From todays controversial thread on SC in game professions there was one great post from one of our regulars here, which sums up the information on professions quite nicely. Thank you ! I saved it for later use - here it is again:
A colossal amount of developer information can be found here: http://www.scqa.info/ Just introduce a keyword and i'll filter out all the stuff related to it.
I am not sure if I was meant to be a bartender in Star Citizen, but the Salvage and Repair part is interesting. Also the possible job of running a tuning workshop for ship engines and equipment.
Besides my number one interest (exploration and research).
Yeah @Vrika it would be quite nice to have a review of the older design documents as stuff gets fleshed out. Right now this won't confirm any exact details due the nature of design > integration, but it gives the overall idea and direction of how stuff is going to work.
They do release a ton of recent info, like on stuff as Cargo & Trading (actively in dev to release on 3.0) however, it's spread on many places, videos, QAs, etc... There's really a need to centralize such things.
Hopefully this infor gets updated with 3.0 bringing professions online.
I doubt there will be professions in 3.0 already. That update seems to focus on all the tech bells, to introduce planetary landing and missions on ground. Thats a a big bummer, as big as the PU, techwise ..
Ofc there will be more content, but only to entertain us, not to make the game a game. Giving values to the gear, the whole trade thing, items, missions, more players in instance and and and .. Techwise i would say, we are at 50% maybe. The basic things come slowly together, but we still dont have a game, more kinda commercial alpha.
Maybe they introduce a first iteration in Mining and crafting, setting the first basic mechanics, but who knows.
Yup, SC and Crafting are not holding hands together, it's always possible the designs can tackle something related to it but as it stands, no word on it. The only crafting I see on SC might be more linked to their ideas surrounding player-owned real estate. If you own X factory, that acts like some sort of "crafting table", you still have to trade around the raw resources to the factory and trade the manufactured ones it produces.
As for 3.0 in terms of professions, shows as planned, trading of goods in-between landing zones, cargo transport and hauling missions, on piracy and such the ability to retrieve floating cargo from ships and buy/sell illicit cargo.
Then what they call of Mercenary that is some sort of beacon system related to combat missions where the AI generates them, the first iteration of this might be AI calling out for help.
The bounty thing is something kinda around though supposedly on 3.0 integrated on the Job's places, to kill wanted players/NPCs.
So 3.0 is big on tech but if those features as planned make it to the release then it's the first taste of professions, that is the game having systems and play loop supporting different types of play.
Way too much reading and thinking going on here. Especially when you have no idea how much of that will change or never make it into the game. This creates too much room for a lot of mad people because things don't end up being the way they imagined.
As for 3.0 in terms of professions, shows as planned, trading of goods in-between landing zones, cargo transport and hauling missions, on piracy and such the ability to retrieve floating cargo from ships and buy/sell illicit cargo.
...
My understanding is that players will be able to influence and manipulate the prices of the goods sold by the NPC "producers".
This will be by either preventing raw materials from reaching a manufacturer (piracy, privateering, mercenary actions, etc.) or by ensuring that a certain producer or station gets an abundant supply of raw materials (mining missions, cargo hauls, escort missions for supply ships, etc.)
So, in theory you could help a NPC producer to produce cheap goods, buy them up and then transport them to somewhere else where there's a high demand (and price) for those items.
It's fairly ambitious and it will be interesting to see if it actually works as planned. Players can be quite ingenious...
My understanding is that players will be able to influence and manipulate the prices of the goods sold by the NPC "producers".
This will be by either preventing raw materials from reaching a manufacturer (piracy, privateering, mercenary actions, etc.) or by ensuring that a certain producer or station gets an abundant supply of raw materials (mining missions, cargo hauls, escort missions for supply ships, etc.)
So, in theory you could help a NPC producer to produce cheap goods, buy them up and then transport them to somewhere else where there's a high demand (and price) for those items.
It's fairly ambitious and it will be interesting to see if it actually works as planned. Players can be quite ingenious...
It's not driven by the player but the player can influence how the AI plays out. That's the whole design of the game's economy, NPC factory spawns quests to get goods and to sell goods then their trade ships being attacked and so forfh is meant to impact the prices on that sector.
