The video critiques the introduction of Wiccolo, a Banu trader in Star Citizen, highlighting how his grind-heavy, combat-focused contracts with random and often frustrating rewards diminish player enjoyment and accessibility. While the concept has potential, the creator calls for better contract balance, more reliable item turn-ins, and a diversified trader system to improve the overall gameplay experience.
In this video, the creator discusses the recent introduction of Wiccolo, a Banu trader in Star Citizen’s Persistent Universe (PU), and the mixed reception it has received. Initially, there was excitement about adding an alien character and new trading opportunities that could introduce alternative currencies and rare items. However, this enthusiasm quickly faded after completing the first mission, which involved fetching food for Wiccolo and yielded a modest reward. The bigger issue arose from the nature of Wiccolo’s contracts, which often required players to gather random loot drops with varying and sometimes frustrating drop rates, making the grind feel unrewarding and tedious.
The video highlights how the randomness of rewards, especially armor sets with uneven drop rates for pieces, frustrated many players. Although the developers have since updated Wiccolo to show the exact reward for each contract, the underlying problem remains: many contracts depend on rare or random items dropped in combat-heavy activities that often require group play. This reliance on unpredictable loot and challenging group content creates a barrier for players who prefer more consistent or solo-friendly gameplay, amplifying the frustration with the system.
The creator also points out a broader pattern where new events and activities feed into Wiccolo’s demands for materials, suggesting that the developers are using Wiccolo as a tool to drive player engagement and encourage repeated participation in these events. However, because many of the inputs are random and the rewards sometimes disappear after patches, players often lose motivation and take long breaks from the game. While the activities themselves are enjoyable and varied, the grind and unreliable turn-in system—where items can be lost when dropped on a cargo elevator—detract significantly from the experience.
Another criticism raised is that promised improvements to in-game shops have not materialized, with ships being added mainly to Wiccolo’s store rather than other ship vendors or landing zones. This has led to speculation that the developers might be intentionally funneling players toward Wiccolo’s grind to increase playtime. The video suggests that this approach feels like a missed opportunity to diversify and improve the in-game economy and player interaction with traders.
In conclusion, the creator believes that while Wiccolo’s concept is fundamentally good and has potential, its current implementation is flawed due to grind-heavy, combat-focused, and random-reward contracts, as well as technical issues like item turn-in problems and reward persistence. The video calls for improvements such as better contract balance, more reliable item turn-ins, and a wider variety of traders with different offerings to make the system more enjoyable and accessible. Although these changes may not come until after the Squadron 42 release, the creator remains hopeful for future updates and encourages community feedback on how to improve this kind of gameplay content.