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Star Citizen Live ·
Published on this date.2025-07-03
· 15 Q&As

Star Citizen Live: Q&A - Earning in the 'verse

Developers explain how shops are stocked and priced (algorithm plus designer judgment), how loot is categorized and physicalized, and why mission rewards expanded after freight elevators and the mission refactor. They also cover Wikelo, crafting, separating cosmetics from gear, and the inventory rework.

Transmission log

Full answers

How do you decide what goes into a shop and where?

TL;DRShop contents are chosen so every game loop is accessible, tied to narrative and location context, and sometimes just for fun, with narrative team input on what fits each place.

Andrei TudorLead Economy Designer

As I mentioned, shops are part of our job. So first of all, we want to make sure that every game loop, every career in the game is accessible. So every activity, I want it to be accessible. If you want to trade, you're always going to find a tractor beam, you're going to find a ship that has a cargo grid. If you want to mine, you're going to find an attachment for that multi-tool, you're going to find a Prospector. More than that, we try to keep everything tied to narrative, so you're going to find burritos in Stanton, and you're going to find rats on a stick in Pyro, and sometimes we just have fun with it. For example, Connor suggested that every farm in Pyro should have shotguns. He's from Texas, by the way.

Jared HuckabyHost, Community

And I think I sent a thread to Nick the other day about how, because Hurston was so salvage-focused and everything, maybe Hurston should have salvage items in their stores and whatnot. There's a lot of thought that goes into positioning where something goes, not just how much it costs.

Andrei TudorLead Economy Designer

Exactly.

Nick WardleEconomy Designer

Yeah, and that's actually the kind of thing that the narrative team would have a lot to talk about in this SCL as well. The narrative team has all of the history of the 'verse to date and also all the stuff coming. And so they have a pretty good idea of the context of each location. So when it comes to what goes in what shops where, it's about bringing life to the stories that we already have by letting players, like Andrei said, access the game loops that are appropriate in each of those contexts, but without stopping people from playing things. So enabling game loops that fit the narrative.

Star Citizen Live›Q&A - Earning in the 'verse·
Published on this date.3 Jul 2025

Is everything supposed to be available in the store? Where do you draw the line between what should be available in the store and what should come from one of the other ways you attain things?

Andrei TudorLead Economy Designer

It's very hard to say that there's a clear line. This is where a bit of the art comes in, and at some point you say, okay, this is an exclusive item, or this is something that you should only get in the endgame. Or maybe a lot of things, not even maybe, that's going to be a certainty, a lot of things you're not going to be able to just buy from a shop. Because I don't want to make UEC the be-all and end-all of the game. UEC is something that happens to you, helps you play the game, helps you fuel your ship or repair your ship, but should not be the way that you get the most important items in the game.

Star Citizen Live›Q&A - Earning in the 'verse·
Published on this date.3 Jul 2025
Economy

How do you price things? Is there some kind of matrix, or are you just also using art?

TL;DRPrices start from an algorithm, since items are too numerous to price individually, then get adjusted by designers' judgment and experience, with all prices interconnected and factors like rarity and risk versus reward considered.

Andrei TudorLead Economy Designer

We are always using art, but there's a bit of technique that we apply to this, actually many, many techniques. Of course, we first use an algorithmic approach, otherwise it would be impossible to put a price or a value on all the thousands and thousands of items we have in the game, and again, those items in different shops at different price points. Once we have that value from the algorithm, then we start to apply our own intuition, we apply our expertise, we apply the experience we have from playing the game, and we do, let's call it a sanity check, whether we think that the algorithm is giving us the right value or not. And then we adjust the price or we adjust the algorithm depending on the situation. Nick uses this algorithm a lot, actually more than myself, because with FPS you have a lot of different items, you have guns and you have armors, and maybe he can tell us a bit about how he used the algorithm.

