One of the many things that keeps me coming back to this channel is how many SC devs are regularly hanging out in Mike's chat. Telling Luke there's a bugged shop, then having him come back a few minutes later and report that the economy team thinks they've fixed it is about as good as it gets. Or calling for DJ, having someone page him, and then he arrives in the chat to see if he can help with a question. Rich Tyrer himself answering as many questions as he could in the 2023 citcon stream was another highlight. You just don't get this anywhere else.
The base raiding being shard-locked makes sense because it means you pick whichever shard has the activity level you prefer at the time of day you play and has low player counts in the times you aren't playing, build your base there on that shard, and now you have far less reason to worry that someone else will raid your base while you're sleeping and can't even hop on to defend your stuff. You can also do what they suggested and use the cheap base building in lawless systems as little more than the minimum you need to support your operations there with the majority of your spend being in a lawful system with planetary shielding. That way even if someone does raid your little FOB in Pyro it's not a huge loss. And we can't forget that planetary landing zones and stations also do have a tremendous amount of storage available for resources which is protected. Unless that changes...
It will 100% be a complete failure of a system I played a now older game called last oasis what people did was all zone into server hard cap the population then proceeded to fight 200 vs 50 with no hope of getting anyone else onto the pop capped server.
someone is not accounting for behavior of people. what will happen in your scenario: new group will start on that shard that raids others when the others are mostly offline for that is the best time to raid to win, raid to capture
They did show station constructing a bengal....which once upon a time....i dont think that was the plan. thought that only a few non UEE bengals existed and players had to find them then protect them.....but now....CRAFT
I would be a lot more hyped about this if the things that we currently had in game were working properly. I love the concepts, but show me that what you currently have can work before showing me pipe dreams.
@@matuto1986 speed things up doesn't mean instant. and things have speed up, 8 years ago updates had fuck all nothing, 5 years ago they started to get more frequent and have more in them, now they happen seemingly every month with a lot of fixes, also I don't mean to defend SC I want it to hurry up as well but it is a huge game.
@@senn4237 bro there's more than one thing that can cause the same bug, so if they fix every small bug it'll be a waste of time, they fix most of the things that are reasonably fixable and necessary and not a part of some rework. It's VERY logical for what stage of development they are in and I support it
I mean I wouldn’t say no, I do like a good tower defence. I get that it’s always going to be pve vs pvp, but I actually used to find enjoyment in trying to make my base survive ark on a pvpve server. I could spam turrets, turrets towers, double wall bases, fake areas for loot and hide it elsewhere. It’s fun up until you are raided, then most people don’t want to then build back up. Depends if it’s a wipe or raid. Some PvP servers work with pve some are setup to destroy until there’s no one left on the server. All I know is that it needs to be fair. If I log on and it’s all gone. Expect me to not come back. PvP players can shout all they like that they need to play more etc but truth is many gamers have now drifted into filthy casual territory and they do need to be factored in. You can’t constantly kick over an ants nest. Eventually the ants don’t come back. It’s all a moot point, it’s cig we would have more success talking about whether we will be going to Mars on one of elons rockets.
Just want to say, I really appreciate all of the content you put out every week. I specifically look forward every week to your week in review. Moreso than even scl's or isc's you are MY go to for SC content. Keep up the good work XD
@@senn4237this exactly. They have to redo mining and salvage again too because the game has changed so much they have to remake the whole game to get it to work
I absolutely love Star Citizen. Not as a game, but as a phenomenon: its like crowd funding simulator, kinda like cookie clicker, except people click with real money And there is no cookie
Probably never if we're being honest. Oh, they'll push some form of this out. It will be massively cut down from the original intention and whatever they keep in won't work properly and will be plagued with gameplay and functional issues for years and years to come. Idk why people keep hyping this shit up. At this point, expect mediocrity and be pleasantly surprised if they actually do release something that can be fully realized and experienced via gameplay.
@@LargeGamer1 They'll push a light version of it, with bland and standard elements and sell the cool ones in the shop. That last part is the only reason why they plan to add this in 1.0. They see the ship sells go down, so they need an alternative.
1:24:00 My takeaway was that for the upgrade from level 1 to 2,you don't get to choose what stat you are upgrading, but can increase the amount it goes up with quality. Top tier upgrade will allow you to choose the stat with the resource used, and quality still controls the quantity it goes up by.
1:23:44 the original example he gave of the blueprint having a range for stats, he just picked a random stat to give an example. The blueprint has a range for all changeable stats and the quality of materials used in specific aspects will affect certain stats and where you land in that range. There wasn’t any RNG involved.
no one said you would roll for random stats. The way it’s explained is that material quality determines your stat in the range. Doesn’t have to be a roll. The overall number of high quality mats going in is directly proportional to the increase in stats which would make it repeatable and pre-determined. Outside of that, we were not talking about RNG for mat rolls but RNG for which stats would get the option of being increased.
@@romanwiller2180 Yeah, he says there will be ranges for values and everyone immediately went RaNGe = RNG and completely ignored when he said that the actual value created was based on the material quality. At no point do they say RNG. Mike seems to think that blueprints will have different modifiable stats on each blueprint and that you can have blueprints for the same item with different modifiers.
2:50 that is the only question I would want answered - how much of this is actually being worked on, versus still just “we want to, we plan to, we think that…”
base building is in active development and has been for a while, but it's a monumental task so it's unclear if that actually means it'll come out relatively soon my hope is that it's going to be late 2025 or early 2026 at the worst
Mike they never said RNG - if you'd not paused in the middle of his sentence, it was obvious that the stat range was purely "if you use shit-tier materials, you'll get as low as the bottom of this range - but if you use top-tier materials, you'll get as high as the top of this range". It's literally just to show how good/bad the stats can be within a given tier. Zero RNG involved.
I'm watching his reaction and still fully understand that it's not RNG. It's like he is still spaced out when he hits resume and doesn't catch the other half of the sentence.
11:25 no, they have to be on the correct shard whether you are online or offline in order to attack your base. They can mitigate it by allowing scanning to find out if the base is on your shard and where it is.
I used to play a game called darkFall online and in darkfall we had a siege system so that you had to drop a siege Stone on a on a city and in order for you to seige. This gave the opponents a week to prepare and they had a schedule on the calendar when they could log into defend their City that's the kind of system they should use your sieges I think but then lightning raids become undoable in the game so I don't know hopefully they figure something out.
finding out about the shard should be part of the scouting. Scans of an area. You figure out the proper shard and then you can plan ahead without notifying everyone that you're coming
You can’t plan for who is joining your shard. There won’t be any control over servers, you’ll get what you’re given unfortunately. If anybody tries to attack your base, just jump servers. It won’t be an ideal scenario.
@@illgottengains1314 sounds like you got insider information XD doesn't sound like what they said. you can't even just jump shards right now. it will just log you back to the same shard. But for battles you will have to. so maybe there will be a tool to plan a shard jump.
