-game as well though, but its a way for them to solve the fact that people lose their sub items.
If that’s not the final answer for flair recovery then I’ll be sad. Flair is supposed to be cosmetic stuff not in game perma on your character thing.
@@robertchandler2063idk why you say that’s the way it’s supposed to be unless they’ve clarified that in the past
@@pickle2405 because perma gear is SUPER STUPID in a looter shooter like this and dooping is a problem this isn’t diabolo 😂
Supposed to is my way of thinking and kind of common sense
@@robertchandler2063 oh nevermind i agree with you completely you just worded it in the most ass backwards way possible
1:23 Adding/connecting game play to the game is pretty much where we are at right! so having the opportunity to either go get the mats ourselves ( once bought ) OR contract it out for pickup and delivery would be beneficial to the game as a whole.
The following should be possible:
1: Go pick it up ourselves. ( Fastest and cheapest but also more dangerous )
2: Ask a guild mate on his way back to pick it up ( Guild contract permissions ).
3: Placing an personel add on mobi glass system ( anyone can get the delivery mission ).
4: System NPC delivery - Guaranteed delivery by the system but it goes out with many other deliveries and it TAKES TIME ( Maybe 24-48 hours ) and is VERY EXPENSIVE compared to other methods as it goes out with a armed armada of defense ships.
As an ex-SWG player, this was the holy grail of presentations. It was everything I've wanted in SC since I first pledged. We were all so burnt because of SWG, and SC - at the time - seemed like such a great alternative, even without the things we missed from SWG. And then we went 10 years with what felt like no progress towards an actual game. But here we are in 2024, hearing that this is basically SWG meets EVE meets Wing Commander.
I'm cautiously optimistic - but I said the same about 3.23 and 3.24, and both of those increased my enjoyment of the game immensely. So here's hoping when this hits, I'll feel that tenfold.
Also, if we're going full-steam in that direction, the question "what about inert material" - "it's just dirt". And guess what that dirt might be used for? A base material for farms, with other chemicals or materials refined into fertilizers. This is why these kinds of crafting systems work - they create a symbiotic relationship with every gameloop.
I agree, SWG had some of the best crafting mechanics in any MMO that I have played. I still play SWG today just to get that high.
@@thecyberadventurer I legit have a copy of the SWGEmu source backed up that I can spool up whenever I get the urge. I log in, go resource hunting, head back to my house, craft some stuff, maybe make a new building in my little town, etc.
It's like this neat little museum of days gone by.
@@IrisCorven I still play sometimes on SWG Legends, its not pre-NGE but fills the void.
As soon as I saw the crafting window in the presentation, I immediately thought of SWG. It was by far the best crafting mechanics of any MMO through the years. I am looking forward to this playing out, I hope it is as good as it appears to be. Having crafting be fun and rewarding, as it was in SWG would go a long way towards adding depth and substance to the game loops.
1:27 WELL if your friendly with the gangs there perhaps cheap cargo holding/handling and delivery options! Which is why rep should be very important in Pyro! Also refining there should be cheaper there as well (as long as your friendly with the gangs)- HOWEVER - Delivery to Hurston should be expensive due to border restrictions, fees, etc.. could require someone to smuggle stuff through but of course running the risk of getting caught by milita!
1:22 100% agree.. We should be able to contract it out for someone to deliver the goods, ( This would enhance game play for missions ) either direct contract OR set it in the system planet wide or gang wide for a given fee ( Both should be possible - and the given fee is dependant on the system ) EG: Pyro would have a fee for delivery and Hurston would have a fee so we choose which one of the 2 would be cheaper given where the item is at and where its going too!
I am also a HUGE crafter and play a few games that have crafting systems, NEW world, Shroud of the avatar, Elder Scrolls and a few others. Tier 1,2,3 crafter tables is not that unusual! so crafting on a tier 1 table mats/components to build better crafting/refining machines that produce higher crafting items is right up my Alley too! 😁😁
Dude, words can't describe how pumped I am for this. This is everything I was hoping for one day.
1:23 Skills (That is in other games) could be replaced with Tech in SC!. SO if you build a HOME/Base on Pyro with satellite linkage tech ( for instance ) then you can post ads further away in that direction. This would give MORE game play possibilities to give users a good reason to build bases on other planets/systems in other that have their personnel ads reach other systems.
55:57 Well, that didn’t age well.
I hope people realize those slides are just mockups not actual interface. Also ship building and therefore claim times will end up being in the hours
Or days
I love this so much, but in the back of my mind I can't help but think "Why am I so excited about the minecraft smelter and workbench?"