Nick WardleEconomy Designer

So it's like you say, the number of items and the number of shops and the number of locations, and then just even thinking about the future of the game, when that's obviously going to be even broader, you can't price everything individually, and it wouldn't be sensible to price everything individually. And in fact, everything is connected. All the prices of everything are connected. I don't think that's going to come as a surprise to anyone. But if you think of something like ammo, for example, you take assault rifle ammo. Well, that's going to be priced relative to the stopping power or possibly the desirability of the assault rifle itself, which has its own price on it. That's related to, say, the price of pistols or the price of railguns. Railguns is an interesting one. The decision to make railguns and missile launchers so you can't buy them in shops is a deliberate decision to encourage not just NPC shop trading; it's really, really important to us to have vibrant player trading. And we don't currently have the full systems to support that, but you guys are really resourceful and you're going to make it happen. We want to encourage that. Railguns are not available in shops, but they're absolutely available around the 'verse, and they have a value, and everyone knows that value.

Elliot MaltbyLead Mission Designer

Sometimes me and Nick will talk about it, we'll look at the black market. The org that I'm in, we do gun running and we sell. And not that I've infiltrated, but we use those data points from our org and how we do gun running to also influence it, because obviously we put our worth on it based on the effort that we put up front for you to get it, but then you put your own worth on it for you guys to get profit, and we take that sort of stuff into account as well.

Nick WardleEconomy Designer

It's super important. If you take something like the Antium armor set, for example, that has a value, it fits in with the algorithm, it makes sense, but the Antium armor set has a completely separate value to the people in the game because of its rarity, because of its availability in content. And that's why it's all related. So certain items are only available through content. There's a whole content waterfall of items coming from the dollar store all the way through into the game. And there's an appropriate level of when those things are introduced to various parts of the content in the game, et cetera, et cetera. And it's all related. And then on the other side of that is mission rewards and sandbox gameplay. And this is where EVR comes in, so that we can balance the risk and the reward of those kinds of things. And essentially both of those come together in the middle. Like I say, in the future, we want you to have a better view into how all of these things are related to each other. That's future work with UI and back-end data, so you can make meaningful choices about how you want to spend your money on particular resources or crafting or whatever it is in the future. Even though it's quite simplistic right now, that's not where we want it to end. And we need the player economy.

Star Citizen Live›Q&A - Earning in the 'verse·
Published on this date.3 Jul 2025

Do you ever intentionally price something high or weird to make it rare in the 'verse?

Elliot MaltbyLead Mission Designer

Yeah, we did the Xenothreat helmet, the Commander Xenothreat helmet. We rocketed that up, and I'm pretty sure we put like 69,420 in as well because we thought it'd be funny.

Andrei TudorLead Economy Designer

Absolutely, yeah, for sure. There are perks to working at CIG. If you come to me and tell me you want that to go a bit up or down, you know what, I'm going to be your friend.

Star Citizen Live›Q&A - Earning in the 'verse·
Published on this date.3 Jul 2025
Economy

Does Star Citizen even have an economy?

TL;DRStar Citizen has an economy, though not the comprehensive, dynamic one they want; they are building back-end data and tools first, and players won't see those results for some time.

Andrei TudorLead Economy Designer

Wow, that's a multi-layered question. It's such a short and simple question, but yeah, there are many, many layers. It's not the comprehensive economy we'd like to have in the future, but I think we are step by step getting there. I can give you the big picture of how we laid the foundation. So for example, we started in 2024 by doing a full balance of as many systems and items as we could. So probably you saw different prices for ships, for FPS items, for armors, for components, for fuel, for the rewards for the missions, for commodities, trade routes and many, many more that I cannot even remember off the top of my head. This year we are focusing on big data, we are focusing on tools, we are focusing on the back-end work that needs to be done and those things that need to be built before we get to that. And here insert your adjective: dynamic, live, responsive, all those things that we want to put into the economy, the economy that we all dream of having and the economy that I joined the company to build. But we need to do that background work first, and you're not going to see those results in the game for some time. Only after that can we focus on the UI and the system that is going to expose all that work to the player. So until then we are doing stuff like, you could see still this year, trade routes being adjusted. You're going to see commodities changing price according to narrative and according to the events that we put in the game. We are going to offer more ways for you to extract value from all the content that we introduce to the game. So yes, you're always going to see changes. We have an economy. But step by step, we are going to get to that economy that we all dream of having in the future. I hope that answers the question.

Star Citizen Live›Q&A - Earning in the 'verse·
Published on this date.3 Jul 2025
EconomyTrading & cargo

[For loot,] what are the rules? How do we decide what goes into loot and where?

TL;DRLoot is organized by item category, rarity and size, with box types and locations assigned loot values by difficulty, legendary items reserved for specific locations, and old locations being updated with no date given.

