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BeardofOz
Australia
Приєднався 31 лип 2020
Howdy All! Welcome to the Channel! Here you'll find instructionals and Gameplay footage. I also stream at Twitch Tv!
Business Enquiries: ozbeardof@gmail.com
Business Enquiries: ozbeardof@gmail.com
Star Citizen- We Need a Change to Fuel Pricing
I've been thinking about this one for a while and finally got around to recording my thoughts on it. So here we go. Fuel Prices need an Increase. A big one.
Let me know where you sit with this one!
👉 If you would like to check out my Guide to Cargo Hauling: ua-cam.com/video/mz3rxfJkyD8/v-deo.html
👉 Get Started with Salvage: ua-cam.com/video/-iUQtKvuT5k/v-deo.html
👉 If you aren't already following me over at twitch here's the link: www.twitch.tv/BeardofOz
👉 If you're about to join Star Citizen, be sure to use a referral code when you buy your Starter Package to get another 5,000 aUEC. Feel free to use mine, it's: STAR-66LJ-CTKC
---Video Contents---
0:00 Intro
1:12 Example of Fuel Price Suggestion
2:10 We Need A Money Sink
3:42 Player Economics
4:33 Player Choices Should Matter (More)
6:07 Spinning Ships Up Empty
7:18 Returning A Ships Value
8:24 Outro
Let me know where you sit with this one!
👉 If you would like to check out my Guide to Cargo Hauling: ua-cam.com/video/mz3rxfJkyD8/v-deo.html
👉 Get Started with Salvage: ua-cam.com/video/-iUQtKvuT5k/v-deo.html
👉 If you aren't already following me over at twitch here's the link: www.twitch.tv/BeardofOz
👉 If you're about to join Star Citizen, be sure to use a referral code when you buy your Starter Package to get another 5,000 aUEC. Feel free to use mine, it's: STAR-66LJ-CTKC
---Video Contents---
0:00 Intro
1:12 Example of Fuel Price Suggestion
2:10 We Need A Money Sink
3:42 Player Economics
4:33 Player Choices Should Matter (More)
6:07 Spinning Ships Up Empty
7:18 Returning A Ships Value
8:24 Outro
Переглядів: 1 945
Відео
ROC and Hand Mining | Star Citizen Updated Guide | Money Maker
Переглядів 11 тис.2 місяці тому
It's been a few years since my first ROC and Multi-tool mining guide, and a few changes brought with 3.18 and 3.20 have made the profession a little more manageable, so here's my UPDATED guide! It's a bit of a Long one, so I'll have the Chapters Broken down Below! 👉 If you would like to check out my Guide to Cargo Hauling: ua-cam.com/video/mz3rxfJkyD8/v-deo.html 👉 Get Started with Salvage: ua-c...
Cutlass Killer? | Crusader Spirit C1 Review | Star Citizen
Переглядів 8 тис.3 місяці тому
It Came out amidst the declaration that it was the 'Cutlass Killer'. It is the cargo variant of Crusaders Spirit Series; the C1. In this Video I go over what it is, what it has, what it does, and what looms just on the Horizon for this Humble Hauler. 👉If you aren't already following me over at twitch here's the link: www.twitch.tv/BeardofOz 👉 If you're about to join Star Citizen, be sure to use...
Pacific Drive- The Extraction Game on Wheels
Переглядів 5695 місяців тому
I recently had the opportunity to play Ironwood Studio's latest title ahead of it's official release, and I've been playing it ever since. A dizzying mix of driver, looter, crafter extraction Survival, Pacific Drive is a Single Player story-driven title that sets it apart from all other titles sharing a Genre tag with it. If you haven't already, pick it up and play it, because it's well worth i...
PalWorld: We Have Pokemon at Home
Переглядів 8756 місяців тому
I didn't think I'd enjoy Palworld. It seemed like a cheap knock off of the title I grew up on, yet another terrible asset flip designed for a quick cash grab. And maybe it is, by by golly is it fun. Join me as I go over some basic features of the game so that anyone on the fence can decide for themselves. Video Contents 0:00 Introduction 0:46 What is Palworld? 1:12 Pals: They don't say their ow...
