@@Karackal true!!! And make all items in default state stackable. I once bought 150 multi-tools out of frustration so I would always have one in my inventory.... They do not stack.
I think my biggest QoL feature is in the inventory. We need some better sorting and filtering in there! Also a way to have a list of what I have equipped, like on the loot screen, without having to be looting anything! Of course it's not QoL, but also just making all the inventory stuff actually work... Dragging multiple items into a container, picking up an enemy's gun smoothly and quickly, sorting bullets between magazines, always discarding empty magazines so you *never* "reload" to an empty mag...... Stuff like that.
One of my biggest QoL improvements would be a redesign of the entire options menu, specifically regarding how options are categorized, sorted, and labeled. The worst offender here is the Advanced/Custom Keybinds menu, but even the General Game Options menu has become messy and unorganized as more options have been added over time. Playing Path of Exile 2 has also made me again appreciate having short tooltip popups that briefly describe what each option does and how changing certain settings can affect the game's performance.
"should be citizen" the whole game and its cultists are just talking in hypotheticals because what really is and actually happens aside from all the yapping stinks to the high heavens.
A QoL improvement that I'd like to see, is a store kiosk in our hangar. We're going to be spawning directly into our hangar again eventually. When I spawn at a new location, I always go and buy food & water. It'd be nice if we had a store kiosk in our hangar. Or, just put a kiosk in the Mobiglass.
There are a number of things that CIG could do to make inventory management better. A stack/unstack button, a "move all" to move items directly to and from a box to other storage locations, adding local storage to a lot of the older ships like the Avenger Titan, etc.
Player created contracts are essential to managing an org, and while I know the focus has been on tech debt for years now, it's a lot like the secure trade window in that it's so foundational to a functioning online universe that I can't believe they haven't even got a T0 placeholder implemented yet.
I'm going to make my own top 5 list... It will go something like this: 1. Make paid FPS gear recoverable. 2. Make items backers spent USDs on claimable or insurable. 3. Fix the paid armor problem. 4. Make my P8AR actually usable without fear of losing to a bug. 5. Bring back the "Insurance bug". It was the best QoL improvement since fixing the map. Basically... Every other problem needs to take a back seat to this issue.
Big QoL for haulers would be the addition of larger stor all containers that can carry mission cargo and/or the ability to choose the size of crates received for hauling missions.
Inventory management is going to be my number one QOL update, but that's also tied to anything you described with freight elevators including loading. But for me, a better inventory search, stacking, sorting, and all that jazz is way, way more important than CIG seems to think it is. Especially given the sheer volume and variety of things the eventually want in the game overall.
I really like the idea about player-made cargo missions. How they would work seems feasible and I like the idea of players being able to choose what rank cargo hauler should be required to take on the mission (weeds out griefers and trolls and low-level pirates). That would make for some seriously fun gameplay opportunities, and would probably end up being one of the most fun loops once base building is in. I like the idea of player-trading, and hopefully it comes soon. The reason it wasn't added in 3.0 was because it ties entirely into backend entity ownership transference, and they had to refactor all of that for 3.18, so any player-trading they had would have ended up being replaced with the new system, which would have doubled up the work. They will probably add it after they finish with reworking the inventory system with the kiosks; I'm just hoping we get fewer placeholders and more tier 0 implementations for final deployables.
Here's a few more: 1. Fix the now broken Corsair so that co-pilot only has one, fully functional turret to operate. Increase the DPS of the pilot controlled guns back up to so they are commensurate to the Constellation Taurus, making the Corsair an interesting alternative to the Constellation Taurus, instead of hot garbage. 2. Make the Redeemer, an actually useable ship in some way, so that players will want to fly it again. Give it some kind of role that it can actually perform. 3. Make weapon racks re-stock when you re-arm missiles, so you don't have to run around like an idiot and manually restock them every time you fly into an invisible asteroid. 4. Make grouping worth it, by not splitting the pay out of a mission between all players in the group. 5. Give the Guardian, and all heavy fighters, a role they can actually perform and not just a big target for sweatlords in Hornets. Given the Guardian QI is PvP only (Quantum dampening is only PvP as NPCs don't run), give that ship some favorable match ups vs something, literally anything, instead of nothing. Allow for players to actually engage the Quantum dampening of that ship, and all others, with a hotkey so they can use it with a HOTAS instead of fumbling around with F and inner thoughts on the dashboard like some idiot. 6. Finally, make the flight model fun, with ships that have different and important roles, making it hard to chose which ships to chose to fly, and combined arms important. Being an alpha is all well and good, but it doesn't change that after 10+ years, still having like 3-4 S-Tier light fighters wrecking all comers still is getting just, so old.