One of my biggest questions is going to be if we can just plop our ships down at our base, outside of a hangar, and have them persist like they are supposed to in a persistent hangar. Or if they need to be stored in a hangar before logging to avoid them being lost.
As many may have told you already and as I says, it is a similar system than StarWars Galaxy.
Same materials with different quality to craft more or less quality items.
In SWG for instance, you need metal for a part of an item, you can use any metal you get but they all come with different stats (Aluminium is more ductile and steel is harder) and you can pick which one you want. Also when a small artisan you can still craft the same item than a Master artisan but a lower quality item.
And I am just talking about ONE ressource when there are several needed for crafting (wood, skin, fuel, etc..) and not even talking about the skills of the crafter that allow to attempt high crafting that can result in a fail (with too low skill and/or too low quality ressources).
Was the best crafting system.
All this with shops and items with the name of the Artisan.
SC constantly says they won't do what other mmos do, then realize those mmos do those things for a reason, then they have to go back on their word for that reason.
For me I don't mind, but it is funny to see.
Picking a fight with the militia border patrols between Pyro and other systems in order to keep them busy while your friends smuggle through ships with cargo SHOULD BE A thing in SC!
I still think there should be some central market hub area in the major landing zones that you can seek stuff at. Maybe it has a sharp sales tax to still give incentive to build your own stores, but in return, the location is much better and more widely known and accessible.
This will all be very fun once it's implemented in 2050
for the 6 months or so they have being working on this stuff it looks like it moving pretty quick down the pipeline. Still far off but I dont think super far off.
@@stopicantaim6920pyro looked pretty ready to go when it was first shown … like any other feature so far.
@@19iason19 That is a very good point
As to the paints discussion, I've been advocating for "earnable" paint in game, the idea being that you unlock paint colors and schemes by visiting different paint shops around the verse or collecting rare resources. In the presentations they did mention "earning tints" etc for your bases. I hope this extends to ships and armor as well.
They have an opportunity here to make the blueprints like EVE, whre you have limited run blueprints, source blueprints with infinite blueprints etc... Copying a original bp you can set how many runs the blueprint is good for IE, if you want to make a copy thats only good for 50 prints then disappears, you can do that. (if you have the original infinite blueprint). This is what you can discover, or find via exploring. Blueprints tie everything into each other.
Remember this guys: the most satisfied feeling in Satisfactory is watching a shiny material in the conveyor belt, second is it moving and everything else is tertial
All store bought ships will be tier 1 LTI so that means their quality (when bought) will also be tier 1.
I wonder if they will create something like akin to a UAV for usage in ground combat scenarios. They've opened that can of worms with the construction drone building UI. It would be immensely useful for a ground combat operation.
I don't want Chris Roberts to continue selling me on the promise of the game.
I JUST WANT THE GAME.
This is the last chance i will give an MMO. So i want it to be good. I can wait a bit longer. But i do feel i will play SC in the retirement home 😋
Two more years
So you don't want updates and previews while they do the business of making the game?
@@Synthmilk It's been the same old song and dance for the last 12 years, dude. And if you don't believe so, then I can't help you.
@@Beau74 Are you claiming that Star Citizen lied in 2012. That´s just nutter conspiracy theory
Would be cool if refining requires so much power that there will be settlements with access to lots of geothermal that end up specialising in it. It would also give ground bases advantage over space stations.
The reaserch loop will be a good way to involve the data and science roleplayers in crafting. Let the science or research guy get raw data about the 'verse, things in it and whatnot and the data runner tabulate it to be more complex, the final consumer will be the player with the reaserch data bank, all you have to do is feed the data (whether refined or unrefined) into the dat bank and it begins to research. Obviously to upgrade from certain base stats will need different kinds and quantities of data.
This CitCon had me VERY curious about how the Arrastra, Orion, Expanse, and Galaxy with the refinery module. Are they going to make those ships only able to refine asteroid materials or will they add (especially for the Galaxy and Arrastra) the ability to pull ore from storage to make some of the high end crafting mats?
It would be AWESOME if an Orion could plug away in a belt all day and then ship off MASSIVE loads of refined, ready-for-crafting materials to a surface based player-factory. If they do that it would also be nice to maybe have a mini-game for the refinery that could, say, improve the quality/quantity of the resulting alloys/materials too.
I don’t mind the “kill to gain research xp” because it makes sense for rnd testing. Real world things are tested to better understand how they hold up and perform so that the design or manufacturing can be improved
Needing copper to up the accuracy doesn’t make sense …really hoping they rethink some stuff as well, some seems on point tho
Requiring physical shopping is important because it brings value the BMM and kraken as portable shops.
