Tbh I dont know exactly what went wrong woth this game.
lots of stuff. mainly the lead designer(s) having 0 clue about what makes a game fun or interesting.
Some things are actually pretty great, like the ship customization and the ship progression is also pretty good (meaning that after 1 year I still have an incentive to get a better ship).
and the atmosphere, the audio-visual identity (the audio team deserves a goddamned oscar), the really fun flight model
But here is a list what does not make sense:
iinterface (making a lot of tasks an absolute pain in the ass)
waiting time (an UI designer should know that if every new screen takes seconds to load, people will get pissed off by your game)
yup. the GUI designers should be fired on the spot. after all the iteration since 1.0 it's still shit. and the online tools by amateurs are 10 times better. and they could've really made HUDs unique at least on a per-manufacturer basis. it's really not that hard (even same randoms on reddit managed to pull it off rather well)
always the samesamesamesamesamesamesame missions (which I dont get as 80% of them just seem to be disabled)
that's one of the main reasons. the missions are all either generic fetch quests or "go there kill x". and the "story" they're trying to deliver is also lame. there needs to be a much better variety of missions, with some nice randomised set pieces, missions that are created organically by the system type+state and have consequences for the system. and there should be less of them spawned with higher rewards
market screen is dreadful and trading makes no sense (which again, I dont get as it was absolutely sound on the C64)
trading is just stupid. first of all it's all faux-dynamic. it's just a static mess with dev-dictated max and min prices for no reason other than a misguided attempt at "balance". then the system state has minimal impact upon prices, as does the relative position of the station and system. then you have the fact of the static economy meaning nothing is ever produced and nothing is ever consumed, so the commodities have no actual purpose. they might as well rename everything to "commodity". then you have the gamey nonsense of rare goods. then there's the fact that player-to-player trading is made to be as annoying and idiotic as possible, killing any attempt at a player-influenced economy (the engineer materials would be a perfect fit for that). etc etc etc
even fucking Rebel Galaxy, an indie game made by literally 2 people (not counting the art/audio asset contractors) has a better, more sophisticated, more realistic economic simulation in their 20€ game
always the same things happen - for example in asteroid fields enemy ships gets spawned at the beginning and then never again - rubbish!
yes! this is really the crux of the matter! the game really really tries to pretend to be dynamic&living, but in reality it's really obvious it's just a static themepark spawned on a per-instance basis, and it never respects the players enough to give the tools to us to make it into a living, breathing entity.
the shitty and real obvious npc spawning system (particularly the mission-tied npcs are idiotic), no persistent npcs, no mean of interaction with npcs other than "shoot" or "stare", the monumentally idiotic concept of wars (who is the mouthbreathing retard who thought it would be a good idea to represent wars by having small arbitrary pockets of space with endless respawning ships? i'm betting it was Sandro. that man's stupidity knows no bounds), no proper setpieces, the career progressions are stupid (they had the perfect opportunity to create some handcrafted missions/campaigns
a la X3's plots for the military careers. but nooooo), the samey factions that have next to no influence upon the system topology, the disconnect between the galaxy and powerplay, the clusterfuck of awful design decisions that is powerplay in general, the shit background "sim" that is way too slow and has way too little of an influence on the systems, the staticness of systems (i.e. there's no functional difference between a system that is at war and in lockdown in a communist dictatorship and one that is at peace and in a boom state in a liberal democracy), the rng^rng of rngineers etc etc etc
way too much traffic, even an undiscovered system is more like a public highway
i disagree. if anything, there's not enough traffic in highly popular systems with supposedly billions upon billions of denizens. i'd like to see a more diverse "traffic topology" than the "low pop system gets to spawn 10 ships, high pop gets to spawn 30 ships" nonsense
way too many factions and planets, should have streamlined this
yup. by trying to make a bazillion tiny different factions, they actually diluted them to a point that made them so similar that even the supposed "superpowers" are all the same.
In a word: Repetive, and zero respect for their players. This game sucks with a capital S.
If it was not the only one in a genre that I always adored, I would just delete it and just forget about it.
yes. it's repetitive in all the wrong ways and for all the wrong reasons, doesn't respect the player's time, and gives next to no agency to the player, leaving him with the feeling that he can only amass resources to get better gear but never exert any kind of influence over the galaxy, even uninhabited systems far away from the bubble. it's worth of a doctoral thesis in "how NOT to design a video game" for a game design course at a university. the saddest part? if they fired the lead designers and hired a couple of dudes who know what the fuck they're doing and some balls (like the previously mentioned duo from Double Damage), i'm pretty confident they could turn it completely around in a year, or maybe two
if it weren't for the superb flight model, the unrealised potential it has, and the pedigree, i'd have abandoned it after a 2 hours and never looked back.
/rant
sorry