If I remember, a long time ago CIG said they specifically didn't want to put a UO trade style interface in the game because it didn't feel diagetic... but it's been so long now maybe it's time they just accepted they need something that just works. My QoL thing would be an inventory sort method that actually made sense (preferably with different sort options). A second one would be finally getting planetary and lunar orbits.... it doesn't add much but it's one of those things I've wanted to see for a long time.
You've probably mentioned this before -- and CIG definitely has -- but we really need the ability to label boxes, digitally and physically. Devs already do it with mission cargo (though destination location should also be indicated) but players need to be able to do that for our own crates too. Personally, I currently keep a mining crate, a ship storage crate, and an org crate -- to keep things I find for orgmates, such as gear they like -- aboard my 600i. 3 crates is easy enough to track, but once crafting comes online, I'm definitely gonna be dealing with many more player-managed crates, and it'll be excessively tedious without a labeling system.
I can think of many, but not off the top of my head. But here are a few: 1) Container Conversion - Every freight elevator terminal should have a panel for converting containers between sizes. IE, 8 x 1 SCU to 4*2, 2*4, 1*8 and 1 x 32 SCU to 32*1, 16*2, 4*8, 2*16, etc. Things you might find in 32SCU might not sell anywhere in that size. Or if you do Vulture salvaging, accumulating and tractoring around a ton of 1 SCUs is tiring. Have your 1 SCU RMCs converted to 32SCU containers and then haul 3-4 of these in one go in your cargo ship. 2) Keybind for Cycling Tracked Contract - Hit a key to track the next contract in your Accepted List. Alt + that key to track the previous one. Super annoying when you have 5-6 quick pve bounties and have to manually find and track each one. 3) QT Location Favorite List - Through Starmap favorite any location that has a permanent QT marker. Have a favorites panel to remove anyhing you no longer want. Markers that are favorited should have an outline in a particular color, or be highlighted somehow to make them stand out from the clutter of markers in your view. When in the vicinity of a planetary system, favorited markers only in that system should also have arrow pointers to the ones offscreen, like how we have for tracked contracts. A keybind for toggling on/off Favorites should also be available. 4) Drag and Drop selling screens at Kiosks - Control to multiselect items you have and then drag them to a sell panel and then hit SELL just once to sell everything. At any rate, some MASSIVE fundamental rework of this trash design. It doesn't even work properly when trying to sell multiples of the same item. Takes forever to sell like 15 medpens.
A nice QoL improvement would be extending the "mission creating" commodity/cargo ability beyond 2 points. You should be able to select the points you would like on your route and, given the buy/sell information, auto create a "mission" for you. I mean this would be possible in today's world, you can't tell me it would be possible in a future with all the advancements SC has.
3:47 At least at a DC, I was able to successfully delivery mission cargo through a nearby freight elevator. That seems to work like normal elevators do: It handles the freight based on which player has activated the freight kiosk. Is it different at outposts? I haven't been doing much gameplay at outposts, just sightseeing.
There are two distinct issues that might crop up here. #1 The mechanics of cargo elevator operation is the same at other locations. (This is what you're describing.) It seems that the small trade volumes at outposts make them more susceptible to backend bugs with inventory/missions, such as the "transferring to warehouse" bug that bricks the elevator. #2 The design of outposts do make them more vunerable to player vs. player mischief, but in all my time trading at outposts with cargo elevators, I've not once had a negative interaction with another player. (One of the benefits of trading/hauling in a Taurus is that no one can get into your ship while you're moving boxes.)
