The below are my own opinions. Like "|3" everyone has them. Mining: Players wanted: a mining experience that rewarded skillful and/or experienced expedition exploration and exploitation of resources. I understood this to mean that an experienced mining crew would have, in time, found the spots to go and find the resources to exploit. I understood this to mean finding the resources, the actual expedition and exploration would be interesting in itself…. Taking advantage of the beauty of the game world: IE: ice is found in polar regions on planets, Iron, rich worlds and asteroids etc. CIG delivered: A boring and even frustrating RNG mining experience that takes away from the expedition and exploration of beautiful environments, to instead watch a scanning progression bar to find out if you indeed found anything worthwhile. Crafting: Players wanted: To be able to produce items found in the game, by making sub-components to then assemble into more complex components, but most importantly to be able to modify the items they already have , to either improve them or make them more aesthetically unique. For example, crafting a trigger assembly to increase rate of fire on a pistol… then taking out your current assembly and replacing it with the better one. CIG delivered: A painful grind experience where blueprints are earned through another RNG time sink coupled and compounded upon the mining RNG experience to equal a multiplied painful time grind in a game that already has massive time sinks. Sandbox: Players wanted: An open world with the proper catalysts and tools for players to make their own memories and fun. A good example is the first jump-town “event” where the catalyst for player driven content was the drug printing. This catalyst led to piracy, ground combat, air combat, bounty hunting and large group logistics. None of which was scripted. CIG delivered: An open world with lots of closed or controlled or scripted content. IE: Go to location, kill 10 guys. Go to location do XYZ. NOTE: What the game needs is for more catalysts spread about for players to take advantage of, fight over or compete for. For example… a non-combat catalysts might be a urgent shipping request that only pays or rewards the first player to deliver. Engineering: What players wanted: A team oriented experience where a good engineer could be the difference between victory or defeat. Success or failure. Players wanted the engineering console to allow for some customization on the performance of the ship that would have to be monitored and managed by a player! For example, letting the engineer position, from the engineer console, do some interesting things like increase shield regeneration for a short duration, harden the shields for a short duration, increase available power for a short duration or rather manage the use of battery power. What CIG delivered: I still don’t know to be honest. At first, I thought it was firefighting and damage control… but IDK. Flight: What players wanted: A Newtonian flight model that gave players the sense that they were operating big machines, under extreme forces. Players wanted flight to matter and to require players to learn and master the behaviors of the various ships. What CIG delivered: Not sure what this flight model is. It doesn't feel like you're flight a big machine. It feels like you are pointing and clicking.