I am disheartened, my fellow commanders

Check his post history and you'll see. Taking a break is not negative enough, you have to say there is no hope and ED will never be fun. That is what all the cool kids say. :)

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The starving systems I am in only have charity missions, plus you dont even get influence points for bounty hunting or such. Check galnet for recent famines and check it out.

Hmm. Okay, I'll check it out next time I'm in a starving system, but that certainly wasn't my recollection. Perhaps that's partly the point too: there's very weak immersion if the only sign that a station is starving are the available missions on the bulletin board. How about it looking more run down? Maybe the local air traffic announcements could change e.g. "Station XXX requests that all charity donations are declared to customs officers for scanning" or something like that? Anything to make it feel like there's actually a difference between the different stations.
 
Just don't play the game if you don't like it. There are many others to choose from. But why do you have to come on the forums to spread negativity, people read this before buying it, and reading your post doesn't help. I like the game, it's empty enough for me to insert my own meaning onto everything I do. I think it's becoming clear that this is a game for people with strong imaginations. If you need a story line there are many other games out there. Or maybe come to the forums with ideas on what you would like to see in game that you think might make the game better, I think you will get a better response that way.

`Negativity` is fast becoming my least popular word on this forum; it's just someone else's opinion, it's not a disease, you don't spread it or catch it. You just don't agree with it.
You're quite right of course that people may come to the forums to see what players opinions / likes / dislikes are. Surely then you would agree that they should get a balanced view?
 
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There's no NEED in ED so I can't "help" nor "cross" nor "support" anyone or anything, I can't "cooperate", there's no way to "build" or "defend", it's not possible to "negotiate".
The only thing possible is to "work" for a higher credit number which can not be translated into any of the values above so credit means nothing after I have seen 2 or 3 cockpits.

this is a frustration i'm having. i'm in a vulture, and don't really want a bigger ship, so i have 130,000,000 useless credits, and counting.
 
Just don't play the game if you don't like it. There are many others to choose from. But why do you have to come on the forums to spread negativity, people read this before buying it, and reading your post doesn't help. I like the game, it's empty enough for me to insert my own meaning onto everything I do. I think it's becoming clear that this is a game for people with strong imaginations. If you need a story line there are many other games out there. Or maybe come to the forums with ideas on what you would like to see in game that you think might make the game better, I think you will get a better response that way.

Ahhh "don't play the game" and "use your imagination" - that's the solution for everything these days.
 
Just don't play the game if you don't like it. There are many others to choose from. But why do you have to come on the forums to spread negativity, people read this before buying it, and reading your post doesn't help. I like the game, it's empty enough for me to insert my own meaning onto everything I do. I think it's becoming clear that this is a game for people with strong imaginations. If you need a story line there are many other games out there. Or maybe come to the forums with ideas on what you would like to see in game that you think might make the game better, I think you will get a better response that way.

If you don't like reading these posts, then just take a break from the forum. You don't have to read them. Give it some time, and come back later, maybe you'll see these posts in a better light.

Otherwise, I suggest learning to accept that others are going to have an opinion that may not reflect your own. It's these differences that will make this game better. If not for our feedback, negative and positive, FD would not know how they are doing. If all you see is negativity, then I suggest you take a break from these forums. Also, there are lots of other forums you can post on, where I'm certain others share your pov.
 
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Jex =TE=

Banned
Ahhh "don't play the game" and "use your imagination" - that's the solution for everything these days.

Well then why buy the game at all if you can just imagine playing it - this stupid argument was used a month after release to which one forum user hilariously replied about making a paper airplane and "imagining" it was a cobra. I think we wanted to MP with him so he was going to invite us to his garden or something.
 
