If you don't know what Star Citizen is: https://robertsspaceindustries.com/ [https://robertsspaceindustries.com/]
The Star Citizen forums are sickening, with any post mentioning the payment model immediately filling with trolls, so I thought I would ask on another website (after all, SC forum users are by no means representative).
A quick description of it:
For the time being players can buy in-game ships for anywhere from $35 (for the basic starter ship) to a $250 ship, though $1000 and $1250 ships were also sold in limited quantities. Multiple ships can be purchased by a single player, but ships will no longer be directly purchasable after launch. In the final game, all ships will be obtainable without spending real money.
After release, players will be able to directly purchase in-game credits up to a certain ($25) maximum per day (in interviews Roberts, the lead dev, has used the numbers "30-40 hours a week" to describe the amount of gameplay these purchases are meant to "keep up with".)
Roberts says it is impossible for the game to give an advantage to those who pay because all items effecting balance can be earned by playing the game, and combat itself is influenced by skill and a rock-paper-scissors balancing system.
So my question is, do you think it is possible that this system will give an unfair advantage to those who pay?
Also, a side note. The first playable release out; the hangar where you can look at the ship you own, change its equipment, and drive around your hanger in a buggy.
(For those saying they lost interest in Star Citizen, remember that the payment model has no impact on the single player game, and private servers can be made which can set their own rules or be modded.)
UPDATE:
There is now an in-game credit store, however credits can currently only be obtained through cash purchases. The maximum number of credits purchasable per day is $25 worth.
Items sold are decorations ($5-$10), weapons ($4-$16), and a buggy to drive around the hangar ($20).
Additionally, hangar upgrades can be purchased for a mid level ($20) and high level ($40) hangar (free with, respectively, the $110 and $250 ships).
UPDATE:
Devs have announced the shop will be changed due to the negative feedback. https://forums.robertsspaceindustries.com/discussion/comment/712980/#Comment_712980
https://robertsspaceindustries.com/comm-link/transmission/13241-17-Million
A Poll has been added to the $17 million stretch goal news post which has four selections:
A) Halve the cost of credit shop items
B) Give players "Test" currency which can buy items for a limited amount of time.
C) Remove the credit shop, selling its items in the cash shop instead.
D) Now that their intention has been explained, the current system is ok.
The Star Citizen forums are sickening, with any post mentioning the payment model immediately filling with trolls, so I thought I would ask on another website (after all, SC forum users are by no means representative).
A quick description of it:
For the time being players can buy in-game ships for anywhere from $35 (for the basic starter ship) to a $250 ship, though $1000 and $1250 ships were also sold in limited quantities. Multiple ships can be purchased by a single player, but ships will no longer be directly purchasable after launch. In the final game, all ships will be obtainable without spending real money.
After release, players will be able to directly purchase in-game credits up to a certain ($25) maximum per day (in interviews Roberts, the lead dev, has used the numbers "30-40 hours a week" to describe the amount of gameplay these purchases are meant to "keep up with".)
Roberts says it is impossible for the game to give an advantage to those who pay because all items effecting balance can be earned by playing the game, and combat itself is influenced by skill and a rock-paper-scissors balancing system.
So my question is, do you think it is possible that this system will give an unfair advantage to those who pay?
Also, a side note. The first playable release out; the hangar where you can look at the ship you own, change its equipment, and drive around your hanger in a buggy.
(For those saying they lost interest in Star Citizen, remember that the payment model has no impact on the single player game, and private servers can be made which can set their own rules or be modded.)
UPDATE:
There is now an in-game credit store, however credits can currently only be obtained through cash purchases. The maximum number of credits purchasable per day is $25 worth.
Items sold are decorations ($5-$10), weapons ($4-$16), and a buggy to drive around the hangar ($20).
Additionally, hangar upgrades can be purchased for a mid level ($20) and high level ($40) hangar (free with, respectively, the $110 and $250 ships).
UPDATE:
Devs have announced the shop will be changed due to the negative feedback. https://forums.robertsspaceindustries.com/discussion/comment/712980/#Comment_712980
https://robertsspaceindustries.com/comm-link/transmission/13241-17-Million
A Poll has been added to the $17 million stretch goal news post which has four selections:
A) Halve the cost of credit shop items
B) Give players "Test" currency which can buy items for a limited amount of time.
C) Remove the credit shop, selling its items in the cash shop instead.
D) Now that their intention has been explained, the current system is ok.