Let’s go space shopping in this week’s Star Citizen Around the Verse

    
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We’ve been chatting about game economies this week here at Massively OP, so it’s a happy coincidence than this week’s episode of Around the Verse features Star Citizen’s shopping kiosks and commodities system in detail. Heck yeah, space shopping.

“The kiosk is going to be the user’s interface to purchase things or sell them within the game that are not physically within the shop in the case, purchasing or things in their inventory, things from their ship all selling with be done through the kiosk,” explain studio reps. There’s also a nifty discussion on the difficulties of scaling the economy to support the sale of “super tiny and inconsequentially priced [items] all the way up to […] massive battlecruisers.” As for recipes,

“Recipe in the context of Star Citizen is somewhat similar to a crafting recipe in other MMOs. It defines the types of commodities and resources that go into manufacturing a given item like a laser cannon or even a ship. The way that we use recipes and the way that you may find them in another game is that those recipes generally aren’t used directly by the players, instead they’re used by the design team to really sculpt the types of goods that are bought and sold in a location in the world and that’s to make that location feel correct. So if it’s a factory that it buys and sells the kinds of things that you would expect from that location.”

There’s also a studio update from the Foundry 42 base in Frankfurt, which is “pushing on numerous fronts for 3.0” in addition to Squadron 42.

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possum440 .

The only way to have any type of an economy and not a barter system as is the norm in ALL MMO’s is to have regulation and finite resources.

Resources need to be finite and not hoardable, that’s where regulation comes in, that way economies are kept moving and do not turn into infinite, hoard barter systems that all MMO’s run off today, including EVE, the worst of the bunch.

Safeguards need to be put in place so that scams and theft cannot happen because of real life trusts placed in game situations. This would lead to Star Citizen being nothing more than EVE online with its cesspool community and corrupted devs.

On single player sales, contracts need to be made and filed. This will hold a record that can be reviewed by GM’s or game staff to prevent scamming and intentional theft by misleading other gamer’s. Again, there is a game out there for these dregs, it is called EVE online.

CEO’s or whatever they are called would be able to sell nearly all assets of whatever they call a corp or business in SC. Items placed into the main holdings by players would not be sold unless released by the individual via some type of in game message so that person could authorize it. Items manufactured and placed, and owned by everyone would need the same type of sign off by at least a board of officers and the ceo or leader to prevent scams or real life trust scams.

If a leader or ceo gives a second in command the keys to the kingdom, that second in command still couldn’t do anything right away as any transactions would be on hold for 30 real life days to verify the corp or whatever isn’t being scammed.

Furthermore the lower level the person in the command chain that has all these highly secret pass codes or whatever, the longer the wait time to authorize the final deal. Example, CEO, immediately with verification on stored personal items, Second in command 30 days, and the lower down the chain, the more 30 day real life chunks are added.

There would be no reason for a pilot just joining to suddenly have all pass codes for some reason other than they scammed their way in and “security” would simply be verifying by using this long wait time. this would allow the owners to investigate or verify why the low level player had the codes in the first place.

Real life businesses have security, so should games that use real life money and time invested for people playing. Scammers always use the defense, “its just a game”.

Without these safeguards and security this game will nothing more than another EVE online with better graphics.

There is a game for the players wanting to live in a cesspool, for the thieves, the scammers. It is called EVE online.

None of this would affect piracy in space and those agreeing to let their corp or whatever be infiltrated. The CEO/Leader/owner can simply disable all password protections and anyone that joins would get a huge red message indicating this corp or whatever has no security or in game safeguards and to join at their own risk as anything put in the main holding, including cash would not be protected. This would let pirate corps do what they do best, cut each others throats.

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primal

Scams and theft will always happen even in 900 years time because we humans are just like that. Take that away from a game is removing a big trait from us. I like watching a TV series called dark matter which is set in the future and yep scams galore

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Utakata

I think that’s a Smart shopper way in the background there. o.O

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Tarka Roshe

Being someone who likes to play the “economic” game, I’m glad to see this stuff being showcased. Perhaps we may see it in game around Gamescom time? Here’s hoping.

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Melissa McDonald

Star Wars Galaxies was a little bit like this. You had Station interfaces that you used for character management, and Kiosks could be run by merchants/players to sell their wares.

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Giannis Papadopoulos

I know it will sound weird, but I am not following Star Citizen so far and have little to no idea of how this game is gonna work. My main question is, if this is gonna be the new EVE, mean hardcore pvp etc…

Or it will be more casual friendly, pve exploration, etc?

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Tarka Roshe

Eve is predominantly a PVP based game with PVE aspects. Star Citizen is probably going to be more in the opposite direction of that. The game universe will have a npc to player ratio of 10:1. Which gives you some idea of the direction which CIG are going. Theres going to be PVE type missions, reputation systems (which you dont necessarily need in a PVP dominated game), and various “soft” careers such as mining, hauling, trading, bounty hunting (which may or may not be pvp related) and exploration both in space (think nebulas etc) and on the ground (the planets are going to be huge, and you’ll need land vehicles to get around on them). They’re also building assets and tech to allow for habitats (think of Mass Effect Andromeda outpost type buildings) and one day, farming. Disclaimer: none of this is in the game yet. Its still VERY early in terms of content inclusion. They’re building the foundation stuff right now.