I don't think the OP is asking for a 21 gun salute from a station every time they dock. But one would think, after slaughtering hundreds/thousands of said faction, there should be some affect. Even something as bland as "Thanks for the food!" would go a long way. How about NPC hit squads interdicting you from the faction you've been decimating ? We already have NPC interdictions, and NPC groups are already hostile, and we have named 'mission targets'... How about a "Congrats" on your next Imperial rank up ? I don't know. Something more than a blue bar saying how well you're liked. 5% local hero discount for rep being over 75% ?
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I find myself getting bored now. I have my 'end-game' Python since I don't want an Annie. I have it pretty much kitted out the way I want. Money is fairly easy to accumulate. I can BH, trade, run missions. I have sufficient rank to buy the rank restricted ships in both Fed and Empire. So, after I've murdered hundreds of the Purple Drug groups ships, fed the people of Keltim by personally shipping in multiple tons of food for free.. what is there to do ? Kill more people ? Make more credits ? Get a new rank that matters to no-one and nothing ? Access founders world ? It just seems it's get more credits to get a better ship, to get more credits for the next ship or upgrade, wash-rinse-repeat. I guess dabble in politics like all the other idle rich ?
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Don't get me wrong. I love this game. It's stunning visually. I love the complicated controls and other things needed to master flight. FA-Off flying still eludes me to some degree. But lately I've begun to wonder am I doing out here ? Another Sidey interdicting me in a battle Python. Why do I need the money ? I've done everything except mining ( Nope, not gonna, don't want to try ). Explorer, Bounty Hunter, Trader.
 

Jex =TE=

Banned
Hmmm. I've never been able to *create* anything in a flight sim (well other than destruction, or chaos with ATC) to make it "matter" to me. I don't necessarily see the need to *create* in this one. A pilot is not the aeronautical engineer who builds the ship, or the mechanic who fits the module to the ship. Having said that, at least in a flight sim you get terrain rolling by, and clouds to look at, (and the occasional SAM launch) whilst you travel. And the idea of finding NPCs to customise ships and modules is a good one.

But in a flight sim like falcon, you get a mission to do. You decide what weapons to take. You need to know what the terrain is like around the target. You need to know air defences such as SAM's and AAA. You need to factor in enemy CAP's and also the weather and time of day. You decide on a plan, your ingress and egress points - half the mission is the planning stage.

Then you get to fly - you need to take off, start your aircraft, configure the pit and make sure you're ready once you pass the push point. There's scenery to look at - are you flying low, NOE to drop retards (no, no special people, bombs ;)) or are you going high and laser designating.

Then there's weather, rain, fog cloud base and finally, if you make it back, you get to land which is the icing on the cake.

In ED - you just turn up and hold down a button - there's no planning because there's no terrain, just an empty void. A flight sim mission leave you feeling you accomplished something because you hit your target, met the mission objectives and got you and your wingmen back safe (hopefully).

ED has nothing like this.
 
But in a flight sim like falcon, you get a mission to do. You decide what weapons to take. You need to know what the terrain is like around the target. You need to know air defences such as SAM's and AAA. You need to factor in enemy CAP's and also the weather and time of day. You decide on a plan, your ingress and egress points - half the mission is the planning stage.

Then you get to fly - you need to take off, start your aircraft, configure the pit and make sure you're ready once you pass the push point. There's scenery to look at - are you flying low, NOE to drop retards (no, no special people, bombs ;)) or are you going high and laser designating.

Then there's weather, rain, fog cloud base and finally, if you make it back, you get to land which is the icing on the cake.

In ED - you just turn up and hold down a button - there's no planning because there's no terrain, just an empty void. A flight sim mission leave you feeling you accomplished something because you hit your target, met the mission objectives and got you and your wingmen back safe (hopefully).

ED has nothing like this.

Cant Rep+ you again, but pls feel Rep Commander :) - I was about to post same thing.
 
But in a flight sim like falcon, you get a mission to do. You decide what weapons to take. You need to know what the terrain is like around the target. You need to know air defences such as SAM's and AAA. You need to factor in enemy CAP's and also the weather and time of day. You decide on a plan, your ingress and egress points - half the mission is the planning stage.

Then you get to fly - you need to take off, start your aircraft, configure the pit and make sure you're ready once you pass the push point. There's scenery to look at - are you flying low, NOE to drop retards (no, no special people, bombs ;)) or are you going high and laser designating.

Then there's weather, rain, fog cloud base and finally, if you make it back, you get to land which is the icing on the cake.

In ED - you just turn up and hold down a button - there's no planning because there's no terrain, just an empty void. A flight sim mission leave you feeling you accomplished something because you hit your target, met the mission objectives and got you and your wingmen back safe (hopefully).

ED has nothing like this.