LukeSystems Designer

Well, I think anyone who plays games enough kind of knows what to expect from loot, and we're not going to reinvent the wheel there. But for a long time, loot was owned by individual content designers, so it got a little bit inconsistent. And in an initiative at the start of this year, I've taken it over as a systems designer to try and get things back to consistent again. And hopefully you'll notice that in Align and Mine and the most recent Stormbreaker locations. So basically we just take a few things into account: category of the item, rarity, and size, because it all has to fit in a box. So we have four main categories, which are weapons and ammo, armor, medical, and then miscellaneous. And those are distinguished visually by different boxes. Miscellaneous can then be broken down into more specifics like food, mining, repair, so that if the level designers have a cafeteria or a garage, they can place things that make more sense in there. And then we have five rarities: common, uncommon, rare, epic, and legendary. You'll find the first four of those in loot boxes. We have three different rarities of loot boxes: common, uncommon, rare. Epic, we don't have a box for that, but it appears in all those boxes in a very small amount, with more likelihood of getting it if you are looking at a rare box. We don't have those distinguished visually yet, but that is the plan. We will be getting new models for those, so you'll be able to just glance at a box and see that, oh, that's a rare box. It'll be a lot shinier than the common one, I assume. And then we also have size of the item. We have three different sizes of boxes, and it obviously makes sense that you can't find a railgun in a small weapons box. And it tends to be that as things get more powerful, they get larger. So you'll only get the full suit armors inside the largest armor box. So it's kind of turned out that as far as gameplay goes, the size of a box is actually, I think, more important than the rarity of a box, because what is rare is kind of like a tint on an item or something like that. And then we have legendary items, and those don't appear in loot boxes. Those are saved for the location. So in Orbageddon, in Align and Mine or whatever it's called, we had the camo rifle, the Vault Rifle, and we had the camo hunter outfit, the hunter armor. And then in Stormageddon, Stormbreaker, we had the bright yellow radiation suits. And those will never be found anywhere else. They'll be found in those locations. Whereas all the other stuff that's kind of unique to those locations, it's only unique right now. As they get older, they'll kind of spill out into other locations as well. And how we decide where they go, those individual boxes or the loot: we draw a map of the location and then we decide how difficult it is to get into all those rooms and then assign them a loot value, and that determines whether they can have uncommon or common loot inside them.

Elliot MaltbyLead Mission Designer

Maybe good to mention, we are also making an active effort to go back through some of our old locations and update them to snuff. Obviously, there's no date on when that is or when that's going to finish, but it's something we are trying to do to make sure we're consistent.

LukeSystems Designer

Yeah, and that will be done using the new extension to the system that Jacob's currently working on, which makes it easier for us just generally to set up loot, to place loot, but also to define locations. So you'll start seeing differences between Stanton and Pyro through loot.

JacobSenior Gameplay Programmer

Yeah, so a lot of what Luke has said is things that we're already doing. We're trying to make each location have its own themed loot in some way, but it currently takes quite a lot of manual intervention to make that happen. A lot of inefficiencies in the workflow. So I've been working on some extensions to the system to improve our tools around that and make it easier for designers to set things up in such a way that it can scale to all of our different locations, all our different systems, and grow for the future as well.

LukeSystems Designer

Yeah, when I first started on this, I remember you saying this system was made to place rocks and trees.

JacobSenior Gameplay Programmer

Yeah, one part of the system was made to place rocks and trees. And now it's grown, and it's even placing Atlas Geosuits, I think, in certain places.

Elliot MaltbyLead Mission Designer

You didn't say I couldn't, Jacob. If you don't tell me I can't do something, I'm going to do it, all right? I'm a designer. My goal is to get stuff done by any means necessary.

JacobSenior Gameplay Programmer

Yeah, no, I understand that, I respect that. What I do is I try to adapt to the changing needs that the designers have as we're making new content. And what might not have been supported at one particular time will be supported later. So we keep growing our technology as the needs of our content and gameplay grow as well.

Star Citizen Live›Q&A - Earning in the 'verse·
Published on this date.3 Jul 2025
InventoryEconomy

What does the future [of loot] look like? Where do we go from here? Do we just keep doing what we're doing, or are there more things we want to push for?

