What CIG Actually Changed in the Crafting Playtest

The Star Citizen 4.7 Evocati playtest introduces a basic crafting system focused on weapons and armor alongside an improved inventory, but the accompanying mining overhaul—featuring smaller, single-material rocks and lower yields—makes resource gathering slower and more complex, disrupting the in-game economy. The video critiques the current material distribution across star systems as counterintuitive and urges CIG to refine mining and crafting systems to create a more balanced, immersive gameplay experience before full release.

The video discusses the recent Evocati playtest for Star Citizen patch 4.7, which introduces crafting and an updated inventory system. The new inventory system is a significant improvement with better filtering and item stacking, making management easier. However, it still relies heavily on icons, which can be slow to load and hard to read, prompting a request for a text display toggle. Another notable feature is proximity looting, which shows nearby containers and bodies when accessing inventory; while useful, it may need tuning to avoid breaking immersion.

Crafting in 4.7 is described as a “tier zero” implementation, focusing mainly on weapons and armor without research mechanics yet. Blueprints will be discoverable through missions, and players can influence item stats based on the quality of materials used. Crafting and dismantling items work smoothly, with the ability to pull materials from local inventories or fabricators. Disassembling crafted items returns materials of matching quality, allowing players to reclaim resources from high-quality loot.

A major change accompanying crafting is the overhaul of mining and material distribution. Minable rocks now contain only one type of material, are smaller, and yield less valuable ore, making mining more time-consuming and less profitable under the current refinery system. The playtest revealed that filling a prospector took much longer, with fewer usable materials obtained after refining. Additionally, the presence of many material quality levels complicates resource management, as players will accumulate numerous variations of materials, which may require future solutions like merging qualities or purifying materials.

The video critiques the planned material distribution across star systems, where rare, high-quality materials are placed in the dangerous Pyro system, while more common, lower-quality materials are found in Stanton and Nyx. The presenter argues this is counterintuitive, suggesting that Nyx should be the most lucrative due to lower exploitation, with Pyro being mostly depleted. They propose a more nuanced system based on star type and planetary geology to create balanced, realistic resource distribution and natural choke points, which would better align risk and reward and provide players with more accessible materials without excessive grinding.

In conclusion, while crafting is a welcome and enjoyable addition, the initial implementation is limited and heavily tied to mining changes that currently disrupt the economy. The presenter hopes crafting will expand beyond weapons and armor to include utility items like mining lasers. They emphasize that mining changes seem rushed and disconnected from broader gameplay considerations, urging CIG to refine these systems before the official release. The video ends by inviting viewer opinions on crafting’s scope and the mining overhaul, encouraging engagement and support for the channel.