@@martinschemmel84 I’ve thought long and hard about it 😁 There’s just no way to control all these variables. People will be in and out of servers all the time for various reasons. It doesn’t bother me, I’d rather play with NPCs anyway and the Org life isn’t for me. I don’t want to know about players spending thousands on ships and bases that I can’t have.
@@dhwajgoyal if you say so. Not much point if you don’t know which shard your target is on. If they gave you that information, it would turn into a wild goose chase around the shards. Not gonna happen.
46:00 i think what you're talking about could also open up the possibility of having junk yards. Like, I need a chair for a hornet. This guy has one, and it's cheaper to buy it from him than to find all the mats to fabricate one myself. Which would create new job or just vastly expand salvage.
Heya Mike! Just wanted to take a minute and say thanks for the videos and content you do; I started backing SC about 3 years ago and along this journey you've been one of my favourite sources of related content, and I very much enjoy the format of both your videos and your streams!
I hope for bases that have been abandoned after a certain period of time they become available to scrap with say a vulture or a reclaimer to clean up the planets for profit.
1:21:00 as far as I understood it, there is only one "Tier 1 Gladi blueprint" with all stats having a range. It's not that there is many different gladius blueprints.
Also, you absolutely can skip all the steps and their respective resources as you upgrade. What he is saying is that the quality of your "Tier 2 gun" will not impact the end quality of your "Tier 3 gun."
the shard stuff makes a ton of sense tbh. Otherwise there'd be a ton of offline raids even if the entire org is active and vigilant. Though it does feel awkward maybe they'll do some meshing/instancing once it's dynamic. Seems like it's the early stage.
Looking forward to running my ship breaker yard. The repair blueprint seems like it's saying the repair printer can't know where to put things without a blueprint to tell it. And that does kinda make sense.
I might be the only miner who likes the current rocks with multiple ore types. Think it adds a lot to the loop understanding how everything interacts and knowing which rocks are better than others. You could also then have to make a decision between taking a rock with high quality Titanium, but low quality something else to get it. I like that its a simple system to get started in, but theres alot of complexity to dig into if you want to.
for the nodes, I'm wondering how they'll keep people coming back. My guess is that they'll have it so individual nodes will dry up, like they said, but new nodes will be spawned as the others dry up, giving explorers and surveyors something to do.
Great content once again. Side note. I am half Portuguese, my Mother’s side with my grandparents having been an arranged marriage. They have all passed away now but talk about wonderful people to grow up with and learn from.
I read the blueprint stat range as RNG on craft, not RNG on blueprint pick up. The parts you put in denote the ‘Aspect’ or ‘Buff type’ and the Range denotes the level of Stat+ within the range of the blueprint level.
I would imagine that once they get dynamic server meshing working, they'll be able to have you transfer to the server that the base was built on. At least once they have one shard per region.
I like paxdie land claim boundary system, it starts as a circle but when you try to neighbor another plot of land it confirms that side to a more straight border the other side still a round if there are no neighbors on the side, and boxed in is only an issue for a solo player, org preferred not having any open space in the land aka no gaps in the land between many org players.
I hope they not only have materials of some metal plus quality, but also different properties. Like low radiation steel, or material X with traces or material Y, etc. which they can be used anyway like the regular stuff, but may have specific uses as well for some niche process.
I’m hoping someone else commented on this: the whole confusion about upgrades would not be confusing if you ever played Star Wars Galaxies. It sounds like the crafting, upgrades, everything is heavily inspired by SWG’s entire crafting system. It was BOTH a combo of choice + RNG within boundaries, further modified by the qualities of the materials you use.
When they were talking about ships can only find ship mineables etc. i was thinking itd be sick if you could enter the ID of each scan response to only show that item, like how ships might be 10950, or rocks are 1345, etc etc because i think currently every scannable object type has that unique id for their class type
I'm assuming that the repair BP would work like repair in survival crafting. If it takes wood twine and stone to make a hatchet then after using it it takes wood twine and a stone to repair it. The BP would just tell you the amount you need for the repair. That's my guess at least
I also remember with OGStar wars galaxies, the materials had values within their own kind too. such as iron on a low lvl world was not as good as iron on a mid tier and such and such. you can still use any iron but using higher stat raw materials made for higher stat products and finished products. low stats still worked but high stat was way better and had hidden bonuses.
On the blueprint part it sounded to me like a blueprint has a range of let's say 10 to 50% improvement to some stat. And if you put in titanium tier 1 purity you only get 10 to 15% increase as a result. And if you put tier 5 titanium to manufacturing process you get 40 to 50% increase. Something along those lines make total sense, there's like max level you can reach with the certain blueprint but only if you put max quality materials. That would also add to the fact that you found some rare expendable blueprint and would not want to use it until you find the best materials for it.
Something that i wouldn't mind is a copay paste feature of your base. I used to play gmod darkrp and whenever you leave the game your base would disappear, but you could always copy and paste your base in a different location when you come back online. Also a recent game i played once human, if you need to move as you progress the map you would simply just copy/pick up your base, (in star citizens case have a copy/cut deconstruct timer but saved into the drones database), and paste in a new location.
I believe that the range of the stats is min/max you could reach with the material you use. The minimum is the base. Example a P4 has 800 rounds per minute base minimum but could be upgraded to a max of 880 Rpm for a teir 1. A tier 2 could reach a max of 960 Rpm. There is no RNG to the stats.
Over the course of the past 10 years, with an average of $15 per month tossed into Star Citizen CCU chains, I've acquired 6 ships. Including the C8X that came with my Carrack and my starter Cutter. I managed to get two of my ships for almost roughly 50% of their current sale value; The Merchantman and the Polaris. Every other ship I have, EXCEPT for the Polaris and the Cutter, is a low or mid-tier career ship meant to help us get on our feet and establishing cashflow quickly. Everything but the Cutter has LTI, I simply don't want to worry about permanently losing a ship if I can't afford the insurance for it. For example, if I go bankrupt in-game, I want to make sure I have a selection of ships to choose from to start making in-game money again with a variety of activities. My "Mid-Tier" ships are the Carrack, Merchantman and Ironclad. The only reason I got the Polaris was because I managed to snag it for roughly 50% of its current sale value and the timing for acquiring it just happened to work out perfectly. I CCU'd my Hull C for it. The Ironclad I got because I wanted a good cargo/trade ship, but I didn't want to have to handle the Hull C on day 1 of go-live, it was just too much since I do a LOT of solo or very small group gaming. I got the Polaris for some good group fun, but I really don't expect it to even leave the hangar for the several weeks after 1.0 hits. It's going to be a VERY expensive ship to fly, after all, and it's not a ship to fly solo. I wanted a GOOD group play ship and the Polaris just felt like the right ship for me to acquire, I had just enough store credit after melting a couple of my low tier ships to CCU into it for like $25 in new money. I expect the Merchantman (also about 50% off current price!) will become my home-away-from-home and will become our "Home Ship" until we have a base built somewhere to call home and even then... It will probably end up being parked somewhere as our "mobile storefront" based on the way they've stated the ship will be useful for. I can't wait for THAT gameplay loop to get fleshed out and give the ship an actual reason to exist and be realized and finished up. I do expect I'll get two more ships by the time 1.0 hits, both low-tier ships.... a Prospector and a Vulture. I have two more LTI tokens I can make use of and those two ships are money maker ships, which is what I want the bulk of my "swipe" ships to be. Career ships that will help me get on my feet faster than if I were starting with, say, just the Cutter or any other basic starter ship. I don't expect I will be acquiring any other ships after that, but... It really depends on when 1.0 hits and how many more $15 per month "donations" I can make to the project between now and 1.0! :) It's going to be FUN! Assuming, of course, I'm still alive by then! o.O
Hey @Mike, regarding RNG and crafting. There isn't any, please let me explain 🙂 1. Each tier has a min and max range of stats. 2. Resource quality affects stats. 3. Key point, the maximum and minimum stats at each tier is VERY important for balance. 4. When crafting an item, the resource quality determines the bonuses, within the minimum and maximum ranges for that tier! 5. Finally, crafting an item using the same resource quality and tier, will produce the same item/stats. Also known as a deterministic system 😊 Reason for this approach, it will allow CIG to nerf or buff resources bonus at any tier. Which can also respectively apply to all previously crafted items. For example, perfect gold increases SCM speeds top speed. - 1% at tier 1 - 2% at tier 2 - 3% at tier 3 - 4% at tier 4 - 5% at tier 5 If this isn't balanced, they can nerf/buff golds effect at each tier. While maintaining control over the maximums, preventing people from exploiting the system...