JacobSenior Gameplay Programmer

I can say some very far future stuff, but we hope to have consistently themed loot throughout the whole location. And that would encompass the stuff that the people you find there are wearing, what they'll be having in their backpacks or any other clothing items they have, the stuff that you'll find around the location, and it'll end up being themed towards what that location is for or related to. So if you find a mining outpost, there'll be more mining-related stuff. It's all about just being able to fine-tune the experience to be what you would expect to find there in the 'verse. And we have various initiatives on the go that are building us piece by piece towards that.

Star Citizen Live›Q&A - Earning in the 'verse·
Published on this date.3 Jul 2025

All of this loot has to be physicalized. Does this make your job easier or harder?

TL;DRPhysicalized loot makes the work harder for everyone, so rare or eye-catching items are placed visibly in the world while loot boxes handle the rest, since boxes are easier to place, change and refresh.

JacobSenior Gameplay Programmer

Yes, it makes it a lot harder for sure. There are different layers to the physicalization as well. Just saying it takes up space, that means even within an inventory, we are measuring the dimensions of the item and the volume that it will take up, so that you can't fit a super long thing in a really small box even if its volume would technically fit. So that gives more work for me to do in terms of the maths internally. But then there are more level design and system design perspectives on this as well, which Luke might be able to say more about, of how we choose between when we're going to present the item to you physically in the world or when we're going to present you with a loot box that you have to look inside.

LukeSystems Designer

You asked, does it make it harder? I think it makes it harder for everyone, even the players, but especially the devs. Because we have been physicalizing certain items. It's always the items that are particularly rare or useful. If we want to draw your attention to something, we'll put it in the world. We do that in an eye-catching way within the level. So in Align and Mine we placed vault weapons in gun racks. Recently those got lit consistently to really show off what's inside there. And again, the radiation suit is now available on a mannequin. And we'll be using that quite often, I think, from now on, and going back through and placing it. But the other reason, other than technical reasons, we don't want physicalized loot everywhere is because loot boxes solve all the downsides of that. You can group items together, and they're in an easily recognizable package, a big red box, whatever. Physicalized items, you can easily mistake those for static props on tables and maybe miss them. It massively speeds up the jobs of level designers and artists to place these things around. Imagine placing individual pieces all over tables, making sure you've got room for them. And then it makes my job easier, because if anything changes in loot, we don't have to go back through every level and delete individual bits and pieces. I just change what's going to spawn in the box that's there. And then finally, it just hides the respawning of bits and pieces. Nothing pops in on tables. We refresh in the box.

Elliot MaltbyLead Mission Designer

It's a difficult thing to balance because, as Luke says, it does make our life harder and it can sometimes make the players' life harder, but it can also make the experience better. When we're designing things like Stormbreaker and Align and Mine, you think back to playing games when I was a kid. A loot room should feel like a loot room, right? Instead of me just seeing a bunch of red boxes and knowing it's a chance of rare loot, I want to see the gold stacked up on a table. I want to walk in and I want to see a vault shotgun or a vault sniper rifle in a case in front of me, because it gives two things. It gives affordance to players, because when they look through the window, they see the reward that they want and they know the door's locked. Aside from you all clipping through environments, the normal flow would be that you then have to go and figure out how to get through that door, usually without breaking physics. So it's kind of a toss-up between the two. So what we try to do is choose what we think could be something that we'd want the player to latch onto visually and think, I want to achieve that, I want to get that. And that's why in some places we have the vault weaponry visible, so people can see it and get into it. And we have a few armor mannequins that are the same. I can see it, I want it, how do I get to it?

Star Citizen Live›Q&A - Earning in the 'verse·
Published on this date.3 Jul 2025
Inventory

This year has seen a major explosion in mission rewards. Was this a technical limitation that we overcame, a philosophy change in development, or was something else at play?

TL;DRMission rewards were held back by technical limitations, namely freight elevators, Server Meshing and the mission refactor, and the intent is to move beyond UEC and extend rewards to other missions beyond Wikelo.

