roberts space industries

star-citizen-still-hasn’t-launched,-but-it’s-already-banning-cheaters

Star Citizen still hasn’t launched, but it’s already banning cheaters

pre-cheating —

Developer bans “over 600” players for exploiting an item duplication glitch.

For an unreleased game, <em>Star Citizen</em> still has some really pretty ships…” src=”https://cdn.arstechnica.net/wp-content/uploads/2023/03/star-citizen-update-800×343.jpg”></img><figcaption>
<p><a data-height=Enlarge / For an unreleased game, Star Citizen still has some really pretty ships…

RSI

At this point in Star Citizen‘s drawn-out, 11-plus-year development cycle, we’re usually reminded of the game when it hits some crowdfunding microtransaction milestone or updates its increasingly convoluted alpha development roadmap. So last week’s announcement that developer Cloud Imperium Games (CIG) has banned over 600 cheaters from its servers is a notable reminder that some people are actually enjoying—and exploiting—the unpolished alpha version of the game.

Shortly after the May release of Star Citizen’s Alpha 2.23.1 update, players started noticing that they could easily make extra money by storing a freight ship, selling their cargo, and then returning to the ship to find the cargo ready to be sold a second time. As knowledge of this “money doubling” exploit spread, players reported that the price of basic in-game resources saw significant inflation in a matter of days.

Now, Cloud Imperium Games Senior Director of Player Relations Will Leverett has written that the developer has investigated “multiple exploits within Star Citizen that compromised stability and negatively impacted the in-game economy.” In doing so, CIG says it “identified and suspended over 600 accounts involved in exploitative behaviors while also removing the illicitly gained aUEC [in-game currency] from the Star Citizen ecosystem.”

A ban for “over 600” players may not seem that notable when games like Dota 2 and World of Warcraft routinely announce ban waves that include tens of thousands of players. Still, it’s a reminder that at least a small portion of the game’s more than 5.2 million backers are actively playing the alpha so much that they’re willing to cheat to see more of what the game has to offer.

“From zero, in two evenings, I did make about [200 million aUEC] just to buy ships that [are] unavailable for me, to try it in full!” user ZeroInsideOut wrote on the game’s forums. “There [are] many things in Star Citizen [which] I would like to try and test, but I am short of money.”

It’s getting late for “early access” bugs

Leverett wrote that exploits like these should be expected in Star Citizen “at this stage of development”—a stage that we hasten to once again point out is now part of well over a decade of active development. Finding and squashing these kinds of bugs “early” is all part of the game’s crowdfunded development plan and “one of the benefits of open development and working closely with our community,” Leverett wrote.

“We’ve gained valuable insights through your issue council reports, and we thank you for that,” he continued. “However, once an exploit is identified and confirmed, continued abuse for personal gain will not be tolerated and will result in action on our part.”

However, some players feel that the “open development” process failed to find this significant issue quickly enough. Commenter Nitebird took CIG to task for “allow[ing] exploits reported during [Public Test Universe] to go to live despite many people confirming the issue in [the Issue Council] and urging CIG to pause to fix it. The patch is ruined regardless for many people… What is IC good for than to prevent this?”

Star Citizen development roadmap summary, posted in early 2023.” height=”481″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/06/rsiroadmap-640×481.jpg” width=”640″>

Enlarge / A fan-designed Star Citizen development roadmap summary, posted in early 2023.

CIG launched an important “Persistent Universe” update for Star Citizen over a year ago and announced late last year that spin-off Squadron 42 had reached “feature complete” status. Despite those signs of progress, though, there’s still no target date for Star Citizen to finally transition from its extended alpha to that fabled “Version 1.0” release.

CIG founder and CEO Chris Roberts said in a March update that the development team “is hard at work, heads down, driving toward the finish line” and that the leadership team has now “spent significant time looking at what Star Citizen 1.0 means and what it would take to get there.” That includes the planned introduction of long-sought key features like base building and crafting that were apparently not a priority during the game’s first 11-plus years of development work.

“As that roadmap [for a 1.0 release] comes together and becomes validated, we look forward to sharing with you both its vision and executional plan later this year,” Roberts wrote.

