They said they would do it, they allocated developers to doing it, they showed off their work to the backers. Their incentive for them doing it is that people will be pissed if they don’t at this point, and stop buying their new ships.

I think Derek’s point is that, if they alter the plan, they will do so (and say “pray I don’t alter it any further”) only when it’s best for them - and certainly not now, since that would impact their revenue.

The economy is coming online, as shown in that video, so they can’t wait forever to nefariously change their plans. Once they make ships available for Alpha UEC, it would be even harder for them to put the cat back in the bag.

I agree. I don’t think pay-to-win mechanics in a mobile game is the same as securing 175 million (might as well round up) on .jpgs and promises.

Is insurance going to start working when the economy part goes online? Because it seems they are tied somehow. Also, how will the economy work without the NPC system working as proposed, and without most of the economy-related player-controlled gameplay like mining and such? Are those things all coming online together? Any idea on how balanced it might be? And how well will that economy work in servers that crash with more than 10 people at once? Is the communication/persistence between servers working fine? And is the economy balanced well enough to provide a good gameplay experience?

The economy going online without all the basic gameplay in place sounds like a big mistake to me, but what do I know?

It’s going to the evocati test servers tomorrow, right? So we won’t need to wait long to see.

The initial implementation of insurance is coming in 3.0.

The initial implementation of the economic background simulation is coming in 3.0, but it will be bare-bones as they’re only dealing with basic commodities at this point (not ships or ship components). My understanding is that as more items and item types are added to the economy in subsequent patches, the background simulation will expand to cover them. Ways to make money in 3.0 will include doing missions and hauling/stealing cargo.

My guess is it will be a work in progress.

As well as anything would work in that scenario? It seems like they’re postponing 3.0 until they deal with that.

Your currency is persisted fine from session to session now, we won’t know how well inventory persists until we get our hands on 3.0.

TBD

The purpose of the economy in 3.0 is mainly to test cargo hauling as a profession. They’re clearly pushing for component and ships sales in future versions though, as evidenced by them showing work-in-progress kiosk UI’s for those items in that recent AtV video.

Doubtful. As seen in the latest production schedule:

This is a screen capture of the current count of all issues we’re intending to burn down before we consider releasing to Evocati.

A developer of the forums cautioned that these numbers may increase in this week’s schedule.

Sorry but that’s not true. The economy isn’t coming online. Please go ahead and show me where you see that ANYWHERE in the short term schedule that currently is 3.0 - 3.2.

We already went through this. There are LOTS of things they’ve assigned to devs that were either shit-canned, yet to be touched, or still in progress. I should mention that 3.0 was due out in Dec 2016.

You’re getting ahead of yourself. There is currently NOTHING in the game’s framework to support ANY of that. Like at all.

Says who? After the delays since June, it’s definitely going to Evocati tomorrow? LOL!! I will believe it when I see it.

Yup. You are aware that back when sources told me that the internal dev schedule was no way reflective of the public schedule, some people thought I was making shit up. Then in the 08/04 schedule, a bunch of NEW items automagically appeared in the schedule. Just like that. Out of nowhere. I wrote about that here, along with the post of the analysis.

They removed the description once it became feature complete, but I found an archived version from April.

SOLAR SYSTEM SHOP SERVICE
The Solar System Shop Service dictates what retail products, natural resources, and services shops are willing to buy and sell. It also decides their current level of inventory and prices, all of which may vary over time. It acts as an intermediary between the game and the back end simulation/rule set.
ETA is 21st April

The text from the current production schedule is as follows:

SOLAR SYSTEM SHOP SERVICE
Feature Complete

I think I’ve said this before, but there’s just no incentive to actually deliver the product when imaginary in game items are selling for thousands of dollars… delivering the product will just result in a many lost woodies and refund demands.

They, in the very least, need to demonstrate overall progress so as to avoid a rebellion.

To add to that, if they announced that ships would not be purchasable with in-game currency, I think there would be a shitstorm the likes of which we haven’t seen before.

Yeah, uhm, that’s not the economy model. Are you high?

Yeah. Most of us having been saying that for awhile now.

Wait! How is not announcing it different from, uhm, not even bringing it up?

The Solar System Shop Service is the system that will determine the inventory and prices (buying and selling) of every shop based on the background simulation and the shop’s category. It is the evolving invisible hand of the economic simulation, a la Freelancer’s original vision. Its presence in 3.0 marks the first steps of a simulated economy. You will be able to purchase goods at one location and turn them for a profit at other locations.

What will be missing in 3.0, to my knowledge, is the production chain whereby items (materials) are turned into different items (products) which are tracked by the simulation. This is a critical component of Star Citizen’s vision no doubt, but to say that this precludes 3.0 from featuring an economy is to say that Elite: Dangerous has no economy, since that game does not have a real production chain either (they simply have categorized locations that supply and demand different items, something which is included in the Solar System Shop Service description).

They frequently bring up the topic of purchasing ships, that is, they frequently bring up adding the functionality to purchase them with in-game currency. Why would there be a shitstorm in response to their current course of action, which is showing progress on what they promised?

Given the swathe of features and mechanics yet to be even close to implemented, any ‘economy’ being introduced in 3.0 is going to be so far from final form as to be practically worthless. They cannot be spending time tweaking a complex supply chain economy when more than half the game systems don’t exist.

It will be basic in 3.0, and mainly exist to test cargo hauling. However, it will be connected to their backend simulation, as mentioned in the production schedule.

The Star Map on mobiGlas looks cool o,o

In case you hadn’t heard, in this past Friday’s update, CIG went from a schedule with delivery windows, to “f@ck you, we ain’t you telling shit” 😂 They removed all dates in latest version. Instead, they’re now going to be doing a new show segment called a “burndown” which is supposed keep backers up to date on the project. Except now with no schedules on what is being delivered and when.

This shit just writes itself now.

The CIG explanation:

I wonder how much of their backers’ money they burned for that 20 minute movie explaining how they’re following normal development processes?

I mean golly, JIRA, GANTT projects, and burndown charts, how exotic! What were they doing before they moved to this brave new development paradigm? I’m surprised they didn’t drop in a bunch of cut n’ paste bullshit about agile, kanban boards, scrums, and stand-ups and act like they invented all that stuff yesterday.

Fucktards.

It’s fine guys. They know what they’re doing. Just blindly trust them. It’ll be great. You know it’ll be great.