Lorien
Supreme [H]ardness
- Joined
- Aug 19, 2004
- Messages
- 5,197
This was very well done
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The CCU and ‘melt’ systems were created to give backers the kind of choices they wouldn’t get from a normal publisher.
We knew that concept ships were going to change as the game’s systems were built out and balanced after their initial sale. So early on we ensured that backers could melt a pledge for the full amount of credit put towards that pledge, and then use that full amount of credit towards a different pledge. However a problem occurred when people wanted to keep elements of their original game package – say the physical goods, or the LTI on the ship, as melting destroyed the whole package. This created a major Customer Service overhead, where we had to add and change packages manually. So the CCU system was developed to allow backers to keep the current features of their game package, but swap out the digital ship. Between these two systems, in many cases it has become a game itself to navigate the system to end up with the ship of your dreams, but has also enabled some exploits that do not benefit all backers.
We have identified an issue related to the stockpiling of $0 CCU's. As we previously stated, there are more than 1.1 million unused CCUs in the system today. 1.05 million of these are $0 ‘cross trades’ and the vast majority of these are held, unused, by significantly less than one percent of Star Citizen backers. Some people have thousands of $0 CCU's on their account at this time, which is clearly an abuse of the system. A very small number of users are creating a scenario where they can get a limited ship in the future, without having put any value towards the right to do so. With a stock of $0 CCUs on their account, they can generate ships to sell to other users for their own profit.
There is also a potential design issue related to the number of ships in the universe at launch. We are getting to the point where we need to drill down deeper on things like ship rarity, overall dispersion and the like. When we don’t know how many ships may be present at launch, this makes it much more difficult. The implications there are far-reaching: if Carracks are the most popular ship then we need to put more resources on exploration… if Buccaneers are everywhere then we need to build missions that will be challenging and fun for Bucc pilots. It’s something that touches every part of Star Citizen.
All of that said: we’ve spent some time thinking about options to address this, which don’t include an extra charge. While we need to end the abuse of the $0 CCUs, we understand that these systems help all backers and reassure people who are just starting the game. We’ve settled on a plan that will eliminate $0 CCUs without impacting the benefits of the CCU and melting systems in general.
The first part is very simple, we will eliminate the $0 CCU from concept sales starting with this week’s sale. If you have a ship of equivalent value and you want to use store credit, you can of course melt it and purchase the store credit version. This should greatly reduce stockpiling of CCU's.
The second part is longer term, but very important: we will plan for a process to expire the unused $0 CCUs from the system. We want existing CCUs to be used as intended: to pick a ship that works for you, and not as a permanent ‘anything goes’ option. This will not happen immediately, but as we approach 3.0 it will be an important part of this process. And we want you to know in advance that this is coming.
This simple solution should address the issues we've discussed here. Our goal is to make Star Citizen the best game it can be for all players. As always, we thank you for your support.
Zyloh | CIG@Zyloh-CIG
Today at 10:00 am
Hey everybody,
On Friday we mentioned that we’d be making some changes to the CCU system with the Eclipse sale. Rather than raising the price of CCU's, we’ve decided to take a different approach.
The CCU and ‘melt’ systems were created to give backers the kind of choices they wouldn’t get from a normal publisher.
We knew that concept ships were going to change as the game’s systems were built out and balanced after their initial sale. So early on we ensured that backers could melt a pledge for the full amount of credit put towards that pledge, and then use that full amount of credit towards a different pledge. However a problem occurred when people wanted to keep elements of their original game package – say the physical goods, or the LTI on the ship, as melting destroyed the whole package. This created a major Customer Service overhead, where we had to add and change packages manually. So the CCU system was developed to allow backers to keep the current features of their game package, but swap out the digital ship. Between these two systems, in many cases it has become a game itself to navigate the system to end up with the ship of your dreams, but has also enabled some exploits that do not benefit all backers.
We have identified an issue related to the stockpiling of $0 CCU's. As we previously stated, there are more than 1.1 million unused CCUs in the system today. 1.05 million of these are $0 ‘cross trades’ and the vast majority of these are held, unused, by significantly less than one percent of Star Citizen backers. Some people have thousands of $0 CCU's on their account at this time, which is clearly an abuse of the system. A very small number of users are creating a scenario where they can get a limited ship in the future, without having put any value towards the right to do so. With a stock of $0 CCUs on their account, they can generate ships to sell to other users for their own profit.
There is also a potential design issue related to the number of ships in the universe at launch. We are getting to the point where we need to drill down deeper on things like ship rarity, overall dispersion and the like. When we don’t know how many ships may be present at launch, this makes it much more difficult. The implications there are far-reaching: if Carracks are the most popular ship then we need to put more resources on exploration… if Buccaneers are everywhere then we need to build missions that will be challenging and fun for Bucc pilots. It’s something that touches every part of Star Citizen.
All of that said: we’ve spent some time thinking about options to address this, which don’t include an extra charge. While we need to end the abuse of the $0 CCUs, we understand that these systems help all backers and reassure people who are just starting the game. We’ve settled on a plan that will eliminate $0 CCUs without impacting the benefits of the CCU and melting systems in general.
The first part is very simple, we will eliminate the $0 CCU from concept sales starting with this week’s sale. If you have a ship of equivalent value and you want to use store credit, you can of course melt it and purchase the store credit version. This should greatly reduce stockpiling of CCU's.
