There are also completely objective complaints.
My post wasn't that supercruise exists and shouldn't. It's that supercruise exists and is boring.
....
There is nothing breaking up and adding engaging / fun gameplay to a player traveling multiple systems away
"Boring" as well as "fun" are subjective, though. I find both watching and playing football extremely boring, but for millions of other people it's apparently great fun.
No, players didn't want npcs that cheated by being able to do things that human players can't which is what happened.
Not as I remember it. Or rather, not on both of the occasions I remember.
Being a re-imagining of something old doesn't give it a pass on being lazy and unimaginative and just plain bad. Plenty of other games do the same thing but manage to improve upon what existed before due to the reduced resources available back during the original release. There's nothing prohibiting fdev from retaining an ad-hoc trading board type system as well as missions and say, making all commodities equally important to trade for different reasons without making only a couple worth anyone's time to ever care about. Or tie that system to the actual production of ships seen in the game or even the availability of player purchaseables. Or to make the entire interface more immersive with less boxes with text and static images of avatars and maybe meeting talking avatars that remember your past interactions. There are lots of ways the system can stay nostalgic without retaining the past limitations.
Sure - but you were talking about
objective complaints. What you are describing here are - to me - the endless and repeated trips of Cmdr Shephard across a couple of more or less identical space stations, in order to talk repeatedly with the same NPCs. It's a
different game design, but not necessarily an
objectively worse game design.
Nearly every system should be some use to the player or there is no point in having them in the game other than to waste the player's time. Having some be wasteful is fine, so long as most are not. It's not about being settled. It's about having relevance to gameplay and what role does a given thing in game have to gameplay. Currently, all of the systems serve negative gameplay. They are time sinks with no redeeming use to players. Whether it's populated or not, these systems should serve more of a function to players than to just look at. Epecially when there is so much potential to add things that players could utilize them for. Whether it's ways players could initiiate npc involvement in a system and create bgs interactions that otherwise wouldn't happen or leverage them in other more personal ways. But a lot of what you can do to make these better gameplay assets is with the last thing i mentioned .
As an explorer:
every system is of some use to me. Admittedly, some of them are just stepping stones and refuelling stations on the way to get somewhere.
As a BGS player: every inhabited system is of some use to me.
It seems that your idea of gameplay is different from mine - that's not a problem, Elite is big enough for a lot of ideas about gameplay. It may be too big to encompass all specific ideas about gameplay, but that doens't make it an
objectively bad design.
Not sure what the response here you gave means. Are we supposed to be think that getting a little warm when getting close to a star (regardless of how hot the star actually is) is somehow good use of environmental hazards in space ? That adding some jets around pulsars and white dwarfs that spin you around a bit in supercruise is good use of environmental hazards? No.
There's plenty of opportunity to make the different kinds of stars you can scoop from for instance have a whole different mechanic that takes into consideration the particular procedural attributes of the star and implements magnetic, plasma outburts and changing radiation types depending on your location over say, sunspots to make refueling an engaging game mechanic. There is plenty of opportunity to make mining in rings around gas giants be far more hazardous due to strong radiation belts interacting with the roids in the ring and strong magnetic fields playing havoc with ship systems making players have to strategize how to use the roids to avoid exposure - etc. For roid mining to cause dangerous unexpected explosions ejecting rocks at your ship. or some places to have lots of debris that is moving at extreme velocities thru the ring due to recent collisions or activity by miners that can hit your ship. For exploration to have to deal with similar dangers by active star systems you jump into, where supercruise is not reliable.
These wouldn't be everywhere at the same degree. Places where these issues exist to strong levels would be places fdev could have high value commidities or materials or other tasks for players to acquire or accomplish. The environment should be utilized to create danger for players more so than npcs are. Space itself should be dangerous and that's one of the biggest failures from Fdev for this game and if you want to bring up how FDev developed and sold the game like in your response to trade. Elite was sold on space in this game being dangerous. That the galaxy is dangerous. it's in the taglines since release. And it's never been true. The galaxy is 100% safe. Most of the roles most efficient ways of playing are 100% safe.
Ok, now we're getting somewhere. Yes, ED could be better - but then again, that's a
subjective assessment. You've been around a year longer than I have - you remember the times when being able to afford a new ship was a big step, and when people regularly (ok, not the same person) lost their new Python because they wanted to make the rebuy back with that first successful cargo delivery.... You should also remember what the forum clamoured for: more money, lower rebuys, no risk. Well, it's a case of getting what you asked for.
I'm not complaining (much) - people have enough trouble with the learning curve as it is. And by design, ED needs to work with that procedural generation with only a very much limited amount of hand-crafted assets - there just isn't the capacity or the money here to fill the Galaxy, or even the Bubble, with them. Which means, the Galaxy has to be pretty much the same everywhere - if one star type is tough to scoop, every instance of this type of star is tough to scoop. If one type of ring is more dangerous to mine in, then that goes for every instance of this type of ring. Yes, you could increase or branch out the types, but that's limited. So what I want to say, I think, is this: you (or me) are used to the level of danger and excitement in the Galaxy, it's all the same to us. You can land on any high g world, supercharge from a Neutron star with ease, killing NPCs is just too easy and PvP mostly boring. But everyone sees the same Galaxy and the same stars. And there are enough players for whom the Galaxy as it is is dangerous enough so that these come into the forums to complain about losing their ship and being thrown back into the freewinder, then throwing their toys out of their pram and ragequitting.
If, on the other hand, FD had seeded the Galaxy with a small number of non-procedurally generated real dangers - how do you know these are not out there? Less than 0.1% or so of the Galaxy have been visited - or at least visited by CMDRs who lived to tell the tale

.