Beginner's Guide to Salvage in Star Citizen
Переглядів 58 тис.7 місяців тому
Salvage is shaping up to be one of the most profitable as well as relaxing Professions in Star Citizen. With the addition of Structural Salvage I knew it was time to finally release my Beginner's guide to Salvage! It's a bit of a Long one, so I'll have the Chapters Broken down Below! 👉 If you would like to check out my Guide to Cargo Hauling: ua-cam.com/video/mz3rxfJkyD8/v-deo.html 👉 Some Missi...
The Day Before Review: Short, because it's BAD
Переглядів 5878 місяців тому
I'm not going to sugar coat it, this Game is NOT what we hoped it would be and what the Dev's Claimed it was. This video was a short, but slightly too long to be a 'Short', so it's a Short review. Save your Money, don't buy this game.
3.22 Structural Salvage in a Vulture: First Look in Star Citizen's EPTU
Переглядів 4,7 тис.8 місяців тому
I Spent a couple of hours in the EPTU playing around with the recently added Structural Salvage, and Boy oh Boy was it a Blast! Salvage is back with a vengeance, and the Credits Shall Flow! 👉If you aren't already following me over at twitch here's the link: www.twitch.tv/BeardofOz 👉 If you're about to join Star Citizen, be sure to use a referral code when you buy your Starter Package to get ano...
Gatac Syulen: Is it the Starter for You?
Переглядів 2 тис.8 місяців тому
Hello Citizens and Welcome! It's IAE again and the latest offering to the Starter Ship line-up is brought to us by the Noble House of Gatac! I've spent a number of hours running this Mechanical Starfish around Stanton and I've collected my thoughts on what I think of it! 👉If you aren't already following me over at twitch here's the link: www.twitch.tv/BeardofOz 👉 If you're about to join Star Ci...
CONTROL the Fight from Level 1 with these Spells in #baldursgate3
Переглядів 3,2 тис.10 місяців тому
CONTROL the Fight from Level 1 with these Spells in #baldursgate3
10 Simple Tips for New Players! (No Spoilers)
Переглядів 1 тис.11 місяців тому
10 Simple Tips for New Players! (No Spoilers)
Claim this FREE Ship and Armor Early Game in Starfield! #starfield
Переглядів 2,1 тис.11 місяців тому
Claim this FREE Ship and Armor Early Game in Starfield! #starfield
9 MUST Know Tips for Baldur's Gate 3!
Переглядів 2,4 тис.11 місяців тому
9 MUST Know Tips for Baldur's Gate 3!
Top 3 Easy Money Activities in Star Citizen
Переглядів 18 тис.Рік тому
Top 3 Easy Money Activities in Star Citizen
The Hull-C Dilemma: Trade in a Single System
Переглядів 2,1 тис.Рік тому
The Hull-C Dilemma: Trade in a Single System
Do This NOW! Make MILLIONS with Salvage and Jumptown!
Переглядів 3,9 тис.Рік тому
Do This NOW! Make MILLIONS with Salvage and Jumptown!
Star Citizen 3.19.1: Salvage Mission NERF?
Переглядів 9 тис.Рік тому
Star Citizen 3.19.1: Salvage Mission NERF?