Melting ships for cosmetics might make sense later after release once you've made enough stuff to not be dependent on you initial ships. There's not much advantage with pledge ships at that point.
So around the 25-28 minute mark they are talking about rescource nodes dissapearing and changing places, my question is with ALL buildings being see-able and all nodes changing, what happens when an entire planet is covered in buildings? Like that wont lag the shit out of the game?
Buildings, ships, guns and other items will have wear and tear eventually. Abandoned bases could crumble to ruins after so long or even be stripped by salvagers/scavengers. I imagine moving your land claim wouldn't move the buildings, but leave them abandoned.
They have a terminology problem which The Salty One pointed out: The EU server is a shard and has multiple servers. Huh? I mean, I know we get it, but why would they allow such an obvious and basic terminology conflict?
The salvage stuff in EvE came out after more than 8 years of its release. It was added to the game for Tier 3 ships, then later added to other aspects of the game like stations etc. If I remember correctly which I'm probably not. Same with PI materials and some of those are required in T2 production lines. I love the idea of industry being multi-faceted especially in an MMO-like experience where one person can't reasonably complete an entire process although it'll be fun to try once or twice just to experience it. The downside is that there's far far more things to balance if those items and mechanics are released at the same time and if there's too many options for players only the profitable (i.e usually the hardest or the most dull) will be "worth doing" so the numbers will be skewed on paper but not necessarily in reality. This stuff could have been looked at once a fledgling industry was established in order to see the habits of the player base and use that knowledge to develop advanced stuff, or more complicated stuff. If it's going to be Tier 7 Satisfactory production lines from the very beginning that might put more people off than to entice them in to begin with. It's one thing to make your own T1 drones, ammo and cruisers in Eve and a totally different process to make a regular amount of T2 ships and modules with researching, inventing, material acquisitions and manufacturing chains. Although that step isn't impossible with the experience from the basic and easily acquired minerals. Keeping track of four or five different ores is far easier than keeping track of of twenty five different items across three or four different collection mechanics. Although buy orders can make it easier it will mean there's less to zero profit unless it's built for own purpose and can be used to generate its own income faster than the build time.
Its gonna be super annoying finding a base you wanna raid and then checking the shard and it is somewhere across the world with 300 ping. Could imagine having to do this repeatedly and take away from the excitement of finding a base to raid.
Commodities being considered stolen until they are consumed or altered is a pretty basic gameplay mechanic that exists in lots of different games. If you steal wood or iron in WarTales, it is marked as stolen. But if you use those materials to make a weapon or armor, the stolen status goes away because the material is no longer recognizable.
Org storage warehouses needs an in-game log for accountability, I also think guild/org members online should see "Trespassing" notifications when members enter the warehouse and remove inventory.
I wanna know with the implementation of fabrication building and eventually the maelstrom destruction engine. What happens to a base with a colossus bomb? What's to stop anyone from just going around griefing all the bases? The cost of a colossus vs the immense cost of an entire base..
i think the repair blueprint refers to how many of each resource it takes to fully repair an item. think Ark survival evolved. also the bedlog system. you will log in and out where ever you are standing like dayz or Ark but youll get a rested bonus for sleeping in a bed. probably stamina and experience or something.
I'd ask the same question about the offline/base raiding on a different shard about the respawning of the mineral deposits. They said there will be a certain amount of deposits on a planet, that they respawn. But if there are 100 shards and 100 combinations of people mining the resources away, how will the minerals sync to be respawned? How could you sync up randomly generated nodes across 100+ shards in real time?
With the blue prints and materials it's, something along the lines of, make plate with range of 5-30, if you used copper its going to be a 5, if you use bronze it's 12, used iron, 20, steel 25. but they are all plate, just the material makes it better or worse.
Getting a blueprint for armor means they don't have to give you the armor itself back, so it's not infinite armor, you still have to go craft it. It takes the pay to win aspect out of it because you don't always have the item if you don't have the mats to make it.
They can eradicate the Day 1 advantage of pledge backers with land claim beacons by simply delaying the availability of land claims for the first month of 1.0 being live. Orgs that can actually afford the costs associated with the beacons that came with Pioneer pledges will be able to get enough to afford a beacon if they didn't already have one, and individual players will have time to earn enough to get the beacons for land plots they can realistically afford to maintain within a month of play.
I'm also happy to pay fresh money for cosmetics, if they are good value, not £12 to change the colour of the hercules to a solid different colour without a pattern etc
offline raiders like raiding because they want to see whats inside the shiny bases. i have played a number of games with people like that. they only want to raid all the time and basicly just spend hours looking at a base and figuring out how its built and wacking a wall for 4 hours to break inside then realize there wasnt anything in there or its loaded with gear. you could farm the gear yourself much easier but they only play to raid and dont care to do anything else.
I would hope mining and salvage are changing again and it's not surprising... Remember all those forms they gave us to fill out? Obviously these things need to be revisited. Now salvage requires a bit more work than mining but I'm not really surprised they have more concrete idea of what they want to do with mining and speak on that first compared to salvage. The changes did sound good like they were taking feedback and moving in a positive direction.