In the volt pistol recipe you could click EITHER 1) Aluminum OR Plastic
Same for copper or hadanite
Not all. Only 2 are in the bottom part
2 things about blueprints.
1. If claimable, they may well be tradeable.
2. Are they ‘character bound’ or ‘account bound’? Torsten said character but I wanna know for certain.
I think with that optional objective it would be neat to change it to "have x number of players die to a vault pistol you made" so you dont necessarily have to be a pvper and it fits better with making 100 and selling them. Maybe this would be a nightmare to track, but I think it fits the game play loop of a crafter way better
Look what they did to my boy. They gave him hope.
So sad
Pretty sure stat based crafting has been in the game in the form of "overclocking" for a LONG time. The only real change is now you can make the base item rather than just upgrading an existing item (though you can and will do this as well.) IIRC the overclocking stuff they talked about years ago was very similar to the system we got in the presentation; heavily influenced by a mixture of SWG and EVE which is basically the best crafting system I can think of, depending on how well it's implemented.
Using an item in order to improve it (e.g. killing somebody with the weapon of interest) makes totally sense, since you get first hand feedback.
They didn't mention it that I know of, but now there has to be wear out timers on everything, not just components.
Yeah Chris said that back then and we all (who were there) remember.. But as far as giving us crafting, he gave us SWG crafting from the sound of it and it's made me feel 12 years younger again.
I think they should work with the rep system to allow players with a level of rep with certain factions to store things they want to sell in their home location so that its sold offline. And then cargo haulers are then contracted to deliver them to the purchaser, if the purchaser pays for such.
Distribution centers and home hangar cargo elevators are the best ways to acheive this.
Say I want to sell my high teir cyclone and i have high rep with loreville, all i have to do is store it away in my hangar elevator like i normally would, but this time with new functionalities, set it up for sale. Once that's done i won't have access to it again else i take it done from the player market, with a cooldown of course. This will enable players to purchase when I'm offline. My aligned in-game guild will also handle the delivery process, or the player can forgo that and fly-down planetside to pick it up at a DC or FOB.
My question about the limited extracted resorces for the bases, do the regenerate overtime or are they gone forever? Becauce if they are gone forever then what happens to the buildings that you build to extract the resources? Will the world just becomes littered with abandond indutrial equipment or are you able to pack up the building is some way and transport them with cargo ship or will some of the resources you used to build them be returned/salvagable when you deconstruct them?
talking about BPOs vs BPCs, limiting how many times a blueprint can be used also helps keep certain items more rare, and keeps the price higher. But if two years into SC everyone can craft the rare ships as much as they want, then the price of the ship crashes.
Love how they laid out crafting and base building. Also great job covering the event with Levelcap!!
Between player bases and the starchitect tool populating planets with way more POIs, I wonder what will the restricted distance be you can build near them?
My only question about all the base building stuff is about the Galaxy. Last year they said it will do the large bases, but yet this year we got the Starlancer announced and that is now doing large bases. Just curious as to what role it still plays in base building if it has a role in it.
1:24:00
Cant send information through jump points without doing it physically, so this is a game play arc for data runners, to run updates data of a systems wares for sale.
The item dispensers in bunkers and SPK could give high quality mats, giving an actual reason to take those 1/8 SCU boxes
40:50 The chemical fabricator immediately made me hope to see different quality healing/drug options. Chemical fabricator could be used to make higher quality medications or really pure drugs. Makes a "pharmacy" that has a legal front with sketchy drug business out the back door possible.
I've never been more excited for the game that it could realistically become than I am right now. The progression of crafting and basebuilding that they laid out is the silver bullet that gives meaning and purpose to everything you can currently do in the game and opens up so many opportunities for content beyond that.
Exactly the sort of thing that the game has needed, the 1.0 showcase further proves they really tried to find reason for people to play the game other than money and getting the ship they want, this was the first time I saw infinite gameplay loops in both PVP and PVE
It sucks that this stuff is likely a ways away, but it finally looks like they have an actual plan, and that plan looks great.
This level of quality division was tried in Firefall years ago. It just bloats the inventory and database. They ended up just using around 5 quality levels for each resource instead of hundreds.
Firefall was a great game. Thumper and Engenier
Crafting and selling at bases is nice. People can trade and bring them to places so people don’t have to go to risky places. Enables that gameplay loop in a multiplayer aspect
Varied quality resources and varied quality blueprints will drive the economy, PvP, pve, everything. They can put resources into every profession and game loop so everyone contributes to making the best items. They just plucked the plucked the best feature of Star Wars galaxies into this game.
