My MOST HATED ISSUES In Star Citizen & How It Could Be Better

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🚀 Welcome back, Citizens! 🚀

In today's video, we dive deep into the 5 most hated issues in Star Citizen and explore how these problems could be improved. From the need for better server performance and the addition of server meshing, to the implementation of a robust economy system, we cover it all. We'll also discuss the importance of tangible in-game rewards that go beyond mere cosmetics or subscriber flair, offering meaningful incentives for players. Join us as we break down these critical issues and propose solutions that could make the Star Citizen universe even more immersive and enjoyable.

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These issues are just a few of the most desired changes that I want to see take place beginning with 4.0. It would be incredible to see ALL of these. What are your thoughts? Let me know in the comments!

Havk
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Absolutely agree this is actually a rare period of time that I'm actually pretty bored with the game where I'm looking for another forever game to hold space for it not saying I'm quitting but just I need something to make me want to play

SHADOW
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To the NPC and remember thing: Hasnt CIG already said, a few years back, that NPCs will remember you actions like they do in Middleearth: Mordors Shadow? But ofc this is not in. I remembering a Video from CIG about that who they showed/said that

sagichdochned
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A couple of things: you can set your respawn at local stations -- if you're doing missions in an area away from your landing zone location, just set your respawn at the location where you're doing missions. I may change this multiple times during a play-session if I find myself visiting Hurston or Crusader and don't want to spawn back at Microtech. I think that's a fine tradeoff.

There is already an expedited cargo loading. You don't have to manually load your ship. Just have the system auto-load it for you. So that fix is already there.

And the inventory system seems to be in flux between usability and backend database performance.

Billy-bcpk
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I want the game to be exactly like when I take my own real starship out each day to do interplanetary contracts, because realism.

hwgusn
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Star Citizen, one sick game engine. Can someone make a game with it?

vulcand
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Love your background in the video RSI Galaxy Bridge ❤
Iv been playing SC for years and I can say since 3.20 a lot of issues got fixed. But 3.17 was the best time for me.

jpsaayman
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I agree wholeheartedly with every single point you made. While I may change a few solutions here and there but on the whole broader picture was well delivered!

asiftalpur
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With the upcoming 4.24 many industrial ships will be rentable, i was thinking CIG just missed an opportunity to make reputation matter, instead of renting a hull-c right away why not make it a reward for high reputation with the hauling guild, or let us use the handheld salvaging tool for just one contract to unlock the vulture!

Love you videos and cannot wait for the next one o7

Turki_SC
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My most hated issue is the crash randomly and you lose your stuff or have to start over and re-equip stuff. Its very tedious and boring lol

brandonhalcyon
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Economy Economy Economy, I'm a pirate and I know that I can't have fun if there are no bobs. I want a strong vibrate pve community so I can have a strong and fun PVP experience. I can't get that without an economy that is exactly like what starsim is pledging.

escaflownae
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I agree with all mentioned issues, sometimes its a love hate relationship with SC :D Maybe another point would be releasing a feature / ship and hype it via ISC and so on, but it never works as it should ( yes I am looking at you, Hull-C )

BeermanAUT
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More people need to remind CIG the biggest problems that will only get worse if not focused on. It sometimes seems CIG puts too much focus on making new ships to sell instead of making a game.

Desenrad
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Great video! High quality and top content!
Just like you, we are all super pumped about this game, but also very worried when it moves in the wrong direction (or when it just does not move at all).


I guess you raised most of the urgent points they need to get moving in order to advance with the game (while keeping it alive + bringing more players). Still, I'd add a few more things to be urgently tackled, such as:

i) NPCs - Not only NPCs on the ground need to improve, but also the ones flying. In order to the verse feel alive, we need UEE patrols, Pirates roaming, haulers moving cargo, et cetera. We don`t need to flood the space, but it can`t be ONLY players moving around (especially with more star systems/planets to spread players even thinner).

ii) In addition to the economy and crafting that you mentiond, having Auction houses and base buildings (with cost attached to it) would also ramp up player commerce and give a real meaning for aUEC.

iii) Ship balancing, in all possible ways. This one is super sensitive, but here it goes. Currently, it does not make any sense to multicrew ships and engineering/fire is going to make this even worse. We need a severe rebalancing in ships in order to make multicrew viable. Nerf single seaters (max fuel & alpha dmg), boost turrets hardpoint sizes & aim, give actual functions to co-pilots/other seats. Right now, it makes zero sense to fly 2 or 3 people in the same ship, while most ships have most of the damage tied to the pilot. Multicrew is just for role play right now, and doubling or tripling the health pool won't change the fact that they are just sitting targets.

matuto
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I'm missing the NPC interaction and proper economy the most. And I like to add, that in summary, the game lacks a way, to make the player feel important. Most of MMOs makes you the hero, although ironicly then any player is. But it works in most games.

CaspCic
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Well I agree with a vast majority of the points that have been made by havoc. I would have to say my number one personally would be the handling of project management with this endeavor. The whole point of a project is to have an end and unfortunately that bar keeps being raised or that goal post keeps being moved further back. Strategically I think things like this have to be discussed prior to the tactical or day-to-day issues that are pointed out. Cheers

Whterider
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I agree with you. I actually just posted a question to CIG today asking about dynamic economy. I'll post again here in case any of your viewers know the answer. Has CIG said anything about player driven economy? For example if players decide to only deliver RMC to Area18, will the other TDD locations have a shortage?

Justinl
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@Hav0k Thanks my man for continuing to bring the current reality of where SC is at while reminding us that these types of videos comes from the "love" you've got for the game.

We're all rooting CIG on but after all these years, they need to understand we need to see a game that runs smoothly or at least smoother than what we currently have.

I'm not sure if this is exactly true but it seems to me that, CIG seems to be bringing a more focused commitment to bringing a less buggy 3.24 to our screens.

Honestly I'm not super excited about 3.24 BUT I do think it's an important step they need to get right so they can move forward to the next step.

Bubblegum_Ronin
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I think people forget what an alpha game means. It would be wasteful to be doing optimizations and debugging at this point in time(it requires lots of resources and the game would never be finished). It's not supposed to be a playable game until the beta and we haven't even gotten to alpha 4. They sell ships not gameplay because it's not meant to be played like a game. I agree that balance is off and it is frustrating, but it's still just a tech demo, let it cook for a bit.

PSP_
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Absolutely for NPCs. Make some about which we might care on how we interact with them Constantine, do you want to go along with him, or cross him and each shouild haver positive and negative repercussions. The game has a rich Lore which they dont really use. As for the ecpnomy, players are suipposed to be too small a focre to make much difference to the wider 'verse, Really good video.

andrewfanner