I'm not going to reply to the entire post by the OP, just comment on those parts I have something to say about...
MAIN POST UPDATED.
1. Combat
- CZ/RES/crime sweep is the same renamed instance
- no higher goal nor scenarios/defences/invasions/battlegrounds, just chaotic 1v1 ship grind.
I get your point about the about CZ/RES/Crime sweep being renamed instances, but that's actually a little to simplistic. CZ's and Crimesweeps are nearly the same thing: you ally with one of the two warring factions and fight the other. If you're not careful, you can get overwhelmed.
RES sites are different in that, unless you have cargo in your hold (or you're WANTED and not in a Hazardous RES), you will rarely be attacked first. You choose when to engage. You can either fight one on one, or one vs. many, depending on what spawns and what you choose to engage. I tend to stick to HAZ RES because the authorities are far more dangerous/crazy than anything else in the game. Should one of them accidentally collide with you (even if it's clearly their fault) and take enough damage, you now have a minor bounty and yet have become Public Enemy #1 for them. It's stupid, so I stay in Haz Res. There I just have to avoid all the PP factions patrolling.
2. Trade
- clicking a slider and jumping between stations
- to ease the grind, people use third party tools to find the best trade route
Yes, I wish those third party tools were integrated in the game. I also wish there were profitable trade routes where you could go from A to B to C to D and back to A again. Alas, the only thing in that category is rare trading.
It's more fun, more profitable, and sometimes like the A > B >C routing, to just wander around and do hauling missions. The biggest limit there is usually ship size, with they Python working best because it can dock everywhere and carry a decent load.
5. Magic material storage
- why 1000?
- why teleporting between ships?
- just a lot of why's...
I'm fine with everything except the 1000 limit. I need to keep on hand a decent quantity of a lot of different materials so I can do all the engineering I want to do when I either get a new ship, or decide to retool one. Yet I also need a lot of mats on hand to refuel/rearm/repair SRV, restock ship ammo and AFMU, make limpets, etc. I don't expect or want unlimited capacity, but without away to store away critical mats for engineering later, I'm limited to what I can have onboard for synthesis. It's really aggravating. It's also annoying that I have to keep checking with Inara.cz to make sure I ditch mats that are, for me, useless. And then they keep adding more mat types (and data!) that currently have no use (Guardian and Thargoid). Should I hoard it and limit my options? Or ignore them and then be forced to do long hours of scavenging whenever they become relevant to the game?! Ugh!
We really should have X amount of storage on the ship and Y amount of storage at stations, and the ability to swap when docked. I'm fine with the station based storage being magic (available at all stations, just like SLF crew) as that should be easier on the programmers and the players alike.
While were at it, we need to up the amount of module storage! The current limit might be fine when you only own a couple of ships, but when you have nearly every ship in the game, and like to swap parts/weapons a lot, 60 is a woefully small amount.
At least you can be pledged to a power now and free to travel wherever without fear of harassment UNLESS you have PP merits to cash in or PP cargo. That makes participation far less of a pain in the butt. But yes, it's still not that engaging.
7. Community goals
- more grind, just a single "scenario" (material transfer/bounties)
- each one revolving around people doing space-trucking
Ok, I'm not sure what you want. I mean anything in any game can be described as a grind after awhile. I could list examples from other MMOs - like WoW, City of Heroes, and FFXIV - as wells as from single player games, but what's the point?
I would like to see Community Goals adjusted to grade participation on scale based on the difficulty of what was turned in. The Aegis CGs should have counted Guardian Relics as 5 to 10 tons of turn-in for every 1 ton delivered, as they take more time to get and deliver than commodities you can buy at the station. And the one that wanted Thargoid tissue samples? Geez, that one should have been 1 ton of sample = 100 tons (or more) of turn-in value. This gives commanders using smaller ships hope of competing for the top spots. It also grants appropriate rewards for time/difficulty expended.
10. Mining
- limpet design, insanely cumbersome "make 200 tonnes of limpets into 200 tonnes of cargo"
- prospector limpet role design, leads to even greater limpet cargo hold needed
- better than trading - a minigame
- with current rewards, has no impact on the game itself, like petbattles in wow (except pet battles in wow has more content than entire ED)
Yeah, limpets should be something like 4/ton instead of 1/ton.
And yes, mining needs to be more interactive. Hopefully, they'll come up with something. However, in all fairness, I have yet to see ANY game make mining truly interesting - not WoW, not Earth & Beyond, not Star Trek Online (mini-games are silly), and not FFXIV (unspoiled nodes, collectible crap, etc.). So yes, mining is boring. Hopefully someone will come up with an idea to make it fun.
11. Flying -
https://forums.frontier.co.uk/showthread.php/384871-Blaspheming-against-the-flight-model
- any explanation for maximal speed limits on ships?
- acceleration should be used instead (of max speed) when a more agile ship has to outrun a bigger ship
- yaw/roll/pitch on some ships make no sense. theres no sane explanation for a space craft to have different speeds there
I like the supercruise mechanics and how speed is affected by gravity wells. However, I do wish we could jump to other stars in the system besides the primary (eliminating LONG real time trips in system).
12. People are watching NETFLIX while playing your game and claim they are having fun.
Yes, I do. And yes, I still find the game fun. I've done it with other games too.
13. Ship design
- why most ppl fly pythons / anacondas?
- there are some niche ships but largely ignored (or treated like stepping stone for python/anaconda/cutter/corvette)
- module sizes are broken. If we take x2 modifier based on cargo racks sizes then it quickly gets ridiculous when you try to estimate the efficiency of given module in regards to its size.
- how much aircraft space does a ADS needs? Size-1. Why big ships have modules sizes down to 3. Unable to split them, leading to a fun situation when a giant craft like cutter can choose between docking computer OR ads but not both, coz there is no space.
Yes, Pythons and Anacondas are very popular and I don't think I need to go into why. However, if you play long enough, you'll often find joy in flying other ships for certain jobs. I do. I'm currently cruising around in my Imperial Clipper, which I've designed to be a very hardy ship for mat gathering on planets and from USS. It's a lot more fun to fly for this than my Anaconda, Corvette, or Python.
As to modules, oh yes, something needs to change. It's ridiculous that you have to waste so many big slots if you want an ADS and Planetary scanner on the big ships. Why can't you buy those in combo that's size 2?!
Or why aren't these add-ons that you can slot into your ship sensors (like gems into gear in Fantasy games)? Then you might have more of reason to get class A sensors (or even class C) instead of just D - better grade sensors have more add-on slots.
14. Ranking with empire/federation
- people complain about loosing sanity when they want to reach the big2 "fast"
- "slow" way means "never", at least for me. (missions are repetitive, restarting in a new system for a new rankup mission feels like a slap)
- no incentive to go thru this grind other than the ships... but even then, anaconda is still pretty good, so why bother.
First, everyone always talks about the grind to the big 2.
What about the grind to the earlier ships, particularly the Clipper? By the time most people have the rank to buy a Clipper, they have no need for it (unless they really like/want it) because they already own a Python, T9, Anaconda, Fer De Lance (instead of the Federal ships), etc.
At least the Cutter is worth the grind, as it is the best trade ship in the game and fast enough to escape all NPC pirates. The Corvette is just a cool looking side-grade (upgrade or downgrade can be argued) to an Anaconda. I use to use my Corvette all the time, but now I rarely use it in favor of my Anaconda (originally trade spec, collected dust after getting Cutter). I prefer the loadout on the Anaconda over the Corvette and the increased jump range is a no brainer.