Star Citizen still hasn’t launched, but it’s already banning cheaters Read More »

a-complete-(so-far)-star-citizen-ship-collection-now-costs-$48,000

A complete (so far) Star Citizen ship collection now costs $48,000

Time for a second mortgage —

Ars analysis finds per-ship costs have come down slightly, in real terms.

There aren't many online game stores where you can spend $48,000 on a single

Enlarge / There aren’t many online game stores where you can spend $48,000 on a single “Add to Cart.”

At this point, over 11 years after we first wrote about Star Citizen, the still-in-alpha game is interesting less as something that might eventually be “finished” and more as a fascinating tale of feature creep and fundraising success. To that last point, we were suitably boggled at the recent news that Roberts Space Industries is now offering a  $48,000 “Legatus Pack” as a “perfect collection” of “all ships released and concepted through [in-universe year] 2953.”

The collection of 187 ships (and hundreds of accessories like paint colors, skins, armor, and in-game posters) is now roughly two-thirds of the median annual household income in the US (circa 2022). But that price isn’t even available to lookie-loos like you and me; to add the package to an online shopping cart, you must first spend at least $1,000 to become a member of the game’s Chairman’s Club.

What a bargain!

While the newest Legatus Pack launched in late December, the offering isn’t a new concept for developer Roberts Space Industries. The first Legatus Pack launched in May 2018 for a relatively reasonable $27,000. Before that, similar “Completionist” packs of all in-game content released up to that point would run players up to $15,000.

  • Fig. 1: Even accounting for inflation, the cost of a “complete” Star Citizen hangar keeps going up.

    Ars Technica analysis

  • Fig. 2: The number of ships available in Star Citizen‘s completionist Legatus Pack has been going up at a relatively constant clip over the years.

    Ars Technica analysis

  • Fig. 3: Adjusting for inflation, the per-vehicle average for Star Citizen‘s Legatus Pack has come down a bit in recent years.

    Ars Technica analysis

Since the launch of that first Legatus Pack, which included 117 ships, RSI has updated its “complete” offering of in-game content in December of every year since 2019, upping the price and the number of ships included. An Ars analysis of those updates finds that, despite the sticker shock of the $48,000 package, the inflation-adjusted average price-per-ship has actually come down about 12 percent since peaking in late 2019 (the number of extra accessories included in the pack has also gone up from 163 in 2018 to 635 today).

It’s also worth remembering that this collection isn’t necessarily intended for individuals. In 2018, Cloud Imperium’s Eric Kieron Davis told Polygon that the Legatus Pack was something that “[some] players will use to deploy ships, items, etc. across organizations/corporations/guilds” which could have hundreds or thousands of individual players.

“It wasn’t created in a vacuum,” Davis continued. “We were responding to what the community asked for. We have some passionate supporters that are not looking at Star Citizen as your typical game purchase/transaction but rather a dream project they want to see happen.”

A very small sample of the full collection of ships you can get in the Legatus Pack.

Enlarge / A very small sample of the full collection of ships you can get in the Legatus Pack.

Still, the fact that anyone is even considering spending $48,000 on a single bundle of DLC for a game that—we have to stress again—is still in alpha after 11-plus years, is a testament to the devotion that Star Citizen continues to command among the faithful. Despite the drawn-out development, in 2023, RSI set its sixth annual nominal fundraising record of $117 million. That one-year take represents nearly 20 percent of the staggering $658 million the game has raised from players over its lifetime, and includes over $3 million raised in a single day during last year’s Intergalactic Aerospace Expo event.

Despite the game’s continued fundraising success, though, even some Star Citizen fans are balking at the optics of pre-selling tens of thousands of dollars of DLC before the game is even near launch.

“We’ve all put in the time to delude ourselves into thinking that ships are worth, in real world money, their pledge prices. They aren’t,” Reddit user magicmouse wrote in a recent thread. “You can rationalize it by saying that you’re supporting the development of a really cool game but, to outsiders, we look like total clowns for pledging hundreds of dollars for a ship that can be earned in-game in a relatively short period of time. I’m glad the game is financially successful and I’m happy to support it, but don’t fool yourself into thinking these purchases will ever look reasonable to somebody who isn’t mainlining the kool-aid.”

A complete (so far) Star Citizen ship collection now costs $48,000 Read More »