A marketplace which you can see and potentially use from your mobiglass. There could be restrictions what you can or cannot buy off station so for some items you have to go to a station/city. I would image player trading with contracts (if the market is far away or something) because of the physicalised nature. Trading face to face is equivalent of dropping it on the ground but a UI for it could be nice. Others you mentioned are nice but i would like to see an in game marketplace first. Thats the basis for basically every other gameplayloop in the game.
I really wish most landing pads at established outposts should have either a sunken Mos Eisley style pit or a perimeter blast fence or wall, which is something you'd expect since most SC ships use thrusters not antigravity tech to take off. Other players could still get in and cause you problems, but it'd be a semi-controlled space.
There are so many quality of life improvements I could think of, but better inventory management and ship management with favorite gear and ships and a search function would be near the top for me.
I 1000% agree with player to player trading, but I wouldn't do inventory to inventory trades; especially since everything is physicalised. But there is already a TDD. Maybe use those or admin kiosks? Or those banking terminals we see that have no use at the moment?
Why wouldn't it be managable through the item kiosk / freight kiosks? That system is already moving items around. The only difference is in sending items to someone else's local inventory. Also, pretty sure he was addressing in-person trading, like you selling or giving me spare medpens you happen to have in your backpack.
My QoL would be inventory. The current system is clunky and bugged half the time. You have to know so many workarounds to accomplish basic needs. And actual visual labels on boxes would help as well, not just cargo but personal containers as well.
Sorting cargo missions by start and end point is a big QoL improvement. Trying to see how to string together cargo shouldn't involve using pen and paper by your keyboard. I would like to see a feature much like what MMOs have where the more people in your party, the harder the mission, but you all get the reward. So if you find a mission to kill Black Bart the Pirate and someone else has it, you can group together and do the mission (and each get a reward) but now Black Bart has either a bigger ship, or an additional escort ship or is a bet pilot to compensate for a 2 vs 1 situation. This would encourage group play where the game now rewards solo play more.
For trade: the Eve Online contract system is perfect, just do something similar. That also applies to buy and sell orders at TDDs. Eve just copied the system stock exchanges use and it’s perfect.
4:54 I definitely agree it should be possible to record data to datapads, but I don't think it's the most convenient or intuitive way to give map data. The mobiGlas -- or some cloud service it links to --already hosts the databank of the Map App. The mission, party, and beacon systems also already send location markers to other players. It would generally make more sense for CIG to just persist the data entries, as they've already discussed, and make it shareable and otherwise managed through the mG. Shouldn't NEED to use any other recorder or datapad. FPS scanning, likely a function of armor or the mG handles the recording, for scannable things and locations at least. Shortest path to Exploration and Data Running. Also, it shouldn't be required to be single-use. It should be POSSIBLE to share any such data indefinitely if you so choose. For one thing, that's important for allies and folks you're helping out but also if an explorer or data runner wants to do a shady double-deal, that should be possible, albeit with potential consequences and rep hits.
One of my QOL needs isn't in game, it's in My Hangar on the RSI website. I really want CIG to give us a My Hangar drop down menu that _at least_ reflects the options in the Shop menu. The current menu is inadequate, especially for anyone with a huge page count. We need the option to search more specifically within our hangars to eliminate searching each page for the one thing we're looking for. The features it should _at least_ include are: a SEARCH bar as well as a drop down menu with Standalone Ships; Game Packages; CCUs; Paints; Weapons; Add-Ons; Packs; Gear; Clothing; and Subscriber Flair or Decoraions.
For me it's the social features. LFG (looking for gunner!) and other ways to link up. Maybe these are missions, fine. Or "job postings" but it would be great to have easier ways to connect people.
