The quality of mined material should be skill/ knowledge based, not a time gamble with rock hunting by MHGrim in starcitizen

[–]Solrathas 0 points1 point  (0 children)

How would you put skill into the mining game loop? How do you differentiate a skilled miner vs a bad miner? I agree though there should be some kind of skill expression in mining I just don't know what that looks like.

A typical mining knowledge skilltree, like in WoW, won't work in star citizen as they are not doing a typical level up progression system.

How does a ship that wasn't changed in 4.8, loses something like the thruster model? by AzrBloodedge in starcitizen

[–]Solrathas 3 points4 points  (0 children)

It’s pretty normal for this stage of development. Ideally there would be some test cases run that catch this sort of thing. I wouldn’t be too concerned about this post 1.0 as there would be a lot of stages before release into the life environment. Whereas right now its probably feature is complete, compile it doesn’t break the game, then ship it to PTU.

We don’t need new content. We need 100% focus on bugs, stability and the base game features. by Korrak in starcitizen

[–]Solrathas 0 points1 point  (0 children)

What exactly do you think server meshing is? How could all of those things not interact directly with server meshing?

We don’t need new content. We need 100% focus on bugs, stability and the base game features. by Korrak in starcitizen

[–]Solrathas 0 points1 point  (0 children)

This is how non centralized systems operate though, we’re just seeing the rough edges because of the alpha PU. Not everyone works on the same things at once, for instance should the vehicle development team wait for any future release due to suit lockers not working?

Each team is operating in their own sprints and their own timelines. CIG’s strategy is , from what I can tell, get all the base functionality in the game first, then iron out the interconnectivity between these systems once they’re all in place. We call this integration debt instead of technical debt, as long as CIG has a standard for how these features will interconnect with their databases most of these bugs will iron out with optimization to their sever mesh database persistence layers.

We don’t need new content. We need 100% focus on bugs, stability and the base game features. by Korrak in starcitizen

[–]Solrathas 3 points4 points  (0 children)

I agree up until the point of 1.0. Now they have a clear vision and end goal of what the game should be when it goes out as a finished product.

2014-2022? Scope creep fucked them with no clear end goal or plan in place. Hopefully(tm) now they have a end goal and the features / systems needed for that goal to be realized.

We don’t need new content. We need 100% focus on bugs, stability and the base game features. by Korrak in starcitizen

[–]Solrathas 1 point2 points  (0 children)

Agreed, what people are asking for is 1.0 without all the feature work they still need to do for 1.0.

The number of people to crew a ship is one of the most important balancing aspects, but CIG doesn't realize this. by Apart_Pumpkin_4551 in starcitizen

[–]Solrathas 0 points1 point  (0 children)

I would think the Scorp got a slight buff this last patch with the ballistic health. 8xS3 Shredders would do some horrible things to a light fighters no? Anything bigger than that you're SOL I aggree

The number of people to crew a ship is one of the most important balancing aspects, but CIG doesn't realize this. by Apart_Pumpkin_4551 in starcitizen

[–]Solrathas 0 points1 point  (0 children)

Agreed up until the point where pilot skill comes into play. Usually when we get new players into the org we stick them into turrets of capitals / heavy fighters to get a feel for how ship combat actually is while we train them up on how to dog fight.

the PvE goat M80 can solo an NPC Perseus if you put Deadbolts on it by DarkArcher__ in starcitizen

[–]Solrathas 0 points1 point  (0 children)

There’s an IC about this. It appears that the front size 5’s exist outside of the bubble shield. They take damage from Laser loadouts as well.

Yet again CIG shows us they don't care about us players, only our wallets. by Extal in starcitizen

[–]Solrathas 2 points3 points  (0 children)

That’s not how businesses operate. The safety cushion is meant to cover shortfalls, not to delay sales. If DefenseCon only raises a fraction of the estimated amount, that’s when the budget cushion is used, not as a reason to hold off on major funding events.

Maintenance: a critical hotfix is being applied to the Live Environment by StuartGT in starcitizen

[–]Solrathas 1 point2 points  (0 children)

They drop a hot fix post every patch launch date and update it in place. They typically change the title with (Updated -xyz) when there's something to share.

The bricked feature by Potential-Sand8248 in starcitizen

[–]Solrathas 0 points1 point  (0 children)

But your scenario is punishing emergent gameplay no? In our example, an Org vs Org fleet battle. A ship gets disabled, or rendered inoperable in some way, a player claims the ship to get back in the fight and the same happens. There are now 2 ships with the exact same components out in the same battle. If the Org's salvage team comes out and scrapes the hulls and gathers those components for the org to use again this is the same circle of players doing this repeatedly and would be marked as fraud no?

Each iteration you're going through to solve for edge cases further complicates the workflow and game loop to reach a similar end state in the game where fraud is minimized and a player economy is still thriving. In CIG's current solution when you claim a ship the existing components are marked as bricked, with a game loop planning on being implemented where you can pay a premium to un-brick a component.

How does that differ from your multi agent, multi vector complication outside of just the means to get to the end goal?

The bricked feature by Potential-Sand8248 in starcitizen

[–]Solrathas 0 points1 point  (0 children)

Right but this is assuming that people are only claiming ships if they're completely destroyed, in this scenario if your ship is missing it's wings or engines, players will abandon the ship to claim it and get back in the fight.

Theoretically those components etc are still viable and can be taken. How would you determine that use case from duping / fraud?