Another thing they could do is for very rare items like from the deeper levels of the instanced content they talked about, those blueprints could be limited use, like you get 5 or 10 uses if you find that item in your “raid”
Its nice to see a much more realized citizencon. Everyone remembers 2 years ago when they were just throwing out hypotheticals for the entire stream, but this year they seemed to hit the nail on the head by not just showing new ideas, but already having footage and in-engine assets to show they are actively being worked on. The only questions left in the air is how the shards will handle bases and stations
server meshing is even more pivotal now, without it everything fall down
Just wanna point out that the guy in the base building presentation literally said you can earn paints ingame.
I really with there was a robust modding system (like Tarkov). It would feel more modern than "high quality copper shoots faster".
Also: I really wish they had taken the realistic approach that how good copper is is a function of the refining. That metal quality is dependent on ore quality ended centuries ago.
games going to be fantastic to play, the end game play loop is obviously going to be locked behind progression of a large amount of skills that take time, resources and connection to really level up. something a solo player wont have nearly enough of, hopefully they think of this and allow solo players to be able to function without forcing them to join an org, most orgs don't like having members that don't have time to be on 24/7
That sub flair crafting comment got me thinking.maybe the current system of getting the actual armor will be swapped out for unlocked blueprints?
I was chatting with Nick about potential hostage situations where the individual who has an ORGs most valuable blueprints linked to their account and setting their spawn point to a bed you control, and placing it we within a secret location. You ransom this Keymaker type persona or you force them to make some stuff.
0:40
Breaking out the popcorn to see what you think.
31:43
I'm not sure it's "Wasted" exactly. You can still box them up and sell them or give them away to org members or others for good will.
Good will gestures can go a long way, especially as the things you give away increase in quality on your quest for the platinum tier.
33:03
I suppose that the only real way to track this is if you do it... but it would be fantastic if they meant that "your gun" has to kill that many people.
Then you take your "Space Yelp" reviews and improve performance accordingly.
41:06
It would be interesting to see different drug qualities coming from different processes.
One can produce Widow from a chemical process... but if you want Night Night... it takes a far more lengthy processing of hard to get plant life.
1:26:50
You touched on something I found kind of strange too. All through the presentation we heard all of them say... "You" and "Yours". Ah... dude.. you are showing us a friggin space station.
So like you Mike, I felt strongly that I wanted them to define this for us.
It simply can't be that they are going to neck down permissions to one person. Tell me that's not what they are saying here.
So if that isn't the case, if org permissions are granted, then the solution to what you are saying is that there be multiple levels of permissions and one of those...lower than top permissions... would be for those whom you grant the ability to add items to the kiosk for sale.
Boom... done I think.
All except one thing...
... payment.
If they do add others to the kiosk, then the person who DID set up the trading hub needs to be able to set up a percentage of that sale to go towards the maintenance of the facility as a whole.
Setting a percentage is probably the cleanest way to do this rather than any other method I can think of.
Blueprints are claimed and are part of the character forever, can't be stolen or traded.
Part of the character he said, does it mean you loose them with death of a spaceman?
That would definitely add some weight to the DoaS and inheritances.
sound like that
Did the Endeavor just become the greatest crafting station?
Not really? Endeavor = science, medical, research. Not "crafting" per say?
Key to unlocking blueprints??
The subscriber flair is actually a pretty big deal. We have been wanting a way to recover that gear for a while that isn’t exploitable. It seems that the answer could be to make the gear craftable and have the subscribers start off with the blueprints already learned
32:00 I think it was mentioned in the 1.0 presentation during the Council Guild explanation, that if you steal a ship, one of the things you can do with your stolen ship is have it broken down and defabricated into base materials.. if that is true, than if you fabricate 100 volt pistols, you can just turn around and reclaim those materials through defabrication. IF I heard correctly. It may just give you RCM, but it might also break down into its original resources, we dont know yet.
imagine inert materials become the building blocks of buildings so people start actually wanting them for making structures
I’m convinced they had an applause sign
@@Derpsickle nah but they clearly had planned pauses for applause which encourages the audience to.
I really would prefer / hope they introduce some low tech home options, I'm not thrilled about the possibility of only high tech homes on stilts... I'm looking for a small sandy stone hut, like Luke's house, or something like Yoda's hut type stuff....... crossing my fingers
1.1 maybe or if the asset teams get time. Or they can hire a few more artist and monetize all that. I would be very ok with that.
@@robertchandler2063 another mil :>
A couple things I wish for after rewatching.