Thank fuck this game has the PTW route so I don't have to bother with crafting as I hate it lol No base for me as I'll just be floating are living in my ship and seeing what happens, I own alot of ships so I don't deal with the rust crap
I am first, really happy they seem to be peeling away the pay to win, taking my USD and making it all T1 ships that I won't bother to use. (and I backed for an uncomfortable amount) I am second, still sad that science game play is, seemingly, never going to happen. They have shit on realism not just back to fun, but back to believable (by Michael Bay fans) and it's really made this into a project I would not have spent more than $100 on. I get most people won't think this is Scam citizen, but to me, it's Scam citizen. Chris Roberts promised one thing and the devs delivered on the most popular 50% of that. It's hard for me to balance (a) My joy they are delivering (b) My disappointment they aren't. Combine this with it being ~20 more years until the Endeavor is in game... it's just... I got scammed, and I'm sad the community will downvote me to hell for saying it.
There's no way we are getting away from ships being sold on the pledge store. I think that was one of the main motivators of the tier system. They'll sell tier 1 ships on the shop and then it's up to people to make them better within the game. Distances them a bit from the pay to win stigma since you can't get the "best" ship with cash.
The only attacking a base on the same shard makes perfect sense… what if you were walking around your base and then out of nowhere it was taking damage from someone attacking it on a completely different shard. 😂
@@saltemikereacts you kind of talked over the part where they mention running into a base you cant attack will happen less as the shards get bigger, right at 11:42 you hear him mention it quickly
I run mobile base every game i play, my question is, is there a blueprint just like in satisfactory, allows players to easily rebuild their decoration or structure position?
the rng is from when the resources were collected, from the tool methods and quaility of the raw source. the resources you USE will give better results, but wont be based on rng
I feel like the RNG will just be which quality materials you find while mining, the crafted stats will be directly based off the quality of resources that you put into it and the quality of the crafting machine. Regarding the land claim advantage. Based on what they said about how resource nodes continue to spawn, yeah your claim might find the best resource on daymar on day 1, lets say the best is some 875/1000 copper, but then a month later a different version of copper that is 933/1000 quality spawns all over the planet and your base isn't on the best ones... solved, mining bases will have to follow the resources.
The inability to attack bases if you are not on the same shard issue should be resolved with 1.0 is online and we have dynamic server meshing since your base will be its own shard that everyone connects to and not having only a few shards for the entire universe.
Havent watched yet but im most interested in what their blueprint system will look like. Will it be like rust or abiotic factor where everyone is an encyclopedia of recipes that you unlock as you go, or will they use the BPC/BPO system that EVE uses where blueprints are physical items that are needed for manufacture.
I'm ok with that. Has a very 40k STC feel to it. I wonder if there will be a way to make copies of a permanent blueprint to sort of essentially "bank charges" of a blueprint that's infinite usage but has a timer. I do also hope they bring back accessing multiple inventories in range. It's sometimes just too tedious filling SCU containers with the new system.
1:16:22 this part isn't hard to understand if you bought a Javelin of course you are not going to be given the blueprint. What would stop you from just printing more Javelins and breaking the in game economy? You will always have 1Javelin via insurance. You are not buying the IP to reproduce it. You have to earn that blueprint in game like everyone else.
just FYI his explain of the blueprints was mis understood at first. . Each blue print level lets certain status buff within a certain range. say level 1 is 1-5 in each category, then Level 2 blueprints let you beef up certain stats from 5-10. and the specs you hit you can hit in those stats is determined by the quality of the material that you are using to craft it. This is actually perfect because depending on how min max or how lazy or how attention to detail you are will determine how GOOD of a class 2 / MK2 variant of that ship you have. so not ALL mk5/class 5 ships at the top tier will be equal. This is excellent as it means certain ships must be built and focused on to be perfect and those get used for certain operations and the less exact crafted ones are going to be lower in stat but likely easier to crank out.
I will be talking about it in week in review. Dec from the show dmed me about the confusion and we talked about a few other things to that I felt needed a bit of clarification.
@saltemikereacts that's gonna be good. I'm not a stream simp...but I'm not gonna lie i waited to watch this until you dropped it here. Keep keeping it real Mike.
I really hope ships and bases need resources equivalent to their physical size and make up. So that there’s a big economy for lots and lots of raw materials. Edit: may have spoke too soon. I love eve and they did a really really good job, so I have no reservations if they use ideas form that game.
One of the many things that keeps me coming back to this channel is how many SC devs are regularly hanging out in Mike's chat. Telling Luke there's a bugged shop, then having him come back a few minutes later and report that the economy team thinks they've fixed it is about as good as it gets. Or calling for DJ, having someone page him, and then he arrives in the chat to see if he can help with a question. Rich Tyrer himself answering as many questions as he could in the 2023 citcon stream was another highlight. You just don't get this anywhere else.
that really shows how the devs want to finish/make the game and then there is Marketing and Management and the CHRIS ROBERTS
I can’t take any of this seriously until the elevators work with any modicum of reliability.
I love you. ELEVATORS!
Is it just me, or should we have stairs as an option?
@@vik12D I second this.
@@vik12Dgood luck walking 2 to 10km to get to your ships lol
@@StoneCoolds You've never parked 3km from a hostile base and run to it so you can revive someone at their medical beacon?
The base raiding being shard-locked makes sense because it means you pick whichever shard has the activity level you prefer at the time of day you play and has low player counts in the times you aren't playing, build your base there on that shard, and now you have far less reason to worry that someone else will raid your base while you're sleeping and can't even hop on to defend your stuff.
You can also do what they suggested and use the cheap base building in lawless systems as little more than the minimum you need to support your operations there with the majority of your spend being in a lawful system with planetary shielding. That way even if someone does raid your little FOB in Pyro it's not a huge loss. And we can't forget that planetary landing zones and stations also do have a tremendous amount of storage available for resources which is protected. Unless that changes...
It will 100% be a complete failure of a system I played a now older game called last oasis what people did was all zone into server hard cap the population then proceeded to fight 200 vs 50 with no hope of getting anyone else onto the pop capped server.
someone is not accounting for behavior of people.
what will happen in your scenario:
new group will start on that shard that raids others when the others are mostly offline
for that is the best time to raid to win, raid to capture
Breaking news: SC1.0, CIG moves away from selling ships and armour/weapon packs, to selling Blueprints.... (for ships and armour/weapon packs).
you forgot base buildings
@@JohnSmith-ue3pt i just want them to sell me an apartment in arccorp
How much for T5 Javalin BP and can we sell it as limited as possible and fomo as possible!?
They did show station constructing a bengal....which once upon a time....i dont think that was the plan. thought that only a few non UEE bengals existed and players had to find them then protect them.....but now....CRAFT
Silly rabbit, ship sales will never go away. But you forgot land deeds for sale
I would be a lot more hyped about this if the things that we currently had in game were working properly. I love the concepts, but show me that what you currently have can work before showing me pipe dreams.
We've had 12 years of concept. Every year, citizencon is about the new tool that will speed things up.
@@matuto1986 speed things up doesn't mean instant. and things have speed up, 8 years ago updates had fuck all nothing, 5 years ago they started to get more frequent and have more in them, now they happen seemingly every month with a lot of fixes, also I don't mean to defend SC I want it to hurry up as well but it is a huge game.
@@alvarg lol instant. Every month we have the same slew of broken and missing features.