Elliot MaltbyLead Mission Designer

There were a few things that kind of came into this. Firstly, we needed freight elevators. That was the big thing, because it's either we do a bunch of temporary throwaway work to get your rewards, or we wait and we do it properly the first time. And the big thing for this was we needed the freight elevator system. And then we got the freight elevator system. And then the next big thing was Server Meshing. So it was all about the mission refactor. But once we got the mission refactor done, it finally enabled us to take the time to actually make these mission rewards. So it was a technical limitation. We was waiting. We always wanted to do mission rewards. Way back when the mission feature team was still around, it was always something we talked about: we want to try and get away from just giving people UEC, because UEC can just help you buy things, but you want to see some other stuff. You want to have a gun. So it was sort of a pushing forward and an initiative to get that, but also because we knew we was going to do a year of content. What we wanted to try and do as well was have a way of incentivizing that content, not just in the aspect of, hey, it's cool, I want to play it, but hey, it's cool, and while I'm playing it, I can gather things for Wikelo that later benefit me. Or I'm doing it, I found it, I picked it up, and then later on I found that Wikelo wants it. So that's where mission rewards come from. It's not going to stay with just Wikelo. We're going to keep pushing it out. We already have with both Foxwell and Headhunters. There's a lot of missions. They give out scrip, obviously, and they give it directly to your home location. That's something we'll see for other missions going forward.

Star Citizen Live›Q&A - Earning in the 'verse·
Published on this date.3 Jul 2025

Are there ever any considerations for how weighty or meaningful a reward should be? Should a mission reward inherently have more value than something you find in a box or buy in a store?

TL;DRReward value is a balancing act, with a mix of mission-only, mission-or-loot, and loot-only items, some kept visually distinct by how they're obtained, and value isn't just about UEC worth.

Elliot MaltbyLead Mission Designer

Yeah, it's a balancing act, right? Like most things. We always want to try for a mix of: here's a mission thing, it's really cool and you can only get it via missions, because obviously then it incentivizes the mission; and then we'll have some items that you can get via a mission or you could find as potentially a rare drop inside of loot boxes; or it's something that you can't get via mission, you can only get via loot. We try to achieve a nice mix of it all, but we always want to make sure that some items are visually distinct via the methods of getting them. This is so, say I'm walking around in my Stormbreaker uniform that I've got from Wikelo, right? And Nick Wardle, who obviously doesn't read very well and hasn't read the contract, comes up to me and goes, hey, I've put my glasses on and I really like the armor that you're wearing. Where do I get that from? And then I can slowly walk Nick through and be like, hey, you need to go do the Stormbreaker event. I know your reactions have degraded and have slowed down, but I'll come and help you a bit, and we'll go through it together, and I'll help you get the items you need.

Nick WardleEconomy Designer

So Elliot is absolutely right. And I think it's important to discuss what we mean by value, because something can have value to someone and it's nothing to do with UEC. So the mission rewards have value to people, not because they're worth UEC.

Star Citizen Live›Q&A - Earning in the 'verse·
Published on this date.3 Jul 2025

Wikelo has been a major new avenue for mission and event rewards this year. Where did that come from, and how did that come about?

TL;DRWikelo grew from wanting rewards tied to several kinds of content so players try unfamiliar gameplay, plus a wish for a sentient alien character, who was originally meant to be a mystery Banu.

Elliot MaltbyLead Mission Designer

So previously, as I mentioned, we knew we wanted to do a content year and we wanted to make some really cool things for players, but we also wanted to make sure that we gave them more reasons to go and engage with it than "this is just new content". We wanted to give specific rewards that are tied to content or tied to multiple pieces of content. That means that players, if they want these rewards, kind of have to engage with a bunch of different ways of gameplay. It's also nice because it might show players gameplay that they're not really used to playing. I watched a really cool podcast with people when we first released Siege of Orison, and they were saying how they was only ever ship combat flyers. They'd never done FPS in Star Citizen. And then when we did Siege of Orison, they was like, well, let's check it out. And now they do a mix, because they'd engaged with content for a purpose that was different to just "this is what I normally enjoy". And it encouraged them to check content out and play it more and more. So we kind of use it like that, because obviously not everyone's going to want to play the Goblin Gathering hauling missions, because they're not really interested in hauling. Well, they might have a reward that they want to achieve, and by that they might go, I might try this out, because I could just do thousands of these to hit this, but this one is more dangerous, so it's going to give me more points towards my overall goal. So I'm going to engage with it like that. As for where Wikelo came from: we're a space game. We should have aliens, and ones that actually are sentient and talk to you, even if it is broken English. So when we was thinking about it, we was like, we want some sort of figure that's collecting oddities and is very mysterious. And the original plan was that you wasn't going to find out that it was a Banu. We was going to have a broken sort of camera, and it was going to take you time until you discovered who they was. But then we were like, we're hiding one of the coolest things. So we were like, let's get him in there. Let's put some comms in there eventually and have him speaking to you, and maybe even talking pure Banu. So the people who understand Banu can understand it, and the people who don't have some subtitles to read, because yeah, it's another language. I don't understand it. I barely understand my language.

