Given the amount of bugs, I spent at least 6 hours in the last 24 hours either repetitively traveling from L19 residential units to Spaceport, or sitting in Spaceport trying to get a ship to spawn. I'm now a Grand Master of the travel from L19 to Spaceport. To spend time getting to spaceport, waiting for train, getting ship to load, getting to ship and getting launched, getting out of atmosphere, then navigating the QT and Set Destination interface (really problematic so far), then spending a long time traveling in QT ... Something has to give on all the mundane travel and idle time. Right out of the gate, there should be a much quicker way to get to ships. Players log in and get on TeamSpeak, and join activities getting underway or in progress, and they want to group and join, and get to their ships. The players already grouping don't want to wait an hour for the latest joins to arrive; they don't, and groups start falling apart as people log off after every 5 or 10 minutes, then more, then more. That's how MMO's work and the reality of player's desired use of game time and grouping. Our RL comings and goings, when we get off work, when we log on, are not revolving around the game and mundane time sinks. It doesn't work that way. The players want enjoyable gaming experiences from the time they log in, to when they must log out. I hope that and various other "access to good gaming experiences" are managed in one way, by logging into the game in our own Hangars (maybe even having our residence within our "owned" Hangar environment) where we can quickly get to our desired ship and taking off, at some point of development, or can optionally take the Hangar elevator up to the city or outpost. Or from logging in, being able to select a "quick travel" at our residence door exit or Mobiglas, to quick travel from our L19 residence to our Hangars/spaceport maybe with a little cutscene of a train ride arriving in Spaceport … something, anything to cut down on the hour it takes to get into space. And also don't think it should take 10 minutes to get out of atmosphere to be able to QT. The time sinks all add up. Give us an added fee to use (simulated) ejected fuel pods to "fast launch out of atmosphere at full burn" so we arrive in space in a 3rd of the time still with equivalently full tanks. Options. I don't know, sort it out. I want to run cargo, want to be involved in group activities. The hour I described in the beginning of this post is not "activities"; it's mundane and repetitive time sinks after a while. Just saying. I understand immersion, I understand fidelity, but once you've seen the ride to Spaceport, you don't need to be a Grand Master of the Commute to spaceport, for example, forever. I can't understate how many times I made that commute and stood in Spaceport trying to get a ship to spawn over the last 6 hours, but I can tell you specifically that it was 6 hours of not good gaming experiences. Cannot imagine that we would have to dedicate 4 or more hours of any given evening to be hopeful to allow at least one single mission or cargo run, because most of that time was wasted on idle travel and wait times. Hoping that instead, we could give it a couple hours online on a weeknight/worknight and be able to accomplish something meaningful in that amount of time, be able to arrive and join our groupmates for activities - and that be successful - before groups start breaking up because party members can no longer wait and log off, and log off , and more log off while waiting (as they usually do in MMO's when travel is a problem), so the venture never gets off the ground and the group disbands, or it falls apart after it finally gets underway for the same reasons; whole evening of gaming wasted on waiting and failure to engage. How is that fun? It's not, and seen it in countless MMO's until devs finally acted on the issues with effective grouping and fast travel solutions as options. So, again, something has to give. P.S. Also mindful, of course, that I think CIG will (when addressing ways to expedite mundane slogs) find creative and fitting ways to speed up the mundane time sinks - as options when players choose - to afford players the time on weeknights to enjoy the desired career gameplay activities, while at the same time allowing those occasions or circumstances as desired to take the Jungle Cruise ride and enjoy the simulated experiences fully. P.S.S. Reading a couple of the posts in this thread, it shouldn't surprise me that some just argue in favor of substantial chunks of game time being sunk on mundane and repetitive travel, and demand that the Jungle Cruise ride be forced on all players as a rule. To not afford the options for players to expedite the mundane time sinks when it suits them and their needs. Had the same argument in countless MMO's in the past, but mark my words, "it always gets fixed". Unfortunately it doesn't always get fixed before segments of players quit the game for boredom and non-enjoyment for which mundane travel, and related grouping challenges, are at least contributory to the exodus. Images AFK and bored at the keyboard while group mates are waiting and groups are falling apart. The good ole days of beloved SWG and the starport waiting area. That picture doesn't do it justice, back in the days of "the 20 minute wait" all that open ground was covered with players just standing there basically AFK, waiting and "enjoying" (sarcasm) the so-called gaming experience. (My goodness I loved that game, despite it's trappings and failures).