Ship unloading and loading should be a priority for a QoL improvement. But to stay in line with Robert's realism have it be an automated robot with specific options: mass emptying of cargo grid; specific mission contracted items; specified items. This would mean players will have to keep their cargo bays in order to force more realism. Probably not a popular opinion 😝
I agree with the features you have listed. I think you are missing a big one. A fair and balanced way to save and insure your FPS loadout so that when you die to bugs, pvp, or mistakes, you can quickly get back into the black. I'm not talking about special armor, subscriber gear, or some rare gun here. Just being able to quickly equip a basic loadout. This could be done with the requirement of buying all of the items in advance and stocking them in your station or whatever. The details can be hashed out. It needs to be done, yesterday, in 2023! NOW!!!!
i do think that is they want to continue saying the aurora and the mustang are the base starter ships that allow you to play in the game, they need utility to them to make the functional for that role. give us the missions that allow you to make money with the base starters instead of needing to spend more on other ships. thank you danny
Invenory working as if it were created by someone who knew what they were doing Trade interface Removal of the Wheel of Random Outcome If a ship has a bed, then bed logging must work under all circumstances, that's why beds are in ships Basic ship security such as keys, remote lopening etc.
Its like CIG management doesn't play SC. The devs code what they are told by management. But if management doesn't play then how the hell devs going to do a good job?
What QoL feature would I want? I agree with you that waypoints would be huge. Not just for exploration or selling saved locations, but for being able to find your ship again, no matter where you left it last. My only disagreement is I don't see the need for two hand held devices. imo it could be done through the mobi, sort of along the lines of the secure trade system you mentioned. You send the location with a price attached and when the other person ticks the box they receive the location. I think making a handheld introduces an unnecessary possible point of failure.
I'm not sure that I agree with number 2, I might, but I might not... This was my first full wipe since I backed in 2023, and I have ONLY backed for an Aurora. I haven't even played much in this patch and I have purchased an Avenger Titan and a Hull-A with a mix of FPS, LRT and hauling missions. Only after raising the funds for both of those did I remember that you can rent ships, which would have made the process even easier. That said, renting is not well called out in game, to the point where I doubt most new players have any idea that it's possible, and you either need to fly to all the different rental locations or use a 3rd party tool to know what is rentable where... So, I would piggyback that on to your QoL point number 8. If we can see commodities, we should also be able to see rental prices remotely, which might one day apply to renting habs or hangars, etc.
Being able to set a route accross systems guides you to the jp and as soon as you are through you dont need to set your mobi ao you can go as aoon as you have achieved cooldown
Standerize which master mode ones in , in other words, same place for all ships. Put the radar screen from the Spirit in the center between the MFDs. Fuel gage would be nice, not buried somewhere in the MFD.
**YES to all of these**, is very embarrassing how cringe and lame the game play has been over the last couple of patches. so many things cause there bugs and its due to corners cut and basic things having to be reinvented with way to much effort spent on dumb flashy crap that sounds cool but PLAYS PAINFULLY. heck if i could drop just a simple nav marker of some kind that i could qt too i would start playing again, heck i would play again if i did not get kicked in the nuts again and again over dumb shit. i get it if i was a dumb monkey and killed myself due to my own ineptitude, but loosing so much shit over and over due to not at fault issues that are crazy simple, and should be avoidable, is nothing but bad. its cancerous to any good will. **things like GLARE!!!! and NIGHT VISION!! cuz space can get dark...or really freaking BRIGHT!** im not spending another dime until they fix some basic Becky crap that they pretend does not matter. it does. it makes testing in any meaningful way a major time commitment and when shit breaks and progress of any kind is lost for dumb buggy reasons that have no place breaking or not being addressed like dumb lazy inventory control choices, then no, i will not be a nice monkey. i will call out CIG's nonsense and say that would not tell anyone to play, at all, anytime soon. NEW BROS BEWARE! its a PURE money pit as they waste time making the this centuries version of the spruce goose in the frequent and random die on the hill ideas that people at the top seem to think makes sense... but does not. why spend so much time and energy, and especially GOOD WILL, on silly shit like in game screens, or super detailed characters and assets, and not making it stable enough for me to access my inventory so i can load up my cargo box? you know, so i can PLAY THE GAME? or like leave my hanger safely and with out my ship getting blown up by doors that dont know how to open. or not getting blown up by the station for shooting at red flashy players, on and on. its beyond old. its CRINGE. oh and WHY DO HOME BASES HAVE TINY CAPACITIES? you get any kind of stockpile of large ship component's and or large weapons and your station space goes bye bye. then you have to manually move large and very awkward stuff item by item several times just to load it on the ship. then, hope i dont bug out and die just leaving the station, not to mention the griefers. its not that hard to kill folks when the game does most of the work! its lame as hell to play and is so far from being any kind of fun i just watch YT videos about the dev state of it now. its not worth my time as a old school player to fly about and loose anything i touch just for some tired basic mission. its really lazy, and its not a fun or rewarding my time or money. **its a anger inducing and negative good will production machine.** like twitter, its only function now is to over promise under deliver, breed toxic and ignorant players, and cant be bothered to listen to the common sense of long time people over short sighted and lazy but fragile egos. its insulting to me as a player to be cool with how awful it is to fly right now. not. another. dime.