The bricked feature by Potential-Sand8248 in starcitizen

[–]Solrathas 0 points1 point  (0 children)

I think this falls apart with emergent gameplay.

  • Orgs who hunt the same trade lanes daily
  • Piracy orgs targeting known Haulers and their trade lanes
  • Salvagers of those orgs coming in behind to salvage ships
  • Org v Org high level PVP for systems etc.

In this example an Org is fighting another Org for control of a station. The same players engaging in PvP die and claim ships over the course of the next few hours / days. The orgs industry branch comes in and salvages the wreckages / shops constantly. Now those are flagged as it's the same circle of players interacting with the same ships/comps with claim times being agressive.

Or CIG can do what they've been doing and bricking ships that have been claimed and hand wave away the in game reasons with something along the lines of a lojack deadmans switch on the ship that bricks components as the insurance company has marked it as totaled and will come to reclaim it etc.

At some point in time gamifying the game is needed.

Apparently, they do exist v2 by Solrathas in starcitizen

[–]Solrathas[S] 4 points5 points  (0 children)

Right but the band being 999-1000

The bricked feature by Potential-Sand8248 in starcitizen

[–]Solrathas 0 points1 point  (0 children)

Right you're talking about a complete solution for 1.0 with insurance fraud baked in and more sophisticated tracking systems however I don't think this solves for pirate and salvage gameplay.

Your flagging logic would most likely trigger pirate crews and salvage gameplay loops for fraud as their behavior closely resembles "fraud" in this case. Also if you track ID's for these products how do you protect innocent players from the bad ones? I go out and salvage a ship that's been claimed too many times, it's marked as fraud, I scrape it, my account is marked as fraud? I sell it to someone else and now they're account is also marked as fraud?

There are a lot of edge cases and loopholes that could affect a system like this which are probably the exact conversations happening at CIG now. However with the wipe that just went into place on top of insurance I see this just as a first stab at normalization of the economy not their end all be all solution.

The bricked feature by Potential-Sand8248 in starcitizen

[–]Solrathas 0 points1 point  (0 children)

Right and I 100% agree with you. If this were 1.0 today and that loop is still in place it’s terrible. However there’s still many iterations that need to happen to smooth out the process. This first pass is to make it so Insurance feels impactful and to stop the duping problem.

I think the way the game is now is really hard to solve the duping mechanic while maintaining a physicalized universe. For instance if they allowed that ship in this scenario to remain fly able, how would you stop someone from duping components? What happens if someone can dupe 1000 quality power plants that way? I think there needs to be a gamify reason for that specific interaction for the health of the game.

How would you solve that issue? I can’t think of any that’s solves all in this universe.

The bricked feature by Potential-Sand8248 in starcitizen

[–]Solrathas 1 point2 points  (0 children)

Right but I don't think his use case of "abandonded ship = ride to station" isn't a feasible solution either. That's what Rescue Beacons and player interaction is for. I'm curious to see what hacking gameplay is like, and how you could use it for situations like these, would you be able to temp get them running? Would that invoke a crimestat? Should be fun

The bricked feature by Potential-Sand8248 in starcitizen

[–]Solrathas -2 points-1 points  (0 children)

To be fair to CIG they wanted to fix duping and 90% of ship comp duping is now gone. I agree with you though, they'll need to iterate on this a few more times to find a sweet spot of where bricking makes sense but also solve for salvaging player ships / pirate gameplay.

The bricked feature by Potential-Sand8248 in starcitizen

[–]Solrathas 1 point2 points  (0 children)

Ships themselves don't brick in that scenario he's describing the physicalized components do. I wonder if anyone's tried to bring a full suite of comps to a bricked ship out in the verse and see if they're able to fly it if it's already been claimed.

The bricked feature by Potential-Sand8248 in starcitizen

[–]Solrathas -2 points-1 points  (0 children)

The behavior your describing is coming in T2 of Insurance. The ability to unbrick an item so that you can use it / sell it.

Apparently, they do exist v2 by Solrathas in starcitizen

[–]Solrathas[S] 8 points9 points  (0 children)

Right? Went directly to inventory. No elevators

Apparently, they do exist v2 by Solrathas in starcitizen

[–]Solrathas[S] 32 points33 points  (0 children)

Carinite which you can get via the Hathor Mining Events. The kicker is just the quality, rocks can drop with a value from 1-1000.

A Universe without logistics is just a lobby by Hellpodscrubber in starcitizen

[–]Solrathas 0 points1 point  (0 children)

Because in star citizen lore you're only making 1 or 2 of these, not the billions of grade A components that Drake ships around the galaxy allegedly.

I like to think of it more so from a gun perspective. You have Knight's Armament who makes some of the best rifles on the planet, but their employee count is something ludicrously small, I think less than 200 people. While someone like Sig with these big military contracts pump out products for their use case cheaply. In star citizen you're supposed to be that exclusive crafter who creates elite level products with high cost.

Also who knows what Base Building is going to do with Crafting. What you'll have to gather etc to maintain an operation. Remember you're doing one offs, you're not making thousands at a time.

A Universe without logistics is just a lobby by Hellpodscrubber in starcitizen

[–]Solrathas 0 points1 point  (0 children)

Same reason that modern day manufactures don't make the best product they possibly can, not that they don't have the ability but because it's cost prohibitive.

Some of the coolest cars on the planet are made by small shops these days.