Rise Up Against the Government! It's Only Money Playthrough
Переглядів 180Рік тому
Rise Up Against the Government! It's Only Money Playthrough
Using Salvage to Make Millions! Drake Vulture and the Tobii Eyetracker are a Winning Combo! #tobii
Переглядів 3,3 тис.Рік тому
Using Salvage to Make Millions! Drake Vulture and the Tobii Eyetracker are a Winning Combo! #tobii
Cargo Commodity Changes! Star Citizen 3.19
Переглядів 6 тис.Рік тому
Cargo Commodity Changes! Star Citizen 3.19
Invictus Cargo Update: Star Citizen 3.19 Invictus Launch Week
Переглядів 6 тис.Рік тому
Invictus Cargo Update: Star Citizen 3.19 Invictus Launch Week
How to Run Cargo and Make Easy Money In Star Citizen
Переглядів 116 тис.Рік тому
How to Run Cargo and Make Easy Money In Star Citizen
Star Citizen: PTU 3.19 Salvage and Component Stripping
Переглядів 3,1 тис.Рік тому
Star Citizen: PTU 3.19 Salvage and Component Stripping
Star Citizen: Easy Salvage, Easy Money
Переглядів 7 тис.Рік тому
Star Citizen: Easy Salvage, Easy Money
Star Citizen 3.18.2: Season of the Beacon. EASY Money FAST Rep
Переглядів 15 тис.Рік тому
Star Citizen 3.18.2: Season of the Beacon. EASY Money FAST Rep
The route from Nuen Waste Mgmt. to Brio's Breaker Yard is a really fast and lucrative route, because you don't have to leave the planet Daymar at all. But if you do it too often, pirates start to accumulate and I than usually flee to GrimHex or leave Crusader. The cutter is robust and can withstand a lot, too bad it only has 4 SCU storage.
Cave missions are great. But derelict mission examble he didnt mention any about kamikaze drones if you aproach bigger vessel. You dont have any change. And there is 3 defender. One is medium class ship. So you need good fighter to these missions and skill.
In 4.0, when we get MM revisions, the C1 needs to differentiate from the Cutty and Freelancer with more straight line speed and a touch more agility. Why? Because it has no turreted defence capability.
How do u get this to happen?
Yes i am not letting tadpole powers into my character, it does nothing good for sure
I know this comment won't get noticed but for all the star citizen players I bought 2 copies of this game but I don't own a PC I only did this to support the game my dream is to own a PC good enough to play it but alas I grew up in a broken home and can only dream my son on the other hand will not grow up like I did he has everything only I'm broke my family deserve everything I can give them but my dreams are but a memory so i don't think I'll ever get the chance to play this glorious game
That dude definitely fell asleep playing.
wait did you kill him
I would be afk trying to look up the manuel on how to operate the screen. And then a dude comes in, snaps my neck, and can explain it on his channel... #NOffSaid
I'm just starting Star Citizen and the C1 Spirit is my 2nd ship after the Avenger Titan. I got this over the Cutlass Black purely on looks. And idk I like the look of it over the Zeus, it's sexier. Even with the one entrance in the rear is fine by me, that's how I like it anyway lol. And since I don't have a large crew and no need for more storage, I'll probably keep the C1 for a while.
It's absolutely worth it's weight in the PTU for cargo missions at the moment.
Just make more terminals 😅
What location is this?
I was like, "what do you mean Vulture is not ingame yet?", but then I checked the date of the video, and I was like, "Huh. Has the Vulture really been flyable for just a year?" But yeah, Buccaneer is a beast. It's too bad that its redesign made it look worse and less logical, but many CIG redesigns suffer from the same affliction.
As someone who heads up the logistics for their old, if I could upvote your video twice I would. Choices should matter. Be that components ships or how you fly them.
when i got to aim at the ore it doesn't scan or do anything even though i have the mining tool nothing its been like this for me for weeks i don't know what to do is there a button i have to press to scan or what? lol
There's a bug recently that causes that to happen. When it works as It should it's a scan that happens automatically.
Great idea 👍 but you forgot about some ship have working fuel scoops. 100i picies Carrack 890 jump and some others. It's gonna make most ship unwilling to own because of fuel costs. Example why is no one flying the Nomad? Coz it runs out of fuel so damn fast it's useless
I mention the 100i in the video
If CIG values our time at least half as much as they attempt to value our money, then increasing the cost of fuel for "immersion" could be ok. With so many easy ways to die due to desync, bugs and errors counting as timesinks already, the only effect raising fuels prices would have is costing people more time. BUT, the bigger picture issues with SC is that the general immersion level of the game is going down as a result of the push to 4.0/1.0 (Master Modes, combat changes for both ships and FPS, fewer unique stations, less reason to go to planets that aren't just literal timesinks, and using time as a primary sink due to their marketing model of FOMO & convenience). Because of this, how much would an increase to fuel pricing benefit the game? None, as starter to medium ships should still be cheap upkeep, and if you can afford a large ship but aren't concierge or close with lots of ship options you won't care. Until they make an actual economy, or use a combination of the commodity tracker and starsim/quantum/whatever to make a tier 0-0.5 placeholder for one, I don't think much of anything in game will make financial sense. Once ship progression is not the only major focus, and refueling is relevant to some degree, AND they make it so there is some real risk of running out of hydrogen in Pyro w/o proper planning, then making fuel a part of it can make sense.