I'd like to see ship delivery added as a QOL feature. My ships are never where I need them. I'm not on regularly and when I do get on my friends want to do a particular type of mission. If I left off someplace with a wrong ship I don't want to spend 30 minutes getting the correct ship to do a mission.
For me, the Law System is the most pressing QOL feature. A number of your other suggestions would fail with the current law system. Grouping up with an LFG tool is just too big a risk right now. The current system is in a bad place. SC is a game set in space and based around space travel. The first change that really needs to happen is that (CS3+) PVP crime stats need to be applied _automatically_ with a dialog box pop-up giving you the chance to _dismiss_ the charges. Right now, it's the wrong way around. Second, a lot more things need to be an instant CS3+ for players that are not in the same party. * Any assault of another (CS-free) player, armed or unarmed. * Incapacitating a (CS-free) player. * Moving a (CS-free) player with a tractor beam unless you have a Medical Beacon. * Looting an incapacitated (CS-free) player (to prevent removing their helmets). * Damaging a ship to the point of 0% Shields and/or Soft Death if all players on board are CS-free. * Stealing a (CS-free) player's ship. These are all things that are precursors to a player's death and if they are CS-free, the perpetrator should be marked for death by lawful entities.
The QOL improvement I'd want to see most is simplifying and consolidating the control assignments for hotas, hosas, and gamepads which would inpart use assigned names for each device instead of jist whatever is assigned to an arbitrary nimber in order of activation within windows since that can between playsessions invert uour left and right sticks or sssign your stick controls to your throttle snd vice versa which is rather annoying and horrendously outdated for how other modern games handle device assignment.
Player mission board. Simple UI for any player to post jobs or mission assistance with beacons for pay. SC 4.0 still relies on global chat P2P exchange
need store ship -> manipulate storage/cargo -> wait time to spawn ship/cost if any in game info of components/cargo for trading. player made missions, to make my own trading routes, or the component UBER,
#2: the mission service refactor was not said to be complete or have all the mission chains implemented with it. because they aren't yet... but it's implied they will be. #5: it's an absolute need, and a bit baffling it was never addressed during the mobiglas rework. Same goes to NikNax, which, if it worked at all, would 100% need it #6: why this an not make map markers shareable instead? curious how you went non-diegetic for recommendations about inventory but did go that way here when it seems adequate here to treat location bookmarking as an entirely digitalized task (though a recorded could be cool, just seems more complicated than needs be) #10: 100% it's one of the more important needs right now One I did not hear about: making consumables and Stor'All Box contents persist in LTP... resetting at every patch drop is a big waste of time.
Here is my top 3 list. Fix master modes by removing it... increase projectile/laser velocity on larger ships. We need reputation badly Fix all missions, they dont work.
"Stack all" button for all inventories.
Yes please!
Yeeeeeeeeees! Ammo is killing me.
@@Karackal true!!! And make all items in default state stackable. I once bought 150 multi-tools out of frustration so I would always have one in my inventory.... They do not stack.
