Star Citizen talks up the new reputation system arriving in alpha 3.13

    
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This week, Star Citizen’s regular video series is all about earning that rep, outlining the reputation system that’s arriving in alpha 3.13 as well as detailing what the system means for the game and how it will evolve and grow.

At its core, reputation in Star Citizen is about filling up two bars with NPCs and with organizations: Affinity, which measures how much a mission giver or group likes player characters, and Confidence or Career, which measures how certain a character or organization respectively believes player characters can get the job done.

On the subject of the Career metric, organizations can have several scopes associated with certain mission types like bounty hunting, jailing, or piracy depending on the company. Each successive scope has standings, with higher standings offering better rewards, and players with higher standing can even take group mates with lower standing on missions that would otherwise be unavailable to them.

When the system arrives to alpha 3.13, it will focus mostly on mission completion, but the reputation system will be further expanded to take into account player actions across the ‘Verse. What a player does during a mission, what types of missions players take on, their behavior in the game, dialogue choices made during NPC interaction, attacking a certain group’s holdings or ships, and even what a player is wearing when talking to certain NPCs can affect reputation to the positive or negative side.

Finally, the devs want to ensure that reputation isn’t just earned but maintained, as there are plans for a “drift” that slides reputation back to neutral over time. The idea isn’t to enforce a grind, according to the devs, but to give players high-end goals that take effort to reach and keep, as well as make players stand out and give them reasons to keep coming back and doing missions they like or want to do. The video below offers many of the explanations, as well as a rundown of patch 3.13’s feature set and promise of its arrival soon™.

source: YouTube
Longtime MMORPG gamers will know that Star Citizen was originally Kickstarted for over $2M back in 2012 with a planned launch for 2014. As of 2021, it still lingers in an incomplete but playable alpha, having raised around $350M from gamers over years of continuing crowdfunding and sales of in-game ships and other assets. It is currently the highest-crowdfunded video game ever and has endured both indefatigable loyalty from advocates and immense skepticism from critics. A co-developed single-player title, Squadron 42, has also been repeatedly delayed.
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Tee Parsley

I thought you built rep in SC by buying more and more expensive spaceships?

While the systems mentioned did seem a bit grindish, don’t worry: They’ll have years to smooth things out…..

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Drunk3nShaman

Avengers, We are nerfing the EXP in a game you no longer play!

Star citizen, Hold my Beer.

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2Ton Gamer

This was one of those moments when as soon as they mentioned that drag element I knew… This was not going to go over well….

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Bruno Brito

Finally, the devs want to ensure that reputation isn’t just earned but maintained, as there are plans for a “drift” that slides reputation back to neutral over time. The idea isn’t to enforce a grind, according to the devs, but to give players high-end goals that take effort to reach and keep, as well as make players stand out and give them reasons to keep coming back and doing missions they like or want to do.

The idea isn’t to enforce a grind

give them reasons to keep coming back

enforce a grind

coming back

???

Soooo…is CIG now trying to feature creep their own language? Because this is literally grind. The hell.

Use the goddamn english we all adhered to. Don’t change words’ meanings at will.

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MothballShow

They needed to “refactor” their messaging. Communication 3.0 isn’t on the current roadmap.

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Joe Blobers

Let’s just avoid the core of the message about multiple ways to handle reputation. As usual, CIG pick features that have been done in many others games but push it to the next step.

Because grinding is “Performing Repetitive Tasks” within a game to gain experience points, to progress through the game, we can say that most games have some type of grinding.

SC is no exception. The difference is in the method or perceived method: not to enforce a grind but to give players high-end goals that take effort to reach and keep.
Is it grind? Absolutely. Does CIG approach is to provide players with a better experience through the perception they have to grind? Yes, at least this is the goal with a reputation system touching all aspect of SC, individual players (including wearing specific outfits), NPC’s and Orgs.

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Bruno Brito

Is it grind? Absolutely.

I don’t care for whatever else you said. I’m not gonna debate semantics with your reprobate ass.

But you yourself just assumed, this is grinding.

Which means this is enforced grinding. Period. There’s no debate on this.

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Joe Blobers

Your own sentence: “Don’t change words’ meanings at will”… period :)

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Bruno Brito

I didn’t, dipshit. It’s grind. I literally copied your own sentence.

Don’t try to weasel your way out of this with your standard weak-ass rationale.

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Joe Blobers

Yes it is grind, I said it right in my own comment. Why pretend I did not Bruno?
But it is different of “enforced grinding”. In English like in any language, one word have a meaning, two have a different meaning :)

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Nosy Gamer

I didn’t see anything that pushes Star Citizen’s standings feature to the next level, except for the drifting function. Are you referring to the sheer amount of actions that can generate positive or negative standings?

I’ll be interested to see if negative standings for actions survives the development & feedback process. Players tend to not like negative consequences for their actions. It’s the kind of thing you see in old school games like Everquest & EVE. Also, if you have too much information being gathered and processed, it can affect server performance. Ask any EVE player involved in the huge null sec fights if they would like the Crimewatch system turned off.

One thing I can see not surviving the cut is the drifting function. Not because of any technical limitations. EVE Online implemented the same functionality back in 2015 with the Active Defense Modifier in its sovereignty system. But players do not like seeing any hard work being wiped out because they do not log into a game for a period of time. In the long run, the feature could discourage lapsed players from returning to the game by instituting a long grind upon returning. They may decide to go find another game where they can have fun.

People may need to chill out about the latest news. SC is still in alpha and a lot can change. Also, that video included in the article makes it sound like the standings feature is very much a work in progress, if the work has even begun.

Turing fail
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Turing fail

@#$% English when Newspeak is so much more pragmatic

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styopa

I’m curious what their algorithm would be for promising something and not delivering it for nearly 10 years?

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lolzzer

Er if I like a mission enough to keep coming back and redoing it, I’ll come back and redo it.

A game designer hitting me with “a drift that slides reputation back to neutral over time” to make me do missions really makes me think he thinks these missions aren’t good enough for me to replay voluntarily.

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Joe Blobers

Not good enough for player to replay voluntarily? This is just offering many options based on multiple circumstances or locations to perform differently if you think the final reputation is not satisfying should you decide to try others paths.
Nobody will stop you to perform a single task over and over again.

Either you care about a precise type of mission and won’t even have a look at reputation or you do care and will try to have others missions of the same type but not identical with new rewards that may grant you an access to specific technologies, outfits, locations, shops.

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Totes McGoats

“Finally, the devs want to ensure that reputation isn’t just earned but maintained, as there are plans for a “drift” that slides reputation back to neutral over time. The idea isn’t to enforce a grind, according to the devs, but to give players high-end goals that take effort to reach and keep, as well as make players stand out and give them reasons to keep coming back and doing missions they like or want to do.”

Bruh. That’s adorable!