Oh, I completely agree with you that there need to be more systems in place, and that the difference between something like Falcon and E: D is the amount of preparation and planning a mission can take, the presence of terrain and ground based defences, plus weather and untoward events. As you say - space is a void. I'd much rather roam aimlessly in a flightsim, or in something like the Witcher, where you can enjoy all of the details of the world, rather than just look at a black screen all the time. I don't really see how we get round that, and keep the 'space is big and you can travel anywhere' ideal of Elite? I've already been shouted at by other members of the forum and told to 'go play Farmville' when I came round to the idea that autopilot and microjumps between system stars might add something to the game. :D
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What I was driving at is I'd love to see something like Falcon's mission generation and Air Tasking Order generation systems ported over to a space game like Elite. Obviously, to compensate for the lack of terrain etc., we need a large variety of missions that cover both combat and non-combat scenarios, with something like 'Tier 2' AI to give them a 'human' face.
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I believe it can work - see the game StarShatter, which is essentially F4 in space. However StarShatter, like Falcon, has something Elite does not - long range weaponry (primarily missiles vs. point defence) and the need/ability for stealth in approaching enemies. E: D misses a whole raft of valuable gameplay (in my mind) by making everything a World War II dogfight in instances at less than 3km range, and having ships plainly visible at huge distances in SuperCruise, rather than requiring some skill to detect, scan and identify properly (making having active vs. passive scanners meaningful). The latter, as I've said before, would require supercruise to be a lot slower, to allow more time for interactions, which I could see going down like a lead balloon though. Also, both Starshatter and Falcon aren't trying to be MMOs and appeal to everyone all of the time. :)
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If we did get a decent mission generation system, assigning actual targets, with asset status tracking on some level, then true force-on-force multiplayer, with tangible outcomes might be possible, rather than just smoke-mirrors-and-infinitely-spawning-NPCs. I also still hold out hope that hiring wingmen and crews will still make it into the game at some point.

Ahhh "don't play the game" and "use your imagination" - that's the solution for everything these days.

I'll (attempt to) rephrase the same argument. In a game that's trying to 'simulate' a civilisation entire galaxy, you're going to have to accept some limitations and some things being 'shallow'. YMMV as to whether that's acceptable in the long-term or not, and whether you are willing to suspend disbelief over the those cracks. I don't think there is too much point continually pointing out that there's not a lot behind the curtain, we know that, Frontier know that, people who played and reviewed the earlier games know that. People going into the kickstarter should have known that. I think we were all being a bit unrealistic in wanting more from the same template in such a short period of time, and that just using proc. gen. to make lots of different coloured spheres was only going to hold attention for so long. Note, I'm not arguing that the game's perfect (it isn't) or the OP and everyone else don't have a right to express disappointment (they do).
 
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And that's true, some sort of "dynamic" more complex mission generator would be great - I would very much like to see ability to hire npc wingmen for example and hunt less generic random guy. I need something, something more than a simple grinding for reward to go for the mission. (and yeah - I'm using my imagination...)
 
Just a friendly suggestion: you may want to learn the basics of something before you bash it.

I've been playing since launch and have $25 Mil worth of ships and credits. I'm familiar with the basics.

I care about faction influence, as it does change the missions available, among other things (trigger civil war/expansion).

The changes due to expansion and war are very, very minor.

Beyond that, in terms of mission types/station types I was talking about the bigger picture. Even in systems that aren't under some sort of duress, food should be a constant higher-profit commodity (in Gold producing stations) than Amphetamines.

Extraction/refinery stations do care about food, that is why you can almost always sell food at a profit there.

Why is the profit so LOW?

The missions for food pop up when a station is in a state of (near) famine.

Again, I'm not just talking about MISSIONS. I'm talking about every day trade of commodities.

The commodities should have profit margins that HEAVILY skew towards what is produced in a system, and what isn't. It should be highly profitable to deliver 100 tons of food to a station that only produces Silver, just as it's very profitable to haul Silver to someplace that uses it. You'll make $900/ton profit on silver. On food... what, $30? Coffee and Tea seem to have decent margins at times. But again, I'm not just talking about Gold and Veggies. I'm talking about the whole range of commodities. There's little actual "supply and demand" mechanics to it; the only thing that really comes close is how Rares values are done.

Btw, they pretty much only put Lakon canopies on, well, Lakon spaceships. Lakon ships are kinda the place where one would expect a Lakon canopy, you know?

