Edit: it posted before I was finished? The hell.
Anyway, I came back from a 3 month hiatus, figured that Commanders just may have something interesting for me.
Multicrew looked nice but for some reason I have not yet figured out how to even get it working for me. Whatever. I had unfinished business anyway.
Except... nothing really changed I guess. I left after one hour because I had the same issue that caused me to quit: everything is so gorram inconvenient.
1: Finding crap.
Want a specific module? Well go ahead and visit a dozen stations. Your ship is useless without the modules. Yet you have to go spend hours to collect everything you need.
How hard can it be to make a module finder, huh? Why can't I just do a search? Does it make things too easy? Screw you. I was killed by a goddamn NPC and I could not fight back reliably and I was dead before I knew it. Why? Because my ship did not have the goddamn shield I wanted, and I was searching for the shield for the past 2 hours already. Seriously, go screw yourselves.
You
could learn how to use the Galaxy Map's tools to narrow down your search. It's not an "I win" button by any means, but if you use the tools Frontier has actually provided, plus a little common sense, you can usually find what you're looking for within a couple of jumps of your location.
2: Trading crap.
Want to find a trade route? Well if you don't have a second screen and/or never heard of EDDB, you're out of luck kiddo, trading ain't for you. If you want to trade then, go visit every goddamn station, write down the fricken prices. Figure it out. Except I see you already moved back into a combat ship and went to that RES. Yep, so many do that.
Again, how fricken hard can it be to have a price finder in the actual game, huh?
But noooo, you would rather spend months on developing a fancy face generator instead of developing practical stuff. And then there's idiot players who encourage that kind of development. The hell is wrong with you?
You
could learn how to use the Galaxy Map's tools to find where the most volatile, and thus most profitable, systems are. It's not an "I win" button by any means, but if you use the tools and information Frontier has provided, plus a little common sense, the Galaxy is your oyster.
3: Planetary crap.
Why, oh why, do we even have surface installations? I find that those are the most worthless timewasters and I just want to get on with my day.
First, you have to land on the planet. This takes longer than just landing on a station. But ok.
And then, you accept missions or buy resources. Guess what? Now you have to take off and find that in plenty of cases, your destination system is obscured by the very planet you're on. Proceed to spend minutes to get out of the fricken planet, turn around, and jump. Meanwhile you're already having a mental breakdown and wonder why the hell you landed on the planet, and promise to yourself you will never do that again voluntarily.
If you feel visiting a planetary installation is a waste of time, then don't go. It's as simple as that.
Some of us like a wider variety of places to visit, and there's good markets to be found in planetary installations, ones that haven't been squeezed dry due to sites like EDDB.io, which is simply trading on autopilot.
4: Travel crap.
Seriously the whole idea that celestial objects slow you down in supercruise is nonsense and the only reason why this mechanic is there is to slow you down. Literally, it has no other purpose. Because apparently things are not inconvenient enough already that you have to visit dozens of stations or surfaces to even get basic crap done, no, you have to do that slowly or else you will not fully appreciate space.
You
could learn how Supercruise actually works. It's not an "I win" button by any means, but once you learn how Supercruise actually works, you can easily get anywhere within 1 kls from your arrival point in under three minutes.
The most recent
Buckyball Race demonstrated that you can complete a four hop trade route in under fifteen minutes, in a Type-9, if you actually know what you're doing. This includes buying and selling commodities, escaping mass lock, hyperspace jumps, AND docking the most graceless ship in the game, all in under fifteen minutes.
You know, I'm starting to sense a pattern here...
5: Engineer crap.
"This planet has like, 5% germanium yo"
Cool, so 1 in 20 chance to find it? Meaning I seriously have to go shoot like 20 rocks to have even a decent chance at finding this mineral I need? (I know, chances don't work like that, but whatever) I dunno about you but I find that the wave scanner is pointless. Because of 1 single thing: all of the stuff you are finding is at the surface in big rocks that look different than other rocks. I bet with some optical scanning device from the 34th century you can find that crap from orbit. I want pinpoint locations. I want to know exactly where to look, and NOT memorize the different kind of wave signatures and then HOPE that this one rock has what I need and I can fricken move on with my day. Because I really do not want to roam around on these planets longer than needed. They're boring; if you're seen one, you've seen them all.
You
could learn how to use the Wave Scanner on your SRV. It's not an "I win" button by any means, but if you learn how to use a wave scanner, develop some decent SRV piloting skills,
and understand how materials are distributed among the various kinds of meteorites, you can easily find the very rare deposits nearby in a few minutes.
And that's just of the top of my head. Thing is... why are these not being worked on?
"Muh immersion?" If anything the fact that crap is inconvenient will make me realize it's a game because in a real universe, stuff like this would definitely be there to make things more convenient for pilots.
In general, everything that I need to do before I can do something else is boring. Because I want to specifically do the "something else" because I find THAT the fun part. Yet in 9 out of 10 cases in Elite, it just has to be made harder than it needs to be to actually do that.
You
could try developing the skills you need to thrive in the
rest of the game. It's a crazy idea, I know. But it just might work.
- - - Updated - - -
I see this said a lot.
I have absolutely no idea why someone would think that a game developer should 'respect their time'.
In fact, it seems like people are just trying to blame someone else for their lack of patience - but I'm happy to listen to alternative theories.
Alternative theory: people not only lack patience, they also lack the will to gain the knowledge and skills necessary to achieve their goals quickly.
Personally, I feel that Frontier respects my time quite well. Because there are very few parts of the game where you can't trim down the time it take to do something
substantially if you're willing to learn how how the game works, and then develop the skills to take advantage of that knowledge.
Now GOLF, on the other hand, has no respect for my time what so ever. I mean, trying to use sticks to knock an erratic little white ball over a six mile long course, only to end up roughly back where you started? Who's idea of fun is that?
[SUB](Mine)[/SUB]