When I was playing 3.17 live 2 days ago first, I did not like the jump-puzzle infested caterpillar wrecks. I wrote about why I do not like it. It takes away the suspense of not knowing where the best loot is, because the loot treasure chest is always guarded by the jump puzzle dragon. There is no reason to look in obscure places on the ship, or in the vicinity of the wreck It removes the fun of finding things for yourself and interacting with many items. Then I found a freelancer wreck, a ship type so ugly it looks better crashed than intact. What was great however it was an "old" derelict quest setup. It had randomly strewn cargo boxes. Which was a lot more fun because I was rewarded for looking around for myself, instead of knowing the best loot was behind jump quests or laser mines. So I would like to suggest: Remove the static jump quests and laser trip mines. Before it is too late and this design spreads over to other ship types and ruins the fun. Players will have more fun if they are engaged in the search of good stuff. They do not want static jump puzzles. Organic jump puzzles would be great, where completely random ship wrecks could be explored by the game having autodetected ledges to climb over, something that RDR2 has. So players could try to climb the roof of a reclaimer wreck without knowing if there is something valuable. Add lootable boxes that are more numerous and have less items per box, so that players are engaged in inspecting 10 boxes for valuables, instead of finding the most valuable box from a distance and then leaving the rest. Engage the player in the hunt. So there could be 20 boxes inside or outside of a wreck, and they would all be openable however only 10 would hold stuff and 1 would have super amazing loot. Mix in some boxes that require tools to open them, like a crowbar or a keypad to hack. No one likes static jump quests. Far Cry 5 made a big deal out of removing the radio tower jump quests from previous games. However it kept organic climbing. The problem with static jump quests is that they shwo the player where climbing will have a reward, and most importantly where it won't haev a reward. And that kills exploration of the environment, because the game is waving a big signal flare at the player to touch this one item and not touch anything else.