The Vulture is close enough. But I'll grant your point, so I'll rewrite my meaning: we've got enough Lakon ships now. Time for the Art Department to come up with something else.

Sandbox games are real easy to bash, so there is no need to make stuff up.

ED isn't a sandbox game.
 
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Hate to say it, but :

Congratulations, you discovered the core of ELITE : Dangerous.
There is no Trail to blast and absolutely nothing you could do in this Universe will have any meaningful effect - no matter how hard or how long you do it. It's irrelevant, as there's no Sandbox to take your actions into account.
All we have is a fixed, scripted "god's hand" central planning Universe which is 100.0% static if left alone. Nothing in it is alive or being simulated as such.

So lacking any of these required Simulation elements - we have a fixed 65000LY playing ground with a handful of themepark rides you can hop into. The entire rest is procedural scenery.
In this world, you can work long & hard to at best change some ASCII string controlling a Station or System. Won't make any real difference, though.

Outside of those extremely tight limitations - grab what you can and enjoy whatever you like the most.
As soon as you realize the make-believe architecture and superficial nature of everything - you can indeed have some fun, just need to find something that suits your taste.
And once you're done having done all of it hundreds of times... well, wait for the next major update and hope for the best. Maybe you get another themepark ride to test in V1.4...

The main station in my current home system flipped from Empire to Federation after the recent civil war. Right now their influence is about 50% Fed vs. 34% Empire. What would be the best way to increase the influence of the party I support? I see most BB missions only have low to medium impact on influence, with only piracy mission being high influence. I would be proud if I can some day flip the system back to the glory of Empire!

And Fed force also invaded my old home system and gained some 20% influence there. Is it possible to squeeze it to zero and remove their infestation completely? I used to see some pirate factions drop to 0% influence but they would still stay.
 
On the subject of Minor Factions, and player influence:

Sure - your actions can influence what faction has more control in a system. You can (over time), see this:

LUI BAJA Freedom Party: 50%
LUI BAJA Corporate: 45%
LUI BAJA Mafia: 5%


turn into this...

LUI BAJA Corporate: 50%
LUI BAJA Freedom Party: 43%
LUI BAJA Mafia: 7%

With little Green arrows of course.

Seriously - that's a payoff to the player of some sort? How does that impact anything, at all, ever? In some way that you really notice? Who gives a damn which Faction is at the top of the list? The missions will be the same, except the Faction offering it will be different.

And on trade and missions:

Why is that a station that only produces Gold and Palladium seem to have little demand for FOOD? Sure, you'll see a Charity Mission... "LUI BAJA Needs 6 Food Cartridges! We'll pay you $2,000 to find them! Help us!" ... a) does anyone except a newbie in a Sidewinder ever go out of their way to do this and b) why isn't Lui Baja freaking STARVING to death?!? Why aren't nearly ALL the missions at that station basically "Bring us food, beer, and tobacco. We'll pay you 4x the going rate." No one ever really seems to need Food, Tea, or Liquor in this game. They just want Performance Enhancers. You'll profit $900-1100 for every ton of steroids you bring in, but strangely groceries aren't a priority.

On a related note, it's odd how many assassination contracts are offered for Celebrities. Dead Celebrities are also a bigger priority than food and liquor. Maybe the stations have NPCs with corpse limpets, who fly around into USS points and collect the dead celebrities, so that station residents have something to eat...

Hint for the Art Department: Stop putting Lakon/Tie Fighter Canopies on everything.

Hint for the Ship Designer: Stop making every new ship be another flavor of chocolate. "Ship Mk1 has 3 Small Hardpoints, and the Mk2 have 1 Small and 1 Medium Hardpoint - with a Max Speed of 270 instead of 280. But with an extra E1 cargo slot." Enough of that, already.

To end on a brighter note: I do enjoy the combat quite a bit.... Sarah's work on NPC combat has been stellar. I hope the rest of the team will take some inspiration from her work.

Yes seeing stats change is a step along from when nothing changed but without feedback changing the actual gameworld in some way or how we interact with it we may as well be playing spreadsheet in space.
This is and always has been the crux of the problem with Elite Dangerous and I've read enough posts saying the same thing to to know it isn't just a vocal minority.