Star Citizen Live›Q&A - Earning in the 'verse·
Published on this date.3 Jul 2025

What are the limitations of this [Wikelo] system? There are some peculiarities with elevators, the Wikelo favors and the RNG, which are getting addressed in 4.2.1. Walk me through what's happening now and how we're making Wikelo better in the future.

TL;DRFreight elevator problems are being actively worked on, with nested item turn-ins and multi-location drop-off planned, favors staying in a changed form, and RNG moved from rewards to gathering items.

Elliot MaltbyLead Mission Designer

I'll break that down into three little bits, because you mentioned a bunch. Freight elevators obviously have their issues. We're not blind to it. We know about it. It is an incredibly complex system because it touches so many kinds of things. It's got the whole thing that Jacob was on about before with the volumes and the fitting. You can have so much stuff on that, and they're all different dimensions. It's a lot of stuff to figure out. So they're actively working on it every single patch to try and make it as good of an experience as can be. But we're working on stuff as well for the Wikelo experience to make it better. So one of the big things that I know is going to help a hell of a lot is what we call nested item turn-ins. So essentially, if you had a 1 SCU box and you put everything in that 1 SCU box, so I put in my 50 favors and I put in 20 medals and I put in 10 copium tooth and three pearls, I should then just be able to put that box on the freight elevator and send it down, and it accepts it and completes it. Now, we don't currently have that. It should work, but there's a bug that's stopping it from working, and it's something we're actively looking to fix, and that'll improve the experience because, like I say, we're not blind to it. I have to stand on that freight elevator as well and manually drop each item for a stack of 50. The problem is that we want to fix the bug, and we don't just want to make the recipes easier to account for that problem, because then it completely devalues the reward at the end. So we're working on that part of the experience. And another thing is what we call multi-location drop-off. This is essentially, instead of having to go to a certain Wikelo Emporium to do the mission when it's generated, we're going to have it so that you can accept it and turn it in at any Wikelo location. So say I need to get 10 irradiated Apex pearls, and I need to get four Quasi Grazer eggs, and I need to turn them in, and this station is closer to the Pyro jump point, so I want to turn the pearls in there, and then the Quasi spawn over here and that's close to this other station, so I want to turn it in there. We're going to enable it eventually so you can do that, and what will happen is, if you've deposited the pearls here and then you finish the eggs off in this other location, it doesn't matter where you put it. Wherever you complete the recipe is where you'll be given the reward, but you can drop them off at any location. This way you can choose exactly where you want to go and finish the mission. And when we get that tech, it won't just come to Wikelo, obviously; it will come to a bunch of our missions where we notice this is kind of a pain point of, right, well, I have to go all the way over here now and I don't want to. But that should help. That'll be the freight stuff.

Favors. Favors are something we want to keep because they're in lore. They're a representation of the Banu, because they don't write stuff down. They don't really have that history thing. If you do work for me and I'm a Banu, I won't remember that. So a favor is like a token that says, yeah, if I give you this, it means that I've done substantial amounts of work for you. And then me as a Banu, I'll go, okay, right, well, I can't remember it, but because you have my favor cube, I will honor the deal, honor the agreement. But favors also serve a purpose, which is stopping your items being deleted. We have some technical limitations, obviously, in the game, where certain amounts of items in one zone can cause lag, frame drops, physics to freak out, all of these kinds of things. And what we have is this density cleanup system that, when it violates a rule set, eventually starts cleaning them up. Because obviously we need the worth of the items, but we have the limitation that too many items in one space causes problems, favors are also used as a conversion method. So when we ask you to trade in 50 Carinite for one favor, like I say, it's a conversion. Instead of asking you to put 500 Carinite down and 450 of them get deleted and you're like, oh, my hard work, no. If you don't get a crash or whatever else. That's why the favors exist. And they're going to continue existing, because they're a really interesting piece of the lore. But the idea is that we'd be able to have more items in bulk when we can do that sort of box thing. So favors will stay, but they'll morph a little bit in how we use them.

