When you start pretending the bugs don't exist, you realize that Star Citizen isn't actually a BAD game. It's just straight-up MEH in every department. I've played Siege, and I have to say I had a surprisingly smooth experience... but it was also one of the most generic and soulless FPS experiences you could possibly have. Trading? After a few trips, it becomes about as exciting as getting groceries or washing the dishes. Onyx? It feels like one of those weird indie shooters with good graphics but weak structure, narrative, and gameplay. Mining and Salvage? Probably the most consistently fun activities in the game, which is kind of sad when you stop and think about it. PvE ship combat? Very little skill involved. Just bring bigger guns. PvP ship combat? There's barely any meaningful reason to engage in it. Loot? You don't really need anything. Crafting? Same problem. You don't really need anything. And that's probably what frustrates me the most: I was one of the people asking CIG to focus on stability, but I'm starting to realize that stability doesn't mean much if there is no spark of fun underneath it. I'm not posting this to make some grand statement. I'm just blowing off some frustration. But I still want to try to give some constructive input. To me, the real problem with Star Citizen is not the lack of content. It is that too many gameplay loops are self-contained. Star Citizen has plenty of activities, but very little systemic interaction between them. Mining and crafting are the first faint signs of linked activities, but until crafting actually connects to the rest of the game, it will always feel dull and pointless. You can have a game made of many MEH activities and still have a good time if you link them properly, making each one feed into the others and giving the whole game a more coherent, fun and satisfying experience. Stability is important. Absolutely. But stability only removes frustration. It doesn't create fun.