I can fly from one system to another controlled by a different major faction and would never know because there is no visual cue or feedback. I have to read the text to know. Major factions should have their own style ships from the off and certainly the stations should be distinguishable. There should of been thought given as to how to differentiate a
system controlled by the Federation and the Empire. Just an audio greeting from a security vessel as you arrive in the system would of been something. "Greetings Commander, welcome to Federation Space" or hopefully something more involved and imaginative.

It can be anything so long as we getting audio and visual feedback and this changes as a consequence of our actions.
Killed over 50 pirates, "Greetings Commander, your anti pirating exploits are legendary, we will escort you to xxx station where a reward awaits you."
Again don't take the example literally, I am just explaining how such details help with immersion and keep us involved while giving consequence to our actions other than a number in a database changing.
The numbers in the database should be the drivers of events not the events themselves.

We could all give all kinds of examples but the principle is the same.

Planetary landings if done well will be a very welcome distraction but they won't fix the core problem.
Sure it is complex to simulate such things and requires a lot of content and work but we were promised interactive NPC's with their own loyalties based on our actions in a dynamic but persistent universe from the off and we still don't have it.
We can't befriend or make enemies of NPC's other than shoot them or not shoot them - that is about as limited interaction as you can get.

The Elite Universe is nice and the combat has been done well but every other action is wafer thin on interaction and feedback and the Galaxy far from being dynamic is static. If I can't see or feel change and any change there is makes zero difference to my gameplay experience then guess what - it won't have any affect on how I experience the game.

I am an early backer and I am still in a stock Sidewinder because I have literally just dipped in and out of the game each new update, hoping, waiting for something that will grab my imagination in the way I had hoped when backing.
Sure I could play longer and get some enjoyment but I don't want to burn out. I have explored and mined and taken missions and investigated USS's all briefly and never felt compelled to do them again for pleasures sake -only to grind for a better ship.

Sure some people are happy with the way things are, more power to you but there are also a lot of players like me who hardly post or play because they have lost interest.
I'm not saying you should care, just don't tell me all criticisms are invalid (and therefore the game is perfect) because you are still playing it.

Power Play was an attempt to address some of these issues and I think the premise is fine though the execution is somewhat lacking. I'm still hopeful that the next big update will be the one and of course once we can escape the confines of deep space and our ships we will literally have a whole new world to explore.
Until then I will maintain a holding pattern, just dipping into the game here and there.
 
Excellent post Mucka. Exactly my thoughts, but in a well written form.

One question though: Are you new to the elite franchise or did you play the originals? The reason I ask is that I can't determine how much of my current interest /dis-interest is due to "rose-coloured glasses"
 
I stopped playing shortly after they screwed us with Power Play. Now I actually have real fun playing Rogue System, a proper hardcore space sim.
 

Jex =TE=

Banned
Oh, I completely agree with you that there need to be more systems in place, and that the difference between something like Falcon and E: D is the amount of preparation and planning a mission can take, the presence of terrain and ground based defences, plus weather and untoward events. As you say - space is a void. I'd much rather roam aimlessly in a flightsim, or in something like the Witcher, where you can enjoy all of the details of the world, rather than just look at a black screen all the time. I don't really see how we get round that, and keep the 'space is big and you can travel anywhere' ideal of Elite? I've already been shouted at by other members of the forum and told to 'go play Farmville' when I came round to the idea that autopilot and microjumps between system stars might add something to the game. :D
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What I was driving at is I'd love to see something like Falcon's mission generation and Air Tasking Order generation systems ported over to a space game like Elite. Obviously, to compensate for the lack of terrain etc., we need a large variety of missions that cover both combat and non-combat scenarios, with something like 'Tier 2' AI to give them a 'human' face.
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I believe it can work - see the game StarShatter, which is essentially F4 in space. However StarShatter, like Falcon, has something Elite does not - long range weaponry (primarily missiles vs. point defence) and the need/ability for stealth in approaching enemies. E: D misses a whole raft of valuable gameplay (in my mind) by making everything a World War II dogfight in instances at less than 3km range, and having ships plainly visible at huge distances in SuperCruise, rather than requiring some skill to detect, scan and identify properly (making having active vs. passive scanners meaningful). The latter, as I've said before, would require supercruise to be a lot slower, to allow more time for interactions, which I could see going down like a lead balloon though. Also, both Starshatter and Falcon aren't trying to be MMOs and appeal to everyone all of the time. :)
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If we did get a decent mission generation system, assigning actual targets, with asset status tracking on some level, then true force-on-force multiplayer, with tangible outcomes might be possible, rather than just smoke-mirrors-and-infinitely-spawning-NPCs. I also still hold out hope that hiring wingmen and crews will still make it into the game at some point.



