The streamer criticizes Star Citizen’s new RNG-based blueprint acquisition system introduced in patch 4.7, finding it frustrating and unrewarding due to its randomness and limited mission rewards, which diminishes player motivation. They suggest alternative methods, like reputation-based currency or purchasable blueprints, to improve player agency and hope future updates will address these issues.
The video begins with the streamer discussing the delayed launch of Star Citizen’s EVO update, expressing skepticism about it going live this weekend due to persistent bugs such as non-functional doors and frequent crashes on the Nyx ship. They review the patch notes for version 4.7, highlighting the inventory redesign which, despite improvements like proximity looting and a search/filter function, suffers from bugs that make the user experience frustrating. Equipment panel changes and faster item management are noted, but issues like inconsistent inventory displays and problematic item transfers detract from the overall polish.
A major focus of the video is the new crafting system introduced in 4.7, particularly the way blueprints are now obtained. Blueprints are randomized rewards from various mission types, including gilly, FPS, and industrial missions, with roughly a 25% chance of dropping upon mission completion. These blueprints are account-bound and persist through death. The streamer criticizes this RNG-based system, sharing their personal experience of completing 20 missions without receiving a single blueprint, which made the gameplay feel unrewarding and tedious. They contrast this with other MMOs where killing mobs yields multiple types of rewards, making the grind feel more worthwhile.
The streamer also delves into the implications of blueprint rarity, acknowledging the developer’s likely intent to prevent all players from quickly acquiring every blueprint and flooding the market with high-quality crafted items. However, they argue that the current system feels unfair and unfun, especially since mission rewards are limited to blueprints and nothing else of value, which diminishes player motivation. They question whether rarity should be tied to blueprints or to the materials used in crafting, and express concerns about potential exploits if blueprint drops are shared among groups, possibly undermining the rarity mechanic.
Further, the streamer compares Star Citizen’s approach to blueprint acquisition with systems in games like Eve Online, where players earn a currency through reputation that can be exchanged for specific blueprints, providing more control and less randomness. They suggest that a similar system might be more satisfying, as players could target desired blueprints instead of relying on chance. The streamer emphasizes that the current RNG approach feels like a placeholder and hopes that future iterations will improve the experience, perhaps by incorporating quest lines or purchasable blueprints to balance rarity with player agency.
In conclusion, while acknowledging some positive changes in the patch such as improved radar mechanics and crafting speed, the streamer expresses strong dissatisfaction with the blueprint acquisition system. They call for better solutions and urge the developers to reconsider the heavy reliance on randomness, suggesting that consumable blueprints or more transparent acquisition methods could enhance gameplay. Despite the frustrations, they remain hopeful that feedback will lead to improvements and that the current system is not final. The streamer invites community input to explore alternative ideas and better understand player perspectives on this contentious change.