@@alvargwe got two patches this year buddy, they aren't releasing things every month
@@senn4237 bro there's more than one thing that can cause the same bug, so if they fix every small bug it'll be a waste of time, they fix most of the things that are reasonably fixable and necessary and not a part of some rework. It's VERY logical for what stage of development they are in and I support it
I love that defending base raiding will turn into making the best tower defense layout.
I mean I wouldn’t say no, I do like a good tower defence. I get that it’s always going to be pve vs pvp, but I actually used to find enjoyment in trying to make my base survive ark on a pvpve server. I could spam turrets, turrets towers, double wall bases, fake areas for loot and hide it elsewhere. It’s fun up until you are raided, then most people don’t want to then build back up. Depends if it’s a wipe or raid. Some PvP servers work with pve some are setup to destroy until there’s no one left on the server. All I know is that it needs to be fair. If I log on and it’s all gone. Expect me to not come back. PvP players can shout all they like that they need to play more etc but truth is many gamers have now drifted into filthy casual territory and they do need to be factored in. You can’t constantly kick over an ants nest. Eventually the ants don’t come back.
It’s all a moot point, it’s cig we would have more success talking about whether we will be going to Mars on one of elons rockets.
Unless it comes out in the next few months, there is no point in getting excited over something announced 7 years ago.
And 4 years away.
@@kishkin87434? You are very optimistic. lol
Just want to say, I really appreciate all of the content you put out every week. I specifically look forward every week to your week in review. Moreso than even scl's or isc's you are MY go to for SC content. Keep up the good work XD
Mike: I'm done trusting what they say and I'll believe it when I see it.
Also Mike: Yeeeeees!! That is what I wanted to hear .. hype !!
Mike's channel is built on conflict. This does not surprise me.
@Gunnberg85 Yes 😁
It's almost as if they know what we want to hear...
@JohnnyJiuJitsu Yes, almost 😁
@@JohnnyJiuJitsu Bro is paid to say what we need to hear.
They tell such cool stories. When, 5 years?
In a couple of years the plan will change again completely.
Would say 10
@@senn4237this exactly. They have to redo mining and salvage again too because the game has changed so much they have to remake the whole game to get it to work
Yup
5 years for rushe 4.0 m/1.0 launch after sq42 utterly fails then most people will just stop talking about this even if it stays online
I absolutely love Star Citizen. Not as a game, but as a phenomenon: its like crowd funding simulator, kinda like cookie clicker, except people click with real money And there is no cookie
Hype....hype....hype. Pure hype. When are we going to see this? Two or three years from now?
probably 8 or 9 years from now
Probably never if we're being honest.
Oh, they'll push some form of this out. It will be massively cut down from the original intention and whatever they keep in won't work properly and will be plagued with gameplay and functional issues for years and years to come.
Idk why people keep hyping this shit up. At this point, expect mediocrity and be pleasantly surprised if they actually do release something that can be fully realized and experienced via gameplay.
@@LargeGamer1 They'll push a light version of it, with bland and standard elements and sell the cool ones in the shop. That last part is the only reason why they plan to add this in 1.0. They see the ship sells go down, so they need an alternative.
Yup
Q2 2028
1:24:00 My takeaway was that for the upgrade from level 1 to 2,you don't get to choose what stat you are upgrading, but can increase the amount it goes up with quality.
Top tier upgrade will allow you to choose the stat with the resource used, and quality still controls the quantity it goes up by.
1:23:44 the original example he gave of the blueprint having a range for stats, he just picked a random stat to give an example. The blueprint has a range for all changeable stats and the quality of materials used in specific aspects will affect certain stats and where you land in that range. There wasn’t any RNG involved.
This is how I understand it as well.
If there's a range for stats and you roll a random set of stats within that range, that is RNG.
no one said you would roll for random stats. The way it’s explained is that material quality determines your stat in the range. Doesn’t have to be a roll. The overall number of high quality mats going in is directly proportional to the increase in stats which would make it repeatable and pre-determined.
Outside of that, we were not talking about RNG for mat rolls but RNG for which stats would get the option of being increased.
@@romanwiller2180 Yeah, he says there will be ranges for values and everyone immediately went RaNGe = RNG and completely ignored when he said that the actual value created was based on the material quality. At no point do they say RNG. Mike seems to think that blueprints will have different modifiable stats on each blueprint and that you can have blueprints for the same item with different modifiers.
@@stevenminnett524 Mike has a listening problem
2:50 that is the only question I would want answered - how much of this is actually being worked on, versus still just “we want to, we plan to, we think that…”
@@CraigPaschang yes
base building is in active development and has been for a while, but it's a monumental task so it's unclear if that actually means it'll come out relatively soon
my hope is that it's going to be late 2025 or early 2026 at the worst
@@ironwarr 💀
@@warren3174 I'm open to discuss it since a skullemoji doesn't say a whole lot
@@ironwarr the emoji says it all
Mike they never said RNG - if you'd not paused in the middle of his sentence, it was obvious that the stat range was purely "if you use shit-tier materials, you'll get as low as the bottom of this range - but if you use top-tier materials, you'll get as high as the top of this range". It's literally just to show how good/bad the stats can be within a given tier. Zero RNG involved.
I literally yelled in my car that he jumped the gun. Again
He doesn’t know how to listen and then acts annoying when someone tells him to listen to the full thing. Lmao.
I'm watching his reaction and still fully understand that it's not RNG. It's like he is still spaced out when he hits resume and doesn't catch the other half of the sentence.
The small scale spacestations was my question. Kinda bumbed that it's not in the works but also kinda happy it might still happen
Nice! Crafting is really exciting!
They want to avoid that Paladin Q&A I see
grinding hell
They just need to skip the first 20 questions 😆
@@h.y-chenbuhu a videogame
Just the ships u want on the store and skip all the rust stuff lol
11:25 no, they have to be on the correct shard whether you are online or offline in order to attack your base. They can mitigate it by allowing scanning to find out if the base is on your shard and where it is.
1:14:31 armor can be crafted because armor doesn't have insurance like the ships is what I"m assuming they're coming from.
oh damn literally one second later it's answered yeap gonna keep this comment here though
I used to play a game called darkFall online and in darkfall we had a siege system so that you had to drop a siege Stone on a on a city and in order for you to seige. This gave the opponents a week to prepare and they had a schedule on the calendar when they could log into defend their City that's the kind of system they should use your sieges I think but then lightning raids become undoable in the game so I don't know hopefully they figure something out.
finding out about the shard should be part of the scouting. Scans of an area. You figure out the proper shard and then you can plan ahead without notifying everyone that you're coming
You can’t plan for who is joining your shard. There won’t be any control over servers, you’ll get what you’re given unfortunately.
If anybody tries to attack your base, just jump servers. It won’t be an ideal scenario.
@@illgottengains1314 sounds like you got insider information XD doesn't sound like what they said. you can't even just jump shards right now. it will just log you back to the same shard. But for battles you will have to. so maybe there will be a tool to plan a shard jump.
