this post was submitted on 31 Oct 2024
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[–] Maggoty@lemmy.world 1 points 3 weeks ago (1 children)

Something along the lines of "planet X is building Y, requiring delivery of Z within the next 2 IRL months."

I have literally never seen that in a game. Every single MMO out there abstracts it's economy unless it's a specific world event requiring x number of deliveries by players to trigger. Stop holding SC to unrealistic standards.

[–] Agent_Karyo@lemmy.world -1 points 3 weeks ago (1 children)

These sort of mission/events are extremely common in MMOs, I believe there are examples from 20+ years ago. You yourself admit that they exist.

I am saying that trading/hauling gameplay in SC is comically primitive (while selling ships in the cash shop, some in the form of JPEGs, for hundreds of dollars). If you try out SC's trading gameplay, it is not unreasonable to wonder where the money is going.

[–] Maggoty@lemmy.world 1 points 3 weeks ago (1 children)

I agree, events are common. But there is no MMO that uses that setup as a basis for it's economy. The basic economy behind trading mechanics is always abstracted because you can't risk the players crashing the economy. Games have tried and they've always gone back to an abstracted system just like Star Citizen.

And every ship they sell started out as a jpeg. Every single one of them. That they aren't done turning them into game assets doesn't mean they will stay that way.

[–] Agent_Karyo@lemmy.world 0 points 3 weeks ago

Where did I say that my hypothetical world event should be tied to a close to IRL economic simulation? How would the world event I described crash the economy? It is an abstraction to drive gameplay for both trader/haulers and pirates. This is basic stuff...

I don't consider JPEGs that cost hundreds of dollars (some I believe cost thousand+) that you haven't delivered in a decade to be legitimate. At the very least, you should offer no questions asked refunds if you can't deliver the product in 10 years (while still being a going concern).