I'll (attempt to) rephrase the same argument. In a game that's trying to 'simulate' a civilisation entire galaxy, you're going to have to accept some limitations and some things being 'shallow'. YMMV as to whether that's acceptable in the long-term or not, and whether you are willing to suspend disbelief over the those cracks. I don't think there is too much point continually pointing out that there's not a lot behind the curtain, we know that, Frontier know that, people who played and reviewed the earlier games know that. People going into the kickstarter should have known that. I think we were all being a bit unrealistic in wanting more from the same template in such a short period of time, and that just using proc. gen. to make lots of different coloured spheres was only going to hold attention for so long. Note, I'm not arguing that the game's perfect (it isn't) or the OP and everyone else don't have a right to express disappointment (they do).

Great Post :)

ED doesn't really have any complexity to it. It's hard to get into at first but once you know things, there's not much going on. Why didn't the scanners have more things to do with them - Falcon air radar and ground radar had lots of options. Why is it when my thrusters were taken out 2 days ago that I died using the repair function - I had 5 seconds of oxygen left - let ME choose what systems to cannibalise - nope, the game will do that for you.

It's the fact that the game does so many things for you that make it more boring. Why can't I plot my own course to systems? In Star Wars, Han Solo makes the Kessel Run in under 2 parsecs because he plotted a risky course. In space, there are dangers to avoid yet in ED, space is completely void. There is literally nothing in it which is complete nonsense. So there's no way to plot a better course and there should be - the Navicom plots the safest course which is longer - you should have the option to plot your own course.

Scanning things is, again, done for you. Point at the "thing" and wait. Exploring might have been fun if there was actually scanning to do but pointing at things is boring, especially when everything looks the same.

I took a mission to "grab" some cargo which meant I had to steal it. My mate took a mission where, coincidentally enough, he had the items they wanted in his cargo hold. Would they take them - no - they weren't stolen. Goodbye immersion. When I can make 750,000 at a conflict zone in the time it takes me to run out of ammo on my 2 multicannons, why even bother taking a "steal cargo" mission. Do I have to spend the next hour looking for a ship carrying it? Why even bother bounty hunting? Also, I bet I can buy the cargo, dump it outside and have my friend pick it up as "stolen" and then complete the mission.

It's all the stupid things like this, the lack of thought that chips away at the game that draw you more and more out of the immersion.

Back at the conflict zone, I can join the other faction if I want when I return. Nobody cares I was killing their friends literally 5 minutes before - what reality are we living in?

The economy makes no sense. a ton of gold is ridiculously cheap when you compare it to a ton of Heinz baked beans (food cartridges).

Nothing in ED is complicated apart from the really bad UI. There's no systems to interact with. You're in a ship, an object you never leave your entire life. You eat in it, sleep in it, you trade in it, fight in it and this ship that is literally your life, you cannot personalise (without paying ripoff prices) and you cannot interact with at all.

I'm reminded of a space game, can't remember which one, where you completed missions and some of them would place little memento's in your cockpit.

If they introduced an autotrade computer and coupled that with an autofly computer and then u add in the auto dock computer - you would literally see how this game has nothing in it and could leave your type 9 going back and forth whilst you went to work. The only part you are doing is the boring stuff in between - take off, jump, land, sell, buy, take off, land, sell, buy....etc.

It needs a lot more work, not to mention the bugs - last night I couldn't see my friends in the same system even though we were in the same private group. I quit 3 times and nothing though I could see them online. Had to quit to desktop to finally see them. Why is it in Open Play and my friend is in the same system as me with literally no other ships anywhere near us that we can't see each other. Coming out of SC - stuck in the loading screen, had to end task. Why is it some ships I hit for literally half a second I get the bounty, other's I blast the crap out of and get nothing (in conflict zones). I've made nearly 3 million over the last 2 days in conflict zones and yet this tiny backyard system seems to have an endless supply of ships, they just go on and on - what is funding this huge armada. When will we see victory? Why isn't it coded in to have a limited number of ships that only start decreasing in number when the player is there (this way they don't play themselves out)?
 
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