And then RNG. This is something, obviously, we've looked at for 4.2.1, and we've put in some fixes that people have been playing. RNG in grinding is very typical for an MMO, and it's something obviously we want as well. We want you to put effort in, because effort means the valuation of the things you get as a reward goes up. You've put your time into it. But the point where we've changed it was that the RNG was done a lot more on the reward side. So instead of going, I want this item and this is all the stuff I need to get for it, we would go, here's a list of a bunch of items you could possibly get if you give this stuff. And randomizing the reward isn't as fun, because then you've got all this work done, you go for the excitement of getting the reward, and then it's like, hey, you got this, and you're like, yeah, that's not what I wanted. So we've changed where that is. What we want to do is have you choose the rewards you want, and then the getting of the items is where we have the RNG. And it's something that me, Thorsten Leimann on systems design, and the economy team, Andrei and Nick, have been working on, which is defining what that is. And we've basically split it into three distinct categories. You have your core content items. These are items that you are guaranteed to get while playing a piece of content. So an example of core content items would be Carinite, right? You get Carinite from doing the Align and Mine flow, code name Orbageddon. Then you have your content items. These are items that are not core to the experience, but you can find, you can get. So an example of these would be the Ace Interceptor helmets. And then the ones that help us with the RNG in a big way are the rare content items. These are things that you will be less likely to find. They still can be there, but they increase the time and help to add that grind aspect of an MMO. So these are some new things, or things that already exist. So for example, in 4.2.1, when you play Align and Mine, you will now find pure Carinite in the cave. It's a new type of resource, but you're going to find a hell of a lot less of it. And you're going to notice that some of the recipes now require that. If you're doing Stormbreaker, there's the grade AAA irradiated pearl. That's going to be a rare content item. We've got a bunch of war badges for ship battles that you can find on the Ace pilots, but they have a chance to spawn. You can find them in Luke's loot boxes, but they have a rare chance to spawn. And this is how we're looking to keep a little bit of the RNG and keep a little bit of the grind, but you decide up front what reward you want. So you don't have to end up with like 50 Terrapins from Wikelo just because you wanted a completely different ship.

Star Citizen Live›Q&A - Earning in the 'verse·
Published on this date.3 Jul 2025

How do all these other avenues of item acquisition affect what you're doing on crafting?

TL;DROther acquisition avenues matter a lot to crafting, since they can hand out the many blueprints and materials, and gathering is the foundation layer, with possibly some pre-crafted loot in boxes.

Declan HolmesSystems Designer

It's big. With crafting, God knows how many things we're going to inject as rewards: thousands of blueprints, hundreds of materials. So we really need all of this available to us so we can dish it out into all various parts of the game. Some places where it's more difficult, some places where it's easier, unique resources, different systems. So it's big, because the whole gathering aspect of crafting is the foundation layer. It's the biggest layer of the pyramid, then refining, and then crafting at the very top. So it's big, big.

JacobSenior Gameplay Programmer

All of the pieces that we've talked about so far, all of the work that Luke, Nick, Andrei and Elliot are doing, all of that content is things that we'll be able to add blueprints to, add crafting materials to, and in loot boxes you might potentially even find some pre-crafted loot, but we'll see about that.

Star Citizen Live›Q&A - Earning in the 'verse·
Published on this date.3 Jul 2025

I know there's some conversation about separating gear and cosmetics. Dec, what can you tell us?

Declan HolmesSystems Designer

Yes. So I suppose most people know that the way we have to do cosmetics and gear at the moment, like your armors and your guns, is a bit annoying, because it's bound to the item rather than, like a ship paint, where you can swap it around. So we are working to separate out the cosmetics from the gear, and you take it to a crafting terminal and be like, I want my gun to be whatever skin I have available for it. And the paint won't be a physicalized item, and ships are eventually transitioning to not be physicalized either, the paint aspect of them. Yeah, that'll be a nice one.

Star Citizen Live›Q&A - Earning in the 'verse·
Published on this date.3 Jul 2025

What can you tell us about the inventory system?