The second part is longer term, but very important: we will plan for a process to expire the unused $0 CCUs from the system. We want existing CCUs to be used as intended: to pick a ship that works for you, and not as a permanent ‘anything goes’ option. This will not happen immediately, but as we approach 3.0 it will be an important part of this process. And we want you to know in advance that this is coming.
This simple solution should address the issues we've discussed here. Our goal is to make Star Citizen the best game it can be for all players. As always, we thank you for your support.
ECLIPSE – NEWLY DECLASSIFIED: the Aegis Eclipse is a bomber designed to get in and strike before it’s ever even spotted. After extensive service with the UEE, this high-tech military equipment is making its debut on the civilian market for 2947.
I was immediately put off by "Can other players hijack my ship? Yes." Since you pay real world currency for these ships. The incentive to cheat will be enormous.
They have revealed the Eclipse (at least a little bit), and are offering it for an early sale TODAY ONLY.
This is an important gameplay element but while in most games you concerns would be warranted, Star Citizen is designed differently. For instance, the pervasive "insurance" systems. Before you take ANY ship out that you own (or are driving for someone else etc..) its a good idea to spend in-game currency and get it fully insured. Thus, if you crash and total the ship, the game will return you a brand new ship of that model with all the default equipment onboard. Note there are diffferent kinds of policies and they stack, so "Hull insurance" which covers the entire hull and all standard equipment is the "basic" insurance that is the least you should fly with, but you can also buy (with in-game earned money) policies to say, cover the cargo you're transporting for its value and/or cover all the upgrades and customizations you made to the ship compared to stock. Insurance is meant to be a common "gold sink" of sorts and be affordable, so its rare that a player should ahve a legit ship and not have it covered by at least hull insurance. Its also notable that many of the concept ships come with LTI / Lifetime Insurance which is exactly the same as standard hull insurance, but as a small perk does not require any in-game premium payments.
Thanks to the Insurance system, its unlikely you'll have to worry about actually losing a ship if it gets hijacked. Furthermore, someone does hijack your ship unless they can get to a pirate / fake-ID location of one kind or another, they'll be a wanted man with a hot ship until they can "clear the plates". No matter what they, you file a "claim" and get a ship returned to you no matter if it was stolen, blown up etc... but if the thief gets blown up, caught etc.. then that ship is gone from them!
Yeah, I'm sure this will all work. Just as soon as they can get the AI to do something as simple as hunt down spawn campers.
https://testsquadron.com/threads/reddit-repost-we-cant-all-be-pirates.8533/
Does the PE currently do any of the things you've stated in your post involving pirates? It sure doesn't sound like it, if the extent of "protection" is just hacking-in no-fire zones around stations.
And with the vast majority having lifetime insurance, what's stopping the entire universe for becoming one big never-ending war? That will get old quick.
Oh and regarding LTI, from the very start there has been a plan to ensure that it doesn't become a "no consequence" system. Even LTI ships take time to be replaced if they are destroyed (or similar) under certain circumstances (ie repeated suicides) and just in general regarding the more "claims" there are, to discourage bad actors and whatnot.
Yes but it depends on which Aurora model you have. Go here: https://robertsspaceindustries.com/pledge/extras?product_id=51
Then just find your particular Aurora model and see which $0 CCU you can use to upgrade it.
P.S: If you weren't aware the Aurora is getting revamped to bring it up in line with the higher quality/materials/texturing of newer ships.
I don't like these recent changes or that my $35 ship package may not actually have the whole game.
Wait... what's this about? I haven't logged on in nearly a year. Do I not have the full game when it comes out?
Single player and multiplayer might be purchased separately. Even if you have it you might not have all the missions is what I think I read.
Here's a thread on it. https://forums.robertsspaceindustries.com/discussion/289936/do-i-have-access-to-squadron-42
Uh this has been known for a loooooooooooooooooooooooooooong time, anyone who kickstarted or pledged prior to 14 February 2016 received SQ42 as part of the package (assuming you didn't buy a ship only package).
https://robertsspaceindustries.com/comm-link/transmission/15189-Package-Split-Information
Another guy said if you don't have "Squadron 42 Mission Disk" you may have to buy additional missions.
Wow, what a cluster fuck.
Maybe to you, but to the normal person it's not very obvious. Maybe if they broke it down in a more coherent manner people would realize what they are actually buying. Like (single player) and (multiplayer) after the package name.
You mean people who occasionally read their email updates from RSI or know how to use google search? Or even looks at mainstream gaming websites?
https://www.kotaku.com.au/2016/01/r...split-for-star-citizen-and-free-week-of-play/
Your argument is that people should follow a game that is in (practically) permanent limbo? And expansion packs are normal years before the game ever even launches?
Well you might be right on the second part these days, which is sad, but expecting people to follow a game like this is strange to me.
No that's not my argument, only that all the information is freely and easily accessible, so making indignant posts about your misconceptions rather than doing a 5 second google search only makes you look foolish.
And yes expansion packs are planned years in advance, what do you think publishers are doing when they sell season passes before the main game is even released? Again this isn't a surprise with Squadron 42, it is clearly stated upfront as part of the $6 million stretch goal.