Oh I probably have done this. Didn't realize nobody can use terminal when I'm on it. I'll be sure to not do that
Hydrogen double or triple prices and raise quant way up. Can't got for distance much in a Vulture, but then its like 35 credits to refuel the quant tank from empty.
I agree with you about fuel in general, but I don’t think it’s the answer to multicrew. No amount of “fuel is expensive” will overcome the negative feeling of manning 2 badly placed S2 guns on a Corsair while the pilot controls more than 10x the dps. They must fundamentally reconsider the human experience of the turret/multicrew player (and no, clicking fuses, isn’t enough). I really think almost every manned turret in the game needs to go up at least 1 size, or gain a significant function in addition to its current weapons (emp, interdiction, etc). They also need to add flak to provide a real tool for large ships to contest lone fighters. Unless they nerf speeds down to like, 100ms, it’ll never be possible to hit a competent fighter that’s at the edge of its cannon range with a bigger ship turreted precision weapon-and frankly it shouldn’t be. That’s why WW2 featured flak, and that’s what we need. Create the ability to zone out fighters and poof, the entire game opens. Make flak exclusive to *manned* turrets and that’s a real reason to want to use them. Meanwhile I’d say the Warden is a clear example of needing to go up 2 sizes, to have a manned 2x S4. The Sentinel’s turret can stay S2, but should gain a QED. Similarly, the Scorp’s turret should go up 1 size to 4x S4, and the Scorp A gain the current 4x S3 in addition to its current tools. Manned turrets are meant to be the primary play loop for a human being, competitive with the level of engagement flying the ship gives. Historically, the balance was… questionable but largely fine. Manning the turret on a Scorpius really was a worthwhile experience compared to personally piloting an Arrow or Gladius. But, the F7 Mk II’s and the Corsair *exist.* If that’s the quantity of firepower we think a single pilot player should have, then we have to radically improve turrets. Ships like the Corsair, Connie, and Redeemer should be able to slave multiple manned turrets to a single manned one by default, and some of those will still need size upgrades. Other ships like the Hammerhead and Tali need burst dps buffs, either by adding 2 more hard points to each turret, or via size upgrades. No amount of “but engineering” in the future changes the fundamental combat design. It simply cannot be someone’s gameplay to have literally only the emp and QED of the Scorp A, or a single 2x S2 Corsair turret with terrible sight lines.
Also ships should not be claimed via insurance and get new missiles and torpedoes.
Pretty sure it has always been the intention to rise fuel prices. As well as tune every ship fuel capacity and consumption. Current values make no sense.
This and Elite dangerous do this. Fuel is like nothing. Now Truck sim games got this right. When fuel prices went up in real life they made the game reflect that. So now I plan my routes with fuel on my mind because certain states are dirt cheap and others are way expensive. Makes for some interesting game play. If they did this in Elite and Star citizen you would have more players at certain points for cheaper fuel leading to more player to player interactions.
You are absolutely correct on everything, including insurance claims! Problem is that this will conflict with the sort that has no patience and wants more of an action shooter than a space sim. This is a struggle within the community about what the game will be. Also, I really want a fresh start server at release, only 1 starter ship package at the start, per account... so you have to play, not pay!
No one cares what you think
I do.
I dunno it also has to be fun at the end of the day
I agree entirely. Side note: why no ships in the verse with solar sails?