I think my biggest QoL feature is in the inventory. We need some better sorting and filtering in there! Also a way to have a list of what I have equipped, like on the loot screen, without having to be looting anything!
Of course it's not QoL, but also just making all the inventory stuff actually work... Dragging multiple items into a container, picking up an enemy's gun smoothly and quickly, sorting bullets between magazines, always discarding empty magazines so you *never* "reload" to an empty mag...... Stuff like that.
You already discard empty magazines, just not half-used ones, which is fine.
@Billy-bc8pk I've hit a glitch where I reloaded into an empty mag, just put it back on my armor... Did not end well for me.
One of my biggest QoL improvements would be a redesign of the entire options menu, specifically regarding how options are categorized, sorted, and labeled. The worst offender here is the Advanced/Custom Keybinds menu, but even the General Game Options menu has become messy and unorganized as more options have been added over time. Playing Path of Exile 2 has also made me again appreciate having short tooltip popups that briefly describe what each option does and how changing certain settings can affect the game's performance.
"should be citizen"
the whole game and its cultists are just talking in hypotheticals because what really is and actually happens aside from all the yapping stinks to the high heavens.
A better key-binding interface would be a huge QoL improvement.
and proper mapping to joysticks etc. without the roulette of USB orders
Is that even possible? I'm pretty sure that's a Windows thing. For example, Windows dictates which USB is 1 & 2, not the game?@garya7129
A QoL improvement that I'd like to see, is a store kiosk in our hangar. We're going to be spawning directly into our hangar again eventually. When I spawn at a new location, I always go and buy food & water. It'd be nice if we had a store kiosk in our hangar. Or, just put a kiosk in the Mobiglass.
There are a number of things that CIG could do to make inventory management better. A stack/unstack button, a "move all" to move items directly to and from a box to other storage locations, adding local storage to a lot of the older ships like the Avenger Titan, etc.
Player created contracts are essential to managing an org, and while I know the focus has been on tech debt for years now, it's a lot like the secure trade window in that it's so foundational to a functioning online universe that I can't believe they haven't even got a T0 placeholder implemented yet.
I'm going to make my own top 5 list... It will go something like this:
1. Make paid FPS gear recoverable.
2. Make items backers spent USDs on claimable or insurable.
3. Fix the paid armor problem.
4. Make my P8AR actually usable without fear of losing to a bug.
5. Bring back the "Insurance bug". It was the best QoL improvement since fixing the map.
Basically... Every other problem needs to take a back seat to this issue.
Big QoL for haulers would be the addition of larger stor all containers that can carry mission cargo and/or the ability to choose the size of crates received for hauling missions.
Inventory management is going to be my number one QOL update, but that's also tied to anything you described with freight elevators including loading. But for me, a better inventory search, stacking, sorting, and all that jazz is way, way more important than CIG seems to think it is. Especially given the sheer volume and variety of things the eventually want in the game overall.
I really like the idea about player-made cargo missions. How they would work seems feasible and I like the idea of players being able to choose what rank cargo hauler should be required to take on the mission (weeds out griefers and trolls and low-level pirates). That would make for some seriously fun gameplay opportunities, and would probably end up being one of the most fun loops once base building is in.
I like the idea of player-trading, and hopefully it comes soon. The reason it wasn't added in 3.0 was because it ties entirely into backend entity ownership transference, and they had to refactor all of that for 3.18, so any player-trading they had would have ended up being replaced with the new system, which would have doubled up the work. They will probably add it after they finish with reworking the inventory system with the kiosks; I'm just hoping we get fewer placeholders and more tier 0 implementations for final deployables.
Here's a few more:
1. Fix the now broken Corsair so that co-pilot only has one, fully functional turret to operate. Increase the DPS of the pilot controlled guns back up to so they are commensurate to the Constellation Taurus, making the Corsair an interesting alternative to the Constellation Taurus, instead of hot garbage.
2. Make the Redeemer, an actually useable ship in some way, so that players will want to fly it again. Give it some kind of role that it can actually perform.
3. Make weapon racks re-stock when you re-arm missiles, so you don't have to run around like an idiot and manually restock them every time you fly into an invisible asteroid.