@@martinschemmel84 I’ve thought long and hard about it 😁
There’s just no way to control all these variables. People will be in and out of servers all the time for various reasons. It doesn’t bother me, I’d rather play with NPCs anyway and the Org life isn’t for me. I don’t want to know about players spending thousands on ships and bases that I can’t have.
@@illgottengains1314 obviously there will be a shard selector in login screen.
@@dhwajgoyal if you say so. Not much point if you don’t know which shard your target is on. If they gave you that information, it would turn into a wild goose chase around the shards. Not gonna happen.
46:00 i think what you're talking about could also open up the possibility of having junk yards. Like, I need a chair for a hornet. This guy has one, and it's cheaper to buy it from him than to find all the mats to fabricate one myself.
Which would create new job or just vastly expand salvage.
Heya Mike! Just wanted to take a minute and say thanks for the videos and content you do; I started backing SC about 3 years ago and along this journey you've been one of my favourite sources of related content, and I very much enjoy the format of both your videos and your streams!
I hope for bases that have been abandoned after a certain period of time they become available to scrap with say a vulture or a reclaimer to clean up the planets for profit.
1:21:00 as far as I understood it, there is only one "Tier 1 Gladi blueprint" with all stats having a range. It's not that there is many different gladius blueprints.
Also, you absolutely can skip all the steps and their respective resources as you upgrade. What he is saying is that the quality of your "Tier 2 gun" will not impact the end quality of your "Tier 3 gun."
the shard stuff makes a ton of sense tbh. Otherwise there'd be a ton of offline raids even if the entire org is active and vigilant. Though it does feel awkward maybe they'll do some meshing/instancing once it's dynamic. Seems like it's the early stage.
Looking forward to running my ship breaker yard.
The repair blueprint seems like it's saying the repair printer can't know where to put things without a blueprint to tell it. And that does kinda make sense.
I might be the only miner who likes the current rocks with multiple ore types. Think it adds a lot to the loop understanding how everything interacts and knowing which rocks are better than others. You could also then have to make a decision between taking a rock with high quality Titanium, but low quality something else to get it. I like that its a simple system to get started in, but theres alot of complexity to dig into if you want to.
for the nodes, I'm wondering how they'll keep people coming back. My guess is that they'll have it so individual nodes will dry up, like they said, but new nodes will be spawned as the others dry up, giving explorers and surveyors something to do.
Great content once again. Side note. I am half Portuguese, my Mother’s side with my grandparents having been an arranged marriage. They have all passed away now but talk about wonderful people to grow up with and learn from.
I read the blueprint stat range as RNG on craft, not RNG on blueprint pick up.
The parts you put in denote the ‘Aspect’ or ‘Buff type’ and the Range denotes the level of Stat+ within the range of the blueprint level.
I would imagine that once they get dynamic server meshing working, they'll be able to have you transfer to the server that the base was built on. At least once they have one shard per region.
I like paxdie land claim boundary system, it starts as a circle but when you try to neighbor another plot of land it confirms that side to a more straight border the other side still a round if there are no neighbors on the side, and boxed in is only an issue for a solo player, org preferred not having any open space in the land aka no gaps in the land between many org players.
I hope they not only have materials of some metal plus quality, but also different properties. Like low radiation steel, or material X with traces or material Y, etc. which they can be used anyway like the regular stuff, but may have specific uses as well for some niche process.
I thought the aaron halo belt was slrdy in, just had to quantum in diff directions snd manually stop yo get there
It is lol
I’m hoping someone else commented on this: the whole confusion about upgrades would not be confusing if you ever played Star Wars Galaxies. It sounds like the crafting, upgrades, everything is heavily inspired by SWG’s entire crafting system. It was BOTH a combo of choice + RNG within boundaries, further modified by the qualities of the materials you use.
When they were talking about ships can only find ship mineables etc. i was thinking itd be sick if you could enter the ID of each scan response to only show that item, like how ships might be 10950, or rocks are 1345, etc etc because i think currently every scannable object type has that unique id for their class type
I'm assuming that the repair BP would work like repair in survival crafting. If it takes wood twine and stone to make a hatchet then after using it it takes wood twine and a stone to repair it. The BP would just tell you the amount you need for the repair. That's my guess at least
Great having some devs on so things are clarified even more.
I also remember with OGStar wars galaxies, the materials had values within their own kind too. such as iron on a low lvl world was not as good as iron on a mid tier and such and such. you can still use any iron but using higher stat raw materials made for higher stat products and finished products. low stats still worked but high stat was way better and had hidden bonuses.
On the blueprint part it sounded to me like a blueprint has a range of let's say 10 to 50% improvement to some stat. And if you put in titanium tier 1 purity you only get 10 to 15% increase as a result. And if you put tier 5 titanium to manufacturing process you get 40 to 50% increase.
Something along those lines make total sense, there's like max level you can reach with the certain blueprint but only if you put max quality materials.
That would also add to the fact that you found some rare expendable blueprint and would not want to use it until you find the best materials for it.
Something that i wouldn't mind is a copay paste feature of your base. I used to play gmod darkrp and whenever you leave the game your base would disappear, but you could always copy and paste your base in a different location when you come back online. Also a recent game i played once human, if you need to move as you progress the map you would simply just copy/pick up your base, (in star citizens case have a copy/cut deconstruct timer but saved into the drones database), and paste in a new location.
So o pay $700 for a Perseus but I have to upgrade it?, Ill need to find RNG blueprints to even do it...wtf
With the multi-material capable mining ships (Arrastra able to carry ROC's), it would be nice if the scanning type was selectable.
I believe that the range of the stats is min/max you could reach with the material you use. The minimum is the base. Example a P4 has 800 rounds per minute base minimum but could be upgraded to a max of 880 Rpm for a teir 1. A tier 2 could reach a max of 960 Rpm. There is no RNG to the stats.
was waiting to watch this one with your reactions :)
Nice ideas, don't expect that it will ever implemented this way.
"There should be little deviation between what you say now, and 1.0" (paraphrased a bit)."
Well said.