Honestly, this. I wish we had more 'planetside' missions for delivery, where hydrogen flight, via not burning through atmo but steady cruised cargo flight, conserved hydrogen enough to really make it worth while flying in atmo. Right now, it's crazy that if I choose to spend 'time' to hydrogen flight around the planet (I like flying) I am actually punished. The 'quicker' route of quantum not only generates more money through quicker delivery, but also, for a bizarre reason, conserves cost. You literally save time, and save money, as opposed to conducting an actual thought out process in this current fuel economy.
Fuel in pyro will likely be expensive. Also, maybe Q fuel cost more but I am not sure hydrogen should be. With the bugs in place, I can die in an elevator or walking down a ramp. This, coupled with AI and griefer, pop out of nowhere to blast you for no reason; the strange way my ship guns fail to fire from time to time, and I blow way more money / time on armor and gear and getting back to my ship. An empty ship replacement...that is some such ass customer service. Maybe fix the game first then work out where its reasonable to have higher prices, maybe even get ship armor working first. This is kind of like how I believe the ship should have a bathroom, and it impacts long trips but should not be a managed aspect of the game.
Agreed, however, don't expect the detail that has been considered for Quantum (Star Sim) has not included fuel - and that is also the incorporation of the refining of fuel. All features in this alpha have been awaiting their refactor and it is clear the team have decided to not waste time making intermediary systems when the next tier is in development (the map is a good example - we had the awful map for years!). With the alpha clearly presenting new features and game loops as profitable and then 'nerfing' them back into a more balanced environment - I would say this is to encourage test data to keep flowing. I suspect fuel pricing is the same. While the Sim model is in development they have just essentially given us fuel to be a side thought - one that can create work for the player if ignored, but also one that is not restricting the testing (sorry playing) environment. And also one that tests the fuel game systems ensuring the ships are bug free in regards to this feature. I would say be patient and wait for the economy refactor - and potentially not the first tier of it either, but a pass nearer release to see any really significant changes to fuel pricing. But I am certain this is not missing in their design plans.
Id be ok addressing this AFTER no more bugs, clipping through worlds, spontaneous death, spontaneous explosions, way less time sinks in favor of "gold" sinks, Desync a thing of the past, far less time consuming to meet up with friends. Time alone slows down the ability to make $$$.
I agree for the most part with you. Another idea that would go along with your idea of spawning with an empty fuel tank is to have each personal hangar have a (possibly upgradeable) personal fuel tank that you can fill with fuel yourself from possibly cheaper areas. Would give a better reason to transport fuel for plywrs
Stop requesting to increase the price of everything, not everybody is rich, there are casuals too. kthxbye
I would also say that fuel cost is way to low. BUT since its an Alpha and balancing usually happens in beta, fuel tank sizes and components resource consumption rate is only a rough placeholder, and the fact that CIG wants players to playtest more to deliver on important data, i think that it will change for the release version of the game, for sure. 😉
100% agree Think game is stable enough now to add a zero to the price of both fuel types!
So you want to make the game harder and less attractive for newer players while being a minor annoyance to more seasoned ones? Think of this from a new player perspective, who would want to sit down with their new starter ship, fly around for a bit and take on some starter missions and LOSE money from doing that mission just because they had the audacity to want to learn how to fly first? I agree maybe with making quantum fuel more expensive, but hydrogen fuel should be cheaper than sea water. Hell, they should bring back hydrogen fuel scoops at least on civilian ships/mid size and bigger ships, snubs and light military fighters that are supposed to be stationed around a planet/ on a carrier should be the only ships really missing them.
they need to do a game ...
I agree with your points, but the problem is that Star Citizen is not a game yet. It is an alpha. You seem to be wanted to play as a game when realistically we are all just testers.
5:51 : Imo there's no need for that 3rd "type" of drive that would use less fuel. Logically, if we look at the physics of current engines, it's (basically) the faster you go, the more fuel you use. Current jump drives already work like this.
I think you are right but its not only fuel this is technically applicable on everything we buy and sell in the game. a simple solution for cash sink to support the economy is to add tax% for every transaction in-game, the % value will vary from one system to another.
Uh, no. Have you experienced how much fuel the Cuttlass ships use? At your rate, they'd be permanently grounded. With the latest rounds of mission nerfs, increasing fuel costs greatly will kill the incentive to complete missions. Come 3.24, even looting will be greatly nerfed. Big no in my opinion.
