1. Longer jump ranges for all ships.Max an Asp Explorer at 50LY and let it set the bar. My shortest jump range: 20LY. Because fewer loading screens is better than more if them. People have lives; 20 jumps just to get to the CG, and 200 more to participate, simply isn't fun.
2. Dynamic economy with ship and outfitting finders. Was s would increase the cost of ships and arms in systems. Booms would drive costs down. Stuff would cost less nearer the source of supply. Give us reasons to travel.
3. More tools for the Sandbox: Repair Limpets (and by extension, Repair Rats). Economic exploration (gather and sell info about deals, discounts etc in the dynamic economy).
4. Scannable planets. Use DSS to reveal POI from space and lock in bases and wrecks as Persistent. Decide whether we want to land. Procedurally generated lost Alien ruins, wrecked explorers, major meteoric impact sites with unique samples, strange elements for recovery and resale, forgotten expedition bases, smuggler caches, pirate and scientific bases - all Persistent as they are discovered and reported.
5. Meaningful impact: I should not be able to rank with both navies. Smugglers whose stuff I Lise should remember that, and refuse me jobs or even look for revenge. I want to make friends, enemies and deals. I want to see the change as opposed to imagining it.
1 - Jump range is good where it's at I think, but you seem to be in a hurry, so if they increase the range now, you'll be complaining about it being too short again in a very short time because you are in a hurry. Old tired argument, exactly like your 'there's nothing to do in the game' which actually means 'what I want to do isn't in the game', big difference there, one of those 'you picked up the wrong game' things that people have already pointed out to you.
2 - And you have no clue how economics and markets work, which you and many other people make clear all the time. You are expecting to see local markets like you see here on Earth, where supply is usually quite limited and demand can easily outstrip it. That's not something you'll see in a market extending through thousands of planets and space stations. It's called hydraulic despotism, as Herbert said in Dune, 'he who can destroy a thing, controls a thing'. Outside of Rares, none of the market goods in Elite have a single source, so it's literally impossible to exert hydraulic despotism on the market and make prices fluctuate around the bubble, there's too many sources of the goods. Rares, FD foresaw the issues with hydraulic despotism and made sure it can't happen with them, and for damn good reason, which you know but don't realize you know because you don't understand how a galactic economy works and are still thinking your local market.
If I can buy gold at 100 different stations for 9k/t, why would I want to buy gold at 10k or 11k a ton from a single station? Why would anyone? We have access to ships that let us travel thousands of lights years in an hour, there is NO logical reason for prices to do anything across the bubble but even out, far too many supply sources and far too many markets to sell those supplies in.
Still, you can see 'local' market effects all the time, it's why Traders have to change routes so often, they flood their markets and profits drop. I've seen it, had a great little run, 3k profit per ton, for about a week, because it wasn't off in the hinterlands where no one else goes, it was near Lave and there were LOTS of other players doing exactly what I was doing, and the market was flooded, my profit actually dropped to a loss due to that. The economy works JUST fine, it simply works on a galactic scale and you are still thinking neighborhood market.
3 - We have AFMUs, but you want some way to remotely repair other ships, ok, I can actually get behind that, that could be fun and create a Fuel Rats subsidiary. Economic exploration, we already have, so..unless you mean stealing data from companies and selling it to another company? We do that now in the missions, you really should check them out sometime, and that's what David meant by 'there's so much that the players never see' and goes with his 'that's on us, we didn't communicate properly'. There IS a hell of a lot more going on then you realize, you simply haven't bothered to dig a bit to find it. For that, I personally blame the player, not the developers, because I'm used to tearing into a game and seeing exactly how deep the rabbit hole goes, but I'm old school I guess. Seems many gamers today, if it isn't shoved into their faces, it doesn't exist.
4 - Yeah, some nice ideas, but persistent random stuff isn't going to happen, this IS an online game, an MMO no less, there's thousands of people playing besides you, and if YOU get somewhere first and get all the goodies, then no one else gets them, and vice versa. That's why MMOs don't do that, persistent locations yes, but the goodies always respawn, it's not a single player game after all.
5 - we do have meaningful impact upon the game world, you not seeing that is, well, you not seeing that. You mess up a smuggling job, the people who gave it to you DO remember that, you will see it in the jobs they offer you, that happens right now and it's going to be made MORE visible in 2.1. Oh, and people do come after you for messing up a job or sometimes for doing the job correctly. I've been chased to Maia and back from Zelano because I took an assassination mission and completed it, the target's followers took exception to that and tried to kill me multiple times, had them showing up in ships ranging from Vultures to Anacondas, all hot for my blood because I killed their leader, for days after I completed the mission. I found it rather enjoyable and a clear sign that the game DOES register my impact upon it.
Naval ranks, that's something many of us have brought up, shouldn't be able to progress in both navies at once. However, there is a reason we can do that, and it's rather simple. We aren't IN those navies, we are members of the Pilots Federation, outsiders, neutral, and that is why the navies have us do the jobs we do for them, we're not part of their CoC, so if we botch the job, no blame on them. We're mercs, contract killers, they use us, pure and simple, and the ranks are simply honorifics, nothing more. Ever notice you don't get ORDERED to do a job and HAVE to do it, they are optional, you can take them or pass on them as you wish. If we were part of the navies, there would be no choice in the matter, you would have to accept the mission and complete it.
Previously, Elite games did actually make you part of the navy at a certain point in the process, and once that happened, you no longer got to work for any other naval force and it had negative ramifications for you with those other powers as well. I'M good with that being done in Elite Dangerous, but many people are not good with that, they want access to ALL the toys, not just specific faction toys, and they don't want to be tied to a specific faction at all, so the system works as it does. There are ramifications for working specifically for the Federation or Empire or Alliance, and that means the other major AND minor factions will not be so happy with you, which will limit where you can go freely inside the bubble, and many people really don't like that idea at all. As I said, I'M personally fine with it, I expected that since it's been the standard previously in the series, but I understand why it's done the way it is and agree with it in general. I'd prefer some way to actually become tied to ONE particular major faction's navy at some point, and from then on, well, you are an Imp or Fed or Alliance officer, you are tolerated at best, treated unkindly many places and outright hostility will be shown by many minor factions, especially criminal ones, so Anarchy systems will be very dangerous and will not let you dock anywhere. Again, I'm good with that, are you?