Over the course of the past 10 years, with an average of $15 per month tossed into Star Citizen CCU chains, I've acquired 6 ships. Including the C8X that came with my Carrack and my starter Cutter. I managed to get two of my ships for almost roughly 50% of their current sale value; The Merchantman and the Polaris. Every other ship I have, EXCEPT for the Polaris and the Cutter, is a low or mid-tier career ship meant to help us get on our feet and establishing cashflow quickly. Everything but the Cutter has LTI, I simply don't want to worry about permanently losing a ship if I can't afford the insurance for it. For example, if I go bankrupt in-game, I want to make sure I have a selection of ships to choose from to start making in-game money again with a variety of activities. My "Mid-Tier" ships are the Carrack, Merchantman and Ironclad. The only reason I got the Polaris was because I managed to snag it for roughly 50% of its current sale value and the timing for acquiring it just happened to work out perfectly. I CCU'd my Hull C for it. The Ironclad I got because I wanted a good cargo/trade ship, but I didn't want to have to handle the Hull C on day 1 of go-live, it was just too much since I do a LOT of solo or very small group gaming. I got the Polaris for some good group fun, but I really don't expect it to even leave the hangar for the several weeks after 1.0 hits. It's going to be a VERY expensive ship to fly, after all, and it's not a ship to fly solo. I wanted a GOOD group play ship and the Polaris just felt like the right ship for me to acquire, I had just enough store credit after melting a couple of my low tier ships to CCU into it for like $25 in new money. I expect the Merchantman (also about 50% off current price!) will become my home-away-from-home and will become our "Home Ship" until we have a base built somewhere to call home and even then... It will probably end up being parked somewhere as our "mobile storefront" based on the way they've stated the ship will be useful for. I can't wait for THAT gameplay loop to get fleshed out and give the ship an actual reason to exist and be realized and finished up. I do expect I'll get two more ships by the time 1.0 hits, both low-tier ships.... a Prospector and a Vulture. I have two more LTI tokens I can make use of and those two ships are money maker ships, which is what I want the bulk of my "swipe" ships to be. Career ships that will help me get on my feet faster than if I were starting with, say, just the Cutter or any other basic starter ship. I don't expect I will be acquiring any other ships after that, but... It really depends on when 1.0 hits and how many more $15 per month "donations" I can make to the project between now and 1.0! :) It's going to be FUN! Assuming, of course, I'm still alive by then! o.O
Hey @Mike, regarding RNG and crafting. There isn't any, please let me explain 🙂
1. Each tier has a min and max range of stats.
2. Resource quality affects stats.
3. Key point, the maximum and minimum stats at each tier is VERY important for balance.
4. When crafting an item, the resource quality determines the bonuses, within the minimum and maximum ranges for that tier!
5. Finally, crafting an item using the same resource quality and tier, will produce the same item/stats. Also known as a deterministic system 😊
Reason for this approach, it will allow CIG to nerf or buff resources bonus at any tier. Which can also respectively apply to all previously crafted items.
For example, perfect gold increases SCM speeds top speed.
- 1% at tier 1
- 2% at tier 2
- 3% at tier 3
- 4% at tier 4
- 5% at tier 5
If this isn't balanced, they can nerf/buff golds effect at each tier. While maintaining control over the maximums, preventing people from exploiting the system...
This reminds me of Star Wars Galaxies crafting. Such a good mmo for its time ❤
Melting ships for cosmetics might make sense later after release once you've made enough stuff to not be dependent on you initial ships. There's not much advantage with pledge ships at that point.
14:12 alpha is subject to change beta means this how it is going to be with minner changest
Question is if I decorate my ship and have armors ect inside and upgrade it do they stay or disappear.
So around the 25-28 minute mark they are talking about rescource nodes dissapearing and changing places, my question is with ALL buildings being see-able and all nodes changing, what happens when an entire planet is covered in buildings? Like that wont lag the shit out of the game?
Buildings, ships, guns and other items will have wear and tear eventually. Abandoned bases could crumble to ruins after so long or even be stripped by salvagers/scavengers. I imagine moving your land claim wouldn't move the buildings, but leave them abandoned.
i could easily see players systematically building bases on planets to force resource spawns in a certain area
They have a terminology problem which The Salty One pointed out: The EU server is a shard and has multiple servers. Huh? I mean, I know we get it, but why would they allow such an obvious and basic terminology conflict?
The salvage stuff in EvE came out after more than 8 years of its release. It was added to the game for Tier 3 ships, then later added to other aspects of the game like stations etc. If I remember correctly which I'm probably not.
Same with PI materials and some of those are required in T2 production lines.
I love the idea of industry being multi-faceted especially in an MMO-like experience where one person can't reasonably complete an entire process although it'll be fun to try once or twice just to experience it.
The downside is that there's far far more things to balance if those items and mechanics are released at the same time and if there's too many options for players only the profitable (i.e usually the hardest or the most dull) will be "worth doing" so the numbers will be skewed on paper but not necessarily in reality.
This stuff could have been looked at once a fledgling industry was established in order to see the habits of the player base and use that knowledge to develop advanced stuff, or more complicated stuff.
If it's going to be Tier 7 Satisfactory production lines from the very beginning that might put more people off than to entice them in to begin with.
It's one thing to make your own T1 drones, ammo and cruisers in Eve and a totally different process to make a regular amount of T2 ships and modules with researching, inventing, material acquisitions and manufacturing chains. Although that step isn't impossible with the experience from the basic and easily acquired minerals. Keeping track of four or five different ores is far easier than keeping track of of twenty five different items across three or four different collection mechanics. Although buy orders can make it easier it will mean there's less to zero profit unless it's built for own purpose and can be used to generate its own income faster than the build time.
So you wrote this whole thing to tell me it’s too hard to balance when another game did it already and they just have to do something similar.
Question is after the base is moved does the groundgo back to normal or can people flatten a planet forever.
If you have timers and reinforces like EVE and can dictate the base defence, then it's ok for the offline raid.
Its gonna be super annoying finding a base you wanna raid and then checking the shard and it is somewhere across the world with 300 ping. Could imagine having to do this repeatedly and take away from the excitement of finding a base to raid.
The weapon crafting is extremely similar to crafting in games like Avatar Frontiers of Pandora.
so much speculation from the devs, that should be in the title of the show !
Commodities being considered stolen until they are consumed or altered is a pretty basic gameplay mechanic that exists in lots of different games. If you steal wood or iron in WarTales, it is marked as stolen. But if you use those materials to make a weapon or armor, the stolen status goes away because the material is no longer recognizable.
Org storage warehouses needs an in-game log for accountability, I also think guild/org members online should see "Trespassing" notifications when members enter the warehouse and remove inventory.
I wanna know with the implementation of fabrication building and eventually the maelstrom destruction engine. What happens to a base with a colossus bomb? What's to stop anyone from just going around griefing all the bases? The cost of a colossus vs the immense cost of an entire base..
I want to see Mike put out an hour-long video with Eve footage just talking about the parts he likes and wants to see transferred over
i think the repair blueprint refers to how many of each resource it takes to fully repair an item. think Ark survival evolved. also the bedlog system. you will log in and out where ever you are standing like dayz or Ark but youll get a rested bonus for sleeping in a bed. probably stamina and experience or something.
I'd ask the same question about the offline/base raiding on a different shard about the respawning of the mineral deposits. They said there will be a certain amount of deposits on a planet, that they respawn. But if there are 100 shards and 100 combinations of people mining the resources away, how will the minerals sync to be respawned? How could you sync up randomly generated nodes across 100+ shards in real time?
By pulling that information from a global database instead of in synced up shard databases.
With the blue prints and materials it's, something along the lines of, make plate with range of 5-30, if you used copper its going to be a 5, if you use bronze it's 12, used iron, 20, steel 25. but they are all plate, just the material makes it better or worse.
I think they should do the base shields like Eve structure timers
This is an alpha state, the base stuff will make more sense as 1.0 comes. Once we are on a specific shard the base will be permanent there.