Then it's AI or Players, even if no players are around to take a transport mission, AI will take it, what creates that whole part of the game that is AI traders. And those AI traders can be attacked by players or AI pirates, and so forth.
One of the conclusions is that the game's economy is meant to work even if no players are online, it's really one interesting design to have AI doing what players will also be doing.
The whole economy is running on a NSC 90:10 Player principle.
Reason: a) avoids problems when player population drops (e.g. as it happened in SWG at later stages) b) avoids total market manipulation by players (e.g. WoW AH buy-outs, EVE Online Iceageddon )
The whole economy is running on a NSC 90:10 Player principle.
Reason: a) avoids problems when player population drops (e.g. as it happened in SWG at later stages) b) avoids total market manipulation by players (e.g. WoW AH buy-outs, EVE Online Iceageddon )
Have fun
I guess what it all translates to is that prices will essentially be controlled by the devs.
There will be a price band for everything, and when a price rises or falls too far, NPC agents will be generated to "balance things out".
The trick is going to be to avoid a relatively stagnant economy, whilst also countering the inevitable attempts of players to manipulate the system. It won't be easy to find that middle ground.
I guess what it all translates to is that prices will essentially be controlled by the devs.
I guess the prices do float as well. Like if the factories and all that jazz create missions to bring resources and trade what they produce, I think to make things float they could do something like, the prices depend on the % of successful trade missions going on.
Like, if no players are taking cargo transport missions, there are both player transporting cargo or player escorting trading ship, or there's a high % of failed missions then the prices of the products affected would increase. It creates a sort of supply/demand system.
I think with that the economy is not static, yet the players don't manipulate it, wouldn't it work out as the necessary balance?
Yup, SC and Crafting are not holding hands together, it's always possible the designs can tackle something related to it but as it stands, no word on it. The only crafting I see on SC might be more linked to their ideas surrounding player-owned real estate. If you own X factory, that acts like some sort of "crafting table", you still have to trade around the raw resources to the factory and trade the manufactured ones it produces. [...]
Is this player dreams or do you have any official info on player owned factories.
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it. The cake is a lie.
I guess what it all translates to is that prices will essentially be controlled by the devs.
I guess the prices do float as well. Like if the factories and all that jazz create missions to bring resources and trade what they produce, I think to make things float they could do something like, the prices depend on the % of successful trade missions going on.
Like, if no players are taking cargo transport missions, there are both player transporting cargo or player escorting trading ship, or there's a high % of failed missions then the prices of the products affected would increase. It creates a sort of supply/demand system.
I think with that the economy is not static, yet the players don't manipulate it, wouldn't it work out as the necessary balance?
My question is has this system been proven in any other MMO's?
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Is this player dreams or do you have any official info on player owned factories.
Player-owned real estate was mostly talked about after the Gamescon 3.0 demo, it is however not planned to be added by release.
"That's a great question, that's actually something that we, long term, want to do. I'm not so sure whether you'll be able to do the fullest of that on the initial release. (...) We're already looking at organizations, groups of players, being able to buy and build up some industry on various planets. "
The quote is actually from 2014, I was looking to where player owned industry was mentioned to see if the design wasn't just "player-housing" and actually had economy-play.
My question is has this system been proven in any other MMO's?
One MMO where the economy is driven mostly from the output of missions that both the players and AI take? I don't think there's any MMO around with this AI Driven design surrounding the economy, they usually follow the same norm as most of the others before.
But I think I could exemplify with GW2; at a micro-level GW2 does have areas of its game and especially the new event maps, where players play through one map's events and depending of its success (within all the players on that map) the access to certain shops and the prices of the shops of the areas (as well waypoints and such) gets dynamically updated.
I think we could grab that GW2's example and put it towards SC, on a solar system instead of a map and within the economy scenario. Then with missions instead of events and with the addiction that AI also plays through those missions. When that plays out the global of players is influencing but not controlling the economy of that system, possibly also mission generation or anything else they wish to change from player's actions.
Comments
Besides my number one interest (exploration and research).
Have fun
I'd wish RSI would release some new information and updates about the professions, but I guess they're not that far in development yet.