TL;DRMontreal is reworking inventory, with concept UI showing nearby inventories, search, filters, renaming and better tooltips, but it's only in concept phase, not in active development, with no delivery date.

Declan HolmesSystems Designer

Well, I'm personally not fixing it. However, the talented folks in Montreal are working on a rework at the moment, so I will share some concept UI of what they've been working on. So we're looking at some concept UI here. Obviously you can see there's a visual facelift, but the most interesting aspect to me isn't super obvious straight away, and that is that you'll be able to access other inventories that are nearby to you within proximity. If we start drawing, imagine we've got our storage box over here and then we kill the guy. Here he is. He's on the floor. So he would be accessible as well, as the tabs up here. And then the inventory box would be over here. Same on the other side. And so when you press I to access the inventory, you can then access the dead body's inventory, access your storage box, and you can start moving stuff around without having to directly go up to the body, go up to the box, press F. So it's much, much quicker to get in there and start looting. We'll just get rid of all this. If we focus in on one of the panels, you can see it's called Personal All. That's just the default; personal would be on the left. And it's "All" because it's showing everything that is stored upon your person at that moment. If you wanted to see what is in your backpack in particular, you have the side tabs. And then we have a search function which has been added in. If you were to click this, the search box would come out over here and you can search for the item that you want. You have your select all, your capacity, you have your filters. These filters are similar to the freight elevator, where you have the drop-down box with the subcategories here. And we're working on these filters being multipurpose. What I mean by that is, at the moment with filters, you click them once and it means I want to see these items. If you were to click them twice, it would hide that category of item. There are a lot of people with freight elevators full of decorations they don't really care about at the time, so they can just hide all the decorations if they want to. Clear filters, sorting options; when crafting comes in, this will be big, because you'll want to sort items by quality, that kind of stuff. And then tucked away in the corner is Stack All, so that's a nice quality of life addition as well.

Jared HuckabyHost, Community

Anything about maybe getting to name our boxes, label our boxes?

Declan HolmesSystems Designer

Yes, so this is your commodity box, and then this would be like a backpack, and one of the options will be to right-click and just rename them. So you could say, oh, this is my box with high quality channel lighting, whatever. We're not done. We've got tooltips and everything. So, as you can see, looking at the inventory, everything's a square now, instead of it being a mix of squares and long rectangles. That'll also be applied to the freight elevator, so the ship guns won't take up half the screen. You'll get a lot more information available to you. We have the equipment panel, where I know I just said they weren't long rectangles; these ones are, but regular weapons aren't, so I'm technically right, but I was a liar. You can equip your attachments super easily here. The 1, 2, 3 is basically the slot they're in, and then again, if you were to look at your ammunition, you can see which weapon it's viable with. If we go over to the character, we have all the slots. The slots would be shown by default here, and they're contextual, so if you want to quickly see the backpacks you have available to you, if you were to click the backpack slot, then the items will filter to only show the backpacks. We have the new tooltips, which are very nice: rather than being text, we have bars. Got a bit of info here. When we have crafting, the person who made it would replace the manufacturer, so it would show who it was crafted by. We have taken into consideration wear and tear, with integrity and durability. And I suppose you know there are more than three stats on a weapon, so if you were to right-click on details, you get the full view with the scroll bar, the attachments, and the description, which can be expanded. If you hover over an item of the same type, you'll see the comparison stats as well. You can make the icons bigger or smaller. If you've got bad eyes, you can make them a bit bigger. The thumbnails as well: obviously there's a problem where sometimes they don't load or sometimes they appear as horror glands. That's being worked on as well. We'll get that fixed. I think that's it. It's probably not everything. There's a lot of stuff going on.

Jared HuckabyHost, Community

It's not everything. We haven't talked about the imprinting and the stuff with item recovery v2 and stuff like that. But again, we just wanted to share a bit about at least the concept for the upcoming inventory revamp. For folks in the chat that are saying 2026, 2027: possibly. I'm not going to BS you here. It's not in active development right now. It's just in the concept phase of being spec'd out, and the work is being figured out, and then it will be scheduled. So none of us can speak to when it will be delivered. But that is the direction we want to go at this moment.

Star Citizen Live›Q&A - Earning in the 'verse·
Published on this date.3 Jul 2025
InventoryUI & HUD