This crafting and resource gameplay is giving me flashbacks to SWG
I sure hope so..would be nice if the resources had stats
SWG (preNGE) is THE standard.
@@oksotheresthat6185 Resources with stats are going to bloat code so badly...
...I really hope I'm wrong.
SWG?
Crafting can be both RNG and quality selection. Just depends on weighting for each.
Getting a blueprint for armor means they don't have to give you the armor itself back, so it's not infinite armor, you still have to go craft it. It takes the pay to win aspect out of it because you don't always have the item if you don't have the mats to make it.
They can eradicate the Day 1 advantage of pledge backers with land claim beacons by simply delaying the availability of land claims for the first month of 1.0 being live. Orgs that can actually afford the costs associated with the beacons that came with Pioneer pledges will be able to get enough to afford a beacon if they didn't already have one, and individual players will have time to earn enough to get the beacons for land plots they can realistically afford to maintain within a month of play.
definitely like the SWG crafting vibe. They seem to be lifting that system lock stock and barrel. SWG crafting system was the best imho
I like what i hear,
Hopefully it doesnt take too long.
I'm also happy to pay fresh money for cosmetics, if they are good value, not £12 to change the colour of the hercules to a solid different colour without a pattern etc
The items are still illegal during transportation. So the pirates have to get them back home without being scanned
They need to make bases scannable to see if they’re on your shard or not.
offline raiders like raiding because they want to see whats inside the shiny bases. i have played a number of games with people like that. they only want to raid all the time and basicly just spend hours looking at a base and figuring out how its built and wacking a wall for 4 hours to break inside then realize there wasnt anything in there or its loaded with gear.
you could farm the gear yourself much easier but they only play to raid and dont care to do anything else.
Wonder how many ppl would take instanced base building (dont ask me how thatd work), if it helped the server fps and desync.
I would hope mining and salvage are changing again and it's not surprising... Remember all those forms they gave us to fill out? Obviously these things need to be revisited.
Now salvage requires a bit more work than mining but I'm not really surprised they have more concrete idea of what they want to do with mining and speak on that first compared to salvage. The changes did sound good like they were taking feedback and moving in a positive direction.
Thank fuck this game has the PTW route so I don't have to bother with crafting as I hate it lol
No base for me as I'll just be floating are living in my ship and seeing what happens, I own alot of ships so I don't deal with the rust crap
I am first, really happy they seem to be peeling away the pay to win, taking my USD and making it all T1 ships that I won't bother to use. (and I backed for an uncomfortable amount)
I am second, still sad that science game play is, seemingly, never going to happen. They have shit on realism not just back to fun, but back to believable (by Michael Bay fans) and it's really made this into a project I would not have spent more than $100 on.
I get most people won't think this is Scam citizen, but to me, it's Scam citizen. Chris Roberts promised one thing and the devs delivered on the most popular 50% of that. It's hard for me to balance
(a) My joy they are delivering
(b) My disappointment they aren't.
Combine this with it being ~20 more years until the Endeavor is in game... it's just... I got scammed, and I'm sad the community will downvote me to hell for saying it.
There's no way we are getting away from ships being sold on the pledge store. I think that was one of the main motivators of the tier system. They'll sell tier 1 ships on the shop and then it's up to people to make them better within the game. Distances them a bit from the pay to win stigma since you can't get the "best" ship with cash.
The only attacking a base on the same shard makes perfect sense… what if you were walking around your base and then out of nowhere it was taking damage from someone attacking it on a completely different shard. 😂
That part makes sense yes, but for the attacker it is a bit weird
@@saltemikereacts you kind of talked over the part where they mention running into a base you cant attack will happen less as the shards get bigger, right at 11:42 you hear him mention it quickly
I run mobile base every game i play, my question is, is there a blueprint just like in satisfactory, allows players to easily rebuild their decoration or structure position?
the rng is from when the resources were collected, from the tool methods and quaility of the raw source. the resources you USE will give better results, but wont be based on rng
I feel like the RNG will just be which quality materials you find while mining, the crafted stats will be directly based off the quality of resources that you put into it and the quality of the crafting machine.
Regarding the land claim advantage. Based on what they said about how resource nodes continue to spawn, yeah your claim might find the best resource on daymar on day 1, lets say the best is some 875/1000 copper, but then a month later a different version of copper that is 933/1000 quality spawns all over the planet and your base isn't on the best ones... solved, mining bases will have to follow the resources.
COPIUM TANKS AT CRITICAL LEVELS I REPEAT COPIUM TANKS AT CRITICAL LEVELS
The inability to attack bases if you are not on the same shard issue should be resolved with 1.0 is online and we have dynamic server meshing since your base will be its own shard that everyone connects to and not having only a few shards for the entire universe.
Havent watched yet but im most interested in what their blueprint system will look like. Will it be like rust or abiotic factor where everyone is an encyclopedia of recipes that you unlock as you go, or will they use the BPC/BPO system that EVE uses where blueprints are physical items that are needed for manufacture.
I'm ok with that. Has a very 40k STC feel to it. I wonder if there will be a way to make copies of a permanent blueprint to sort of essentially "bank charges" of a blueprint that's infinite usage but has a timer.
I do also hope they bring back accessing multiple inventories in range. It's sometimes just too tedious filling SCU containers with the new system.
As accurate as possible for this show, is what Jared meant to say.
My bad I skipped his slideshow too fast down when he was reading for the camera
1:16:22 this part isn't hard to understand if you bought a Javelin of course you are not going to be given the blueprint. What would stop you from just printing more Javelins and breaking the in game economy? You will always have 1Javelin via insurance. You are not buying the IP to reproduce it. You have to earn that blueprint in game like everyone else.
It can be both rng and choice ... material quality adjust the distribution of stats
just FYI his explain of the blueprints was mis understood at first. .
Each blue print level lets certain status buff within a certain range. say level 1 is 1-5 in each category, then Level 2 blueprints let you beef up certain stats from 5-10. and the specs you hit you can hit in those stats is determined by the quality of the material that you are using to craft it. This is actually perfect because depending on how min max or how lazy or how attention to detail you are will determine how GOOD of a class 2 / MK2 variant of that ship you have. so not ALL mk5/class 5 ships at the top tier will be equal. This is excellent as it means certain ships must be built and focused on to be perfect and those get used for certain operations and the less exact crafted ones are going to be lower in stat but likely easier to crank out.
I will be talking about it in week in review. Dec from the show dmed me about the confusion and we talked about a few other things to that I felt needed a bit of clarification.
@saltemikereacts that's gonna be good. I'm not a stream simp...but I'm not gonna lie i waited to watch this until you dropped it here. Keep keeping it real Mike.
I really hope ships and bases need resources equivalent to their physical size and make up. So that there’s a big economy for lots and lots of raw materials. Edit: may have spoke too soon. I love eve and they did a really really good job, so I have no reservations if they use ideas form that game.
Space stations not limited to orbit is interesting