They do release a ton of recent info, like on stuff as Cargo & Trading (actively in dev to release on 3.0) however, it's spread on many places, videos, QAs, etc... There's really a need to centralize such things.
That update seems to focus on all the tech bells, to introduce planetary landing and missions on ground.
Thats a a big bummer, as big as the PU, techwise ..
Ofc there will be more content, but only to entertain us, not to make the game a game.
Giving values to the gear, the whole trade thing, items, missions, more players in instance and and and ..
Techwise i would say, we are at 50% maybe.
The basic things come slowly together, but we still dont have a game, more kinda commercial alpha.
Maybe they introduce a first iteration in Mining and crafting, setting the first basic mechanics, but who knows.
Lets see, im curious ^^
Players will do missions to supply NPC corporations with raw materials. The NPC's will do the crafting.
As for 3.0 in terms of professions, shows as planned, trading of goods in-between landing zones, cargo transport and hauling missions, on piracy and such the ability to retrieve floating cargo from ships and buy/sell illicit cargo.
Then what they call of Mercenary that is some sort of beacon system related to combat missions where the AI generates them, the first iteration of this might be AI calling out for help.
The bounty thing is something kinda around though supposedly on 3.0 integrated on the Job's places, to kill wanted players/NPCs.
So 3.0 is big on tech but if those features as planned make it to the release then it's the first taste of professions, that is the game having systems and play loop supporting different types of play.
This will be by either preventing raw materials from reaching a manufacturer (piracy, privateering, mercenary actions, etc.) or by ensuring that a certain producer or station gets an abundant supply of raw materials (mining missions, cargo hauls, escort missions for supply ships, etc.)
So, in theory you could help a NPC producer to produce cheap goods, buy them up and then transport them to somewhere else where there's a high demand (and price) for those items.
It's fairly ambitious and it will be interesting to see if it actually works as planned. Players can be quite ingenious...
Then it's AI or Players, even if no players are around to take a transport mission, AI will take it, what creates that whole part of the game that is AI traders. And those AI traders can be attacked by players or AI pirates, and so forth.
One of the conclusions is that the game's economy is meant to work even if no players are online, it's really one interesting design to have AI doing what players will also be doing.
Reason:
a) avoids problems when player population drops (e.g. as it happened in SWG at later stages)
b) avoids total market manipulation by players (e.g. WoW AH buy-outs, EVE Online Iceageddon )
Have fun
There will be a price band for everything, and when a price rises or falls too far, NPC agents will be generated to "balance things out".
The trick is going to be to avoid a relatively stagnant economy, whilst also countering the inevitable attempts of players to manipulate the system. It won't be easy to find that middle ground.
Like, if no players are taking cargo transport missions, there are both player transporting cargo or player escorting trading ship, or there's a high % of failed missions then the prices of the products affected would increase. It creates a sort of supply/demand system.
I think with that the economy is not static, yet the players don't manipulate it, wouldn't it work out as the necessary balance?
When you have cake, it is not the cake that creates the most magnificent of experiences, but it is the emotions attached to it.
The cake is a lie.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
compiled information on in game professions
The whole economy is running on a NSC 90:10 Player principle.These 2 statements imply that SC has launched.
"That's a great question, that's actually something that we, long term, want to do. I'm not so sure whether you'll be able to do the fullest of that on the initial release. (...) We're already looking at organizations, groups of players, being able to buy and build up some industry on various planets. "
The quote is actually from 2014, I was looking to where player owned industry was mentioned to see if the design wasn't just "player-housing" and actually had economy-play.
But I think I could exemplify with GW2; at a micro-level GW2 does have areas of its game and especially the new event maps, where players play through one map's events and depending of its success (within all the players on that map) the access to certain shops and the prices of the shops of the areas (as well waypoints and such) gets dynamically updated.
I think we could grab that GW2's example and put it towards SC, on a solar system instead of a map and within the economy scenario. Then with missions instead of events and with the addiction that AI also plays through those missions. When that plays out the global of players is influencing but not controlling the economy of that system, possibly also mission generation or anything else they wish to change from player's actions.