Ofc, it will have safer areas and not-so-safe areas but we don’t know what the ratio of those will be yet. Which kinda makes things up in the air right now about how much or how little pvp there will be. Its too early to put an accurate figure on it, if you were wanting one.

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primal

you can pvp to your hearts content dude . its just like eve/real life, the highest security areas have the fastest response times and tech to stop say people bringing weapons into the areas.

some systems will be more heavily guarded than others like terra prime will have really high security etc whereas some where like the Nyx system with delamar in which is a free for all port for the down and dastardly wont have any “police” you’d just have to contend with everyone else.

there even designing missions so 2 separate groups of people could be asked to go to the same location to get something. if its the same thing well, fighting may occur to get that item or fighting might just break out anyway.

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Gene Elder

the level of detail that is going into this game is a large part of the delays, imo. I mean, they could just throw something out there like Elite Dangerous, but why add another crappy game to the growing pile of crappy games. I think once this game is in solid beta, its going to be miles ahead of anything else out there even pretending to be a space sim. And im not saying that because im invested, im saying that because when it comes to wowing me with tech, there are games that get one or two wows, but every time i hear about another tech milestone from SC im wowed. The large scale universe still blows my mind. I know that other games can fake it, and feel universe sized, but from what I can tell, SC is the only game that actually created a solar system sized map (yes, 1:10th scale, but still).

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Rottenrotny

Meh

Godnaz
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Godnaz

Are you on the right post thread?

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Rottenrotny

No I was in the wrong thread and then when I went to go delete it I didn’t see any option on my Android browser so I just edited it to say Meh. :-P

Godnaz
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Godnaz

First off, this isn’t a graphically glamorous episode of ATV. The German studio, Foundry 42 update at the beginning is where most of the eye candy is.

That being said, if you are interested in a broad look of how complicated the economy system is and will work in Star Citizen, listening to the engineers talk about how this kiosk system works, gives you a decent break down of how something like mined ore, for example gets transported, sold or traded, then refined and sold again to make things like ships, vehicles, weapons and other ore based goods. It also goes into detail about how important selecting a ship can be. You won’t be able to select any ship in your inventory just anywhere. While tied to other reasons, it plays into how the economy works and how they encourage ship use throughout the universe.

A great tech nerd episode and delivers some mechanics people have been insisting on instead of fluffy eye candy. EVE Online players/economists will dig this episode.

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Nosy Gamer

As an EVE player, the episode left me with a couple of questions.

1. Will you be able to put items on the market yourself, or is all selling on the market done by the AI?
2. Will you have the ability to sell items directly to players, and will there be systems available to facilitate such trades?
3. Will you be able to see the prices in all markets in all systems, or will you need trade alts to lookup prices?

I realize the game is still in alpha, with many game systems still to be developed, but so far it doesn’t sound like a player-driven economy. At most, it will be player-influenced.

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Joe Blobers

1) Yes player can sell item to market but price will be driven by market
2) Yes it will be possible to sell P2P
3) We do not know. SC is based on information that have to transit and takes time. How much time we do not know

It is not a fully player-driven economy like EVE. Players are suppsoed to be 10% out of 90£ NPC’s. However destroying for instance a manufacturing will raise price and require materials to rebuilt it.

SC will not be EVE… it is something else so players can find the game that fit their play style. The next 12 months are going to bring jobs like trade, mining, transport, salvaging…

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Nosy Gamer

It sounds like you don’t set your price on the market. That’s going to throw off a lot of people, and not just EVE Online players. I’ve set my own prices in WoW, EQ2, EVE, and GW2. Having the game set the price for you seems more like a single-player game feature.

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Darkwalker75 .

I think you misunderstand.
If you choose to put something up for sale you can set the price for that yourself, what I was referring to was if you sell something an NPC vendor.

All MMOs have vendors you can sell items to, difference is that in most MMOs those prices are fixed, where as in SC they will be dynamic based on the market, like I mentioned in my example above.

Hope this clears up the confusion.

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Darkwalker75 .

I realize the game is still in alpha, with many game systems still to be developed, but so far it doesn’t sound like a player-driven economy. At most, it will be player-influenced.

And that is exactly what it is, player influenced.
I dont know why you would think it would be player driven, its always been said to be player influenced not player driven.

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Nosy Gamer

Because I watched the video and heard Treavor Wernisch use the phrase, “a real living economy driven by the players”?

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Darkwalker75 .

The words driven and influenced seems to be used a lot interchangeably.
What it means is that the players will be able to influence it influence the economy, but not be player controlled or player run like in EVE.
IF a group of players start praying on merchant ships preventing them from reaching their destination with their goods, you will see the prices in that area go up as a result.

Eventually you will see missions for escorting said ships, which will also affect the price, but probably not to the same extent as if the goods never arrived at all.

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ichi sakari

an easter egg from the episode

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Godnaz
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Godnaz

Gotta watch those Wall Street Enraged Grizzlies.