Seriously bro, stop making sense. I'd stop playing if your suggestions were implemented. I already have kids, a wife and a Mortgage. Where is the escapism in true to life gas prices? We are already looking down the barrel of the new inventory system. I don't mind putting on my shoes, but I don't want to tie the laces. and now you are saying gas should cost more! no offense to they guy who invented ratting bunkers, but GFYS. This is the last thing we need.
Damn son, that was so politely aggressive 🤣 I feel your pain, however, I must stand my ground. Gib more Immershun.
I can almost guarantee you that fuel will cost more and the future.
You're attacking the problem from one angle: the cost of supplies like quant fuel and hydrogen. CIG are attacking it from another angle: reducing mssion payouts. According to discord, in a recent SCL the devs said they want to structure missions so that on average players are making 20K aUEC per hour. So if both of these proposals are adopted (assuming discord is correct about the SCL dev talk) then players who haven't bought UEC will be locked in their habs, selling med gowns until they have enough to fuel their Cutter. And once they have scrounged up enough gowns to afford fuel (most players start with 10K aUEC after a wipe, iirc, so they'd only have to find enough gowns at 45 aUEC per to cover the other 16K fuel cost) then they could start their 20K per hour missions and perhaps make enough to break even
Maybe we can get transports to the Hurston Mines so people can earn some money 😅 In all seriousness, though, I get what you mean. It would be easier to facilitate if there were landing zone based missions for those players that have hit rock bottom.
@@BeardofOz Long term I think I've heard that they plan on having missions available in the landing zones. I heard an old school streamer say that there _used_ to be missions in the landing zones, sth like delivering boxes to the gates in Lorville?
That would be awesome to have. Pizza Delivery on your Mule (so we would have a use for it 🤣)
20k an hour??? Do they plan on at least reducing the prices of ships and gear proportionally? To get a cutlass black, starting from zero aeuc it will take you 70 hours of grinding not including fuel/gear/repair costs
@@thecrab2791 they said "on average" on ISC or SCL, whichever podcast it was. This makes me assume there will be missions that pay more and missions that pay less, and the ones that average more than 20K per hour will (I also assume) require more effort and/or a group. But if the goal is for most people to make 20K per hour I have to assume there will be a way around that. Like maybe they will buff what you can get from non-mission sources? I dunno, this is speculation on my part based on plans the devs could maybe possibly change. Anyway I hope this helps. Cheers!
seriously you people discussing this really think that 2 to 300 years in the future mankind would not have a found a better fuel source like safer nuclear? seriously ?
Star Citizen's society doesn't have a functioning communication system (in games comms are cooked) so who even knows 😅
Dude people play games to escape reality. Just sayin.
Completely understand, but not all games are 100% casual. I don't think SC is going to be pure arcade nor hardcore, but a mix. I'm just saying this idea has merits that expand gameplay.
We also need fuel missions.
Agreed. More Industrialist Missions.
Yes and no. I can see this farther down the road as it is just Alpha and other changes need to happen first. Maybe when we get bases we can refine our own fuel? Who knows but let’s fix what is broken rather than adding more lines of code to mess up more things.
As much as I agree with this sentiment, we know CIG ain't gonna stop churning out changes 😅
they also have many teams of many people, bugs can be and are fixed in parrallel with creation see recent hotfix and evo runs
I think its a good point, those decision factors make sense
Hydrogen should be cheaper near Crusader and that should be the ONLY place in Stanton where it can be extracted. Starfarers (and other freighters) could buy it cheap and travel to the stations for reliable, steady trade which becomes more profitable the further they go from the gas giant. The best return should be planetside and the cost to consumers should match it. Refuelling on a planet (except at Orison or a fuel barge terminal) would be expensive and something to be avoided wherever possible … even to the point of buying just enough hydrogen to get into space. Starfarers would keep busy with stranded ships, pilots would plan routes to make a fuel stop at Seraphim (second cheapest fuel stop in the system) and people would be incentivised to crew up rather than solo.
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