1. I hope that material quality is limited to like 5 tiers max, can you imagine the logistical nightmare it would be if they did a 1-100% purity scale, having thousands of different stacks of different materials in all different grades of quality.
2. I hope land claims could be shared at different levels, friends, org, alliance or open. And then have tax collection. So you could build an open community like Mike said, where anyone can set up shop and sell their items, and then the land owner can just take a percent of profits on whatever you sell there.
I'm hoping they take some inspiration from the Star Wars: Galaxies crafting system. It was a really good system that yielded a LOT of variety.
I bet they use the crafting system as the way you get your paid-for store gear back if you lose it
They explicitly said as much for store purchased gear + subscriber flair
Will they bring in science ships for blueprint research? Some other gaming mechanic, like scanning, to upgrade a blueprint?
Scan 25 Cutlass Blacks to get an upgrade on a Drake ship blueprint maybe?
1:20:11 Just add a broadcast module you can build that transmits a quantum marker to the entire system with a custom description. Want to trade switch it on, want to hide switch it off.
This looks a lot like Dual Universe - back before the devs wrecked it.
Does the lack of BPC’s help the idea of in-game shops more? Like instead of buying a high tier blueprint copy and crafting then item, you are visiting a shop and buying a finished version of that item created by a player who owns the blueprint
I feel like it should be more like Factorio where most buildings need multiple things going in and out.. supplied by pipes and conveyor belts and power lines that can all be hacked or destroyed.. the more automation and industry churning away the more fun it is to look at your work.. but maybe that's just my hundreds of hours in that game creating intrusive thoughts and wanting more
I'm curious how they'll decide how much cargo you can store at a base. Is it just going to be based on how many elevators you have, or how big the lot is? Or is it just going to be a static amount now matter the base?
So I have a question, will we have the blueprints for the ships we bought from the shops to immediately start upgrading? Or do we have to look for them? I prefer the second one tbh
Rich Tyrer is the saviour. He’s writing so many wrongs
28:52 if it’s unique to your character, it’s not “forever” in a game with permadeath
The thing with the "craft 100x volt pistol" or whatever item isn't a bad idea imo because you can use the extra items to stock a store and sell to other players to make your money back
One thing I don't see getting discussed is the value of individuals with large amounts of and/or high value blueprints. They could be critical to orgs and this may encourage kidnapping/poaching gameplay.
Likewise what happens if such an individual isn't playing during a critical event. On one hand I like the idea of player VIPs, on the other I hope high-tier crafting isn't impossibly inaccessible so an org isn't crippled by their unavailability
Yes! THIS is the MMO game play that I want as well. This crafting design is AHmazing.
Ill actually just continue to post this question, maybe someone has the answer, or it gets people thinking:
How big exactly do they plan to make the "servers"? So how many players will end up on the same server? And how persistent is a base going to be across servers? Can a multinational org still have one and the same base?
Part of me wants super high end blueprints to have a finite lifespan, but I understand why that's not the case.
About crafting paints.
Why not?
I think CIG should sell decals, and patterns and players could craft colours and apply it to the skin to customize it even further.
As much as we'll be able to mix armours and clothes, we could mix patterns, decals, skins boughts (CIG making profite is good) to player controlled colour variant.
If nodes can be depleted, doesn't that mean that eventually a whole planet can be depleted? Also, this means that we'll need to move our bases around semi-regularly, as we deplete resources.
I was waiting for you to upload! Love your vids please milk this until we get Pyro lol
You can always watch level cap video where they both are reacting to it live. If you don’t want to wait. These are the more in depth reviews
@@robertchandler2063 i already have lol
I think its interesting they said "per character". Is that a reference to death of a space man? like if you have to make a new character due to too many deaths you lose some or all your blueprints?
As far as alts go. in normal MMO's I play too many alts. However I think SC should make it hard to do or even block people caught doing it. I feel like it cheapens the choices. If you want to try criminal and mercenary, there are multiple lives with the death of a space man options.
Does the Store bought ship retain its Insurance and warranty when the ship is Upgraded to higher tiers? And if your ship was upgraded to a higher Tier and destroyed does the insurance give back the same Tier ship that was lost /destroyed OR do you get back the basic Store bought ship?
These changes give me old SWG vibes and I'm super excited to run my own township again with shops and stuff.
Keep in mind, Tony Z said in that economy Quanta video, that the more recources you mine, the harder it gets. In other words yes you will run out but the time will increase for you to achieve this.
cant wait to see how fast this progresses next year. Didnt basebuilding just start in Q1 this year?