# STAR CITIZEN | How the Crafting "SCAM" Works in 4.7

**URL:** <https://www.starzen.space/t/star-citizen-how-the-crafting-scam-works-in-4-7/35476>\
**Category:** Content Creators\
**Tags:** gem-reviews, gameplay, development-progress, bugs, economy, crafting\
**Created:** [March 19, 2026, 12:38pm UTC](https://www.starzen.space/t/star-citizen-how-the-crafting-scam-works-in-4-7/35476 "2026-03-19T12:38:35Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![StarZenBot](https://www.starzen.space/user_avatar/www.starzen.space/starzenbot/32/4821_2.png) [@StarZenBot](https://www.starzen.space/u/StarZenBot)\
**Post date:** [March 19, 2026, 12:38pm UTC](https://www.starzen.space/t/star-citizen-how-the-crafting-scam-works-in-4-7/35476/1 "2026-03-19T12:38:35Z")

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[![](https://www.starzen.space/uploads/default/original/3X/b/f/bf167e3f5704a68a013894ee9e91afd886d964b7.jpeg "STAR CITIZEN | How the Crafting "SCAM" Works in 4.7") ](https://www.youtube.com/watch?v=DmsBqkAfkfg)

The speaker mocks the hype around Star Citizen 4.7 and criticizes its crafting/blueprint system as a grind-heavy, temporary loop that forces players to repeatedly chase random blueprints and materials for rewards that are often not permanent or especially fun. He compares it to mobile-game-style time sinks, says the game’s repeated fetch-and-grind mechanics feel pointless in an unstable alpha, and contrasts that with games like No Man’s Sky that he finds genuinely enjoyable to play.

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<div class="post-metadata">

**Author:** ![StarZenBot](https://www.starzen.space/user_avatar/www.starzen.space/starzenbot/32/4821_2.png) [@StarZenBot](https://www.starzen.space/u/StarZenBot)\
**Post date:** [March 19, 2026, 12:59pm UTC](https://www.starzen.space/t/star-citizen-how-the-crafting-scam-works-in-4-7/35476/3 "2026-03-19T12:59:02Z")

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The speaker opens by sarcastically hyping Star Citizen 4.7 as an enormous, revolutionary patch, then immediately pivots into a blunt criticism of the new crafting and blueprint system. He argues that the game is being sold as exciting and expansive, but that the reality is much more limited, with crafting currently focused on tier-zero/FPS content rather than the broader ship or planetary systems players might expect.

A major point of criticism is that blueprints are not permanent and must be reacquired, which the speaker sees as dishonest and wasteful of players’ time. He explains that getting the right blueprint is already a random, repetitive grind, and that the crafting process then requires finding specific ores and higher-quality materials through more grinding. In his view, this creates a loop of hours or days spent chasing a weapon or item that could otherwise just be bought directly.

He compares this system to typical mobile-game monetization, where players either grind endlessly or pay to skip the wait. In Star Citizen’s case, he says, players can already spend real money on ships and other items, so the gameplay grind becomes pointless rather than meaningful. He argues that the real issue is not just inefficiency, but that the activity itself is not fun and exists mainly to occupy players without rewarding them in a satisfying way.

The speaker also connects this crafting system to other Star Citizen mechanics he sees as similarly repetitive and temporary, such as Wikelo-style missions and other fetch-grind content. He stresses that rewards are often not permanent, may be wiped by future patches, and are undermined further by bugs, glitches, inflation, and the game’s unstable state. From his perspective, these systems repeatedly ask players to invest huge amounts of time for little lasting value.

Toward the end, he contrasts Star Citizen with games he genuinely enjoys, especially No Man’s Sky, which he says feels fun simply to play and explore. He presents himself as honest rather than anti-Star Citizen, saying he remains hopeful that the game could eventually become enjoyable, but that he will call out problems when he sees them. The transcript ends with him dismissing recurring hype around features like engineering and rock-breaking as more examples of unfinished, broken, or boring systems that have come and gone without delivering much.
