I think pretty much most people will admit that the game is too easy basically because everything seems to be uniform in design. Take the LRS missions the very fact it stank of lazy processing that allowed people to stack the missions in the first place because they were all going to the same area instead of as Mike mentioned you can collect missions but if the time constraints and different locations were already (e.g someone actually thought longer than 30 seconds about it) there it would have been impossible to do 8 or 9 at a time.
Basically nobody thought about it when they pressed the big red button to start these missions they same they didn't think about it when they pressed it again to turn them off.
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What surprises me is that a software dev who creates games doesn't think like a gamer or at least asked anyone who thinks like your normal gamer does, e.g IF X does this what can I do to mess with it, mod it, bypass it, exploit it, Grief with it , troll with it, make it better etc. Because anyone of us could have told FDEV what was going to happen with that mission in Sothis in under a minute if we were asked.
For a game that semi-sims the galaxy most of the stuff costs the same , produces the same and pays the same. All to uniform.
There was nothing wrong with people waiting until their cargo hold was full, with missions going to the same area of the galaxy, in order to maximise the profit per ton of cargo space, and get as many credits from their time and effort as they can. It's called business. You can still do the same with short range cargo missions, but they pay less, because there's less risk involved. The problem was that there wasn't enough choice, they didn't spawn often enough and they don't take you far enough away. "long range" smuggling missions aren't exactly long range in the central systems, mid-range at best, it wasn't until you get out in the sticks, such as sothis, that the payout became worth it, and that's how it should be, it's a longer range and more risk. The problem was that there should also be missions taking you out into those distant systems, there should be long range trading routes, you SHOULD be able to fill your hold with illegal cargo for systems 500+ly away and you SHOULD be well paid for it. And you SHOULD be able to pick up long range missions for the return journey, or to a different trading cluster of systems, there should be all these things but there SHOULD also be other missions types that reward similar profit so people aren't forced to adopt long range smuggling in order to make real credits.
Because, and I can't stress this enough: There Was Nothing Wrong With Filling Your Cargo Hold With Long Range Smuggling Missions!
Also, they actually felt rewarding, there was the waiting while I filled my hold, the journey evading interdictions and scans, the exploding of my ask as I boosted into the side of the station instead of through the letterbox, the re-sourcing of mission cargo, the eventual payoff as I handed all the missions in, and the satisfaction of seeing the hours spent playing, rewarded by credits. Credits I could have earned another way, sure. credits I would have spent the same time earning other ways, sure, but credits EARNED. Credits FOUGHT FOR.
The subject of this thread might as well have been "Go F$%k Yourself Udinbak! You Utter C*&t!" And now I'm going to cry