4. Make grouping worth it, by not splitting the pay out of a mission between all players in the group.
5. Give the Guardian, and all heavy fighters, a role they can actually perform and not just a big target for sweatlords in Hornets. Given the Guardian QI is PvP only (Quantum dampening is only PvP as NPCs don't run), give that ship some favorable match ups vs something, literally anything, instead of nothing. Allow for players to actually engage the Quantum dampening of that ship, and all others, with a hotkey so they can use it with a HOTAS instead of fumbling around with F and inner thoughts on the dashboard like some idiot.
6. Finally, make the flight model fun, with ships that have different and important roles, making it hard to chose which ships to chose to fly, and combined arms important. Being an alpha is all well and good, but it doesn't change that after 10+ years, still having like 3-4 S-Tier light fighters wrecking all comers still is getting just, so old.
If I remember, a long time ago CIG said they specifically didn't want to put a UO trade style interface in the game because it didn't feel diagetic... but it's been so long now maybe it's time they just accepted they need something that just works. My QoL thing would be an inventory sort method that actually made sense (preferably with different sort options). A second one would be finally getting planetary and lunar orbits.... it doesn't add much but it's one of those things I've wanted to see for a long time.
You've probably mentioned this before -- and CIG definitely has -- but we really need the ability to label boxes, digitally and physically. Devs already do it with mission cargo (though destination location should also be indicated) but players need to be able to do that for our own crates too.
Personally, I currently keep a mining crate, a ship storage crate, and an org crate -- to keep things I find for orgmates, such as gear they like -- aboard my 600i. 3 crates is easy enough to track, but once crafting comes online, I'm definitely gonna be dealing with many more player-managed crates, and it'll be excessively tedious without a labeling system.
Besides bug fixes, the most important quality of life feature needed is inventory sorting.
I can think of many, but not off the top of my head. But here are a few:
1) Container Conversion - Every freight elevator terminal should have a panel for converting containers between sizes. IE, 8 x 1 SCU to 4*2, 2*4, 1*8 and 1 x 32 SCU to 32*1, 16*2, 4*8, 2*16, etc.
Things you might find in 32SCU might not sell anywhere in that size. Or if you do Vulture salvaging, accumulating and tractoring around a ton of 1 SCUs is tiring. Have your 1 SCU RMCs converted to 32SCU containers and then haul 3-4 of these in one go in your cargo ship.
2) Keybind for Cycling Tracked Contract - Hit a key to track the next contract in your Accepted List. Alt + that key to track the previous one. Super annoying when you have 5-6 quick pve bounties and have to manually find and track each one.
3) QT Location Favorite List - Through Starmap favorite any location that has a permanent QT marker. Have a favorites panel to remove anyhing you no longer want. Markers that are favorited should have an outline in a particular color, or be highlighted somehow to make them stand out from the clutter of markers in your view. When in the vicinity of a planetary system, favorited markers only in that system should also have arrow pointers to the ones offscreen, like how we have for tracked contracts. A keybind for toggling on/off Favorites should also be available.
4) Drag and Drop selling screens at Kiosks - Control to multiselect items you have and then drag them to a sell panel and then hit SELL just once to sell everything. At any rate, some MASSIVE fundamental rework of this trash design. It doesn't even work properly when trying to sell multiples of the same item. Takes forever to sell like 15 medpens.
I want to log back in where I logged out (logical caveats of course) with 100% reliability like every other game like this has employed since forever.
A nice QoL improvement would be extending the "mission creating" commodity/cargo ability beyond 2 points. You should be able to select the points you would like on your route and, given the buy/sell information, auto create a "mission" for you. I mean this would be possible in today's world, you can't tell me it would be possible in a future with all the advancements SC has.
3:47 At least at a DC, I was able to successfully delivery mission cargo through a nearby freight elevator. That seems to work like normal elevators do: It handles the freight based on which player has activated the freight kiosk.
Is it different at outposts? I haven't been doing much gameplay at outposts, just sightseeing.
its impossible there, because all of them are buggy or opewn to every type of trolling
There are two distinct issues that might crop up here.
#1 The mechanics of cargo elevator operation is the same at other locations. (This is what you're describing.) It seems that the small trade volumes at outposts make them more susceptible to backend bugs with inventory/missions, such as the "transferring to warehouse" bug that bricks the elevator.
#2 The design of outposts do make them more vunerable to player vs. player mischief, but in all my time trading at outposts with cargo elevators, I've not once had a negative interaction with another player. (One of the benefits of trading/hauling in a Taurus is that no one can get into your ship while you're moving boxes.)
A marketplace which you can see and potentially use from your mobiglass. There could be restrictions what you can or cannot buy off station so for some items you have to go to a station/city. I would image player trading with contracts (if the market is far away or something) because of the physicalised nature. Trading face to face is equivalent of dropping it on the ground but a UI for it could be nice. Others you mentioned are nice but i would like to see an in game marketplace first. Thats the basis for basically every other gameplayloop in the game.
I really wish most landing pads at established outposts should have either a sunken Mos Eisley style pit or a perimeter blast fence or wall, which is something you'd expect since most SC ships use thrusters not antigravity tech to take off. Other players could still get in and cause you problems, but it'd be a semi-controlled space.
There are so many quality of life improvements I could think of, but better inventory management and ship management with favorite gear and ships and a search function would be near the top for me.
I 1000% agree with player to player trading, but I wouldn't do inventory to inventory trades; especially since everything is physicalised. But there is already a TDD. Maybe use those or admin kiosks? Or those banking terminals we see that have no use at the moment?
Why wouldn't it be managable through the item kiosk / freight kiosks? That system is already moving items around. The only difference is in sending items to someone else's local inventory.
Also, pretty sure he was addressing in-person trading, like you selling or giving me spare medpens you happen to have in your backpack.
My QoL would be inventory. The current system is clunky and bugged half the time. You have to know so many workarounds to accomplish basic needs. And actual visual labels on boxes would help as well, not just cargo but personal containers as well.
I think my number one QoL would be fixing the inventory system. From your list I would go with the LFG channel.
Sorting cargo missions by start and end point is a big QoL improvement. Trying to see how to string together cargo shouldn't involve using pen and paper by your keyboard. I would like to see a feature much like what MMOs have where the more people in your party, the harder the mission, but you all get the reward. So if you find a mission to kill Black Bart the Pirate and someone else has it, you can group together and do the mission (and each get a reward) but now Black Bart has either a bigger ship, or an additional escort ship or is a bet pilot to compensate for a 2 vs 1 situation. This would encourage group play where the game now rewards solo play more.
For trade: the Eve Online contract system is perfect, just do something similar. That also applies to buy and sell orders at TDDs. Eve just copied the system stock exchanges use and it’s perfect.
4:54 I definitely agree it should be possible to record data to datapads, but I don't think it's the most convenient or intuitive way to give map data. The mobiGlas -- or some cloud service it links to --already hosts the databank of the Map App. The mission, party, and beacon systems also already send location markers to other players.
It would generally make more sense for CIG to just persist the data entries, as they've already discussed, and make it shareable and otherwise managed through the mG. Shouldn't NEED to use any other recorder or datapad. FPS scanning, likely a function of armor or the mG handles the recording, for scannable things and locations at least.
Shortest path to Exploration and Data Running. Also, it shouldn't be required to be single-use. It should be POSSIBLE to share any such data indefinitely if you so choose. For one thing, that's important for allies and folks you're helping out but also if an explorer or data runner wants to do a shady double-deal, that should be possible, albeit with potential consequences and rep hits.
One of my QOL needs isn't in game, it's in My Hangar on the RSI website. I really want CIG to give us a My Hangar drop down menu that _at least_ reflects the options in the Shop menu. The current menu is inadequate, especially for anyone with a huge page count. We need the option to search more specifically within our hangars to eliminate searching each page for the one thing we're looking for. The features it should _at least_ include are: a SEARCH bar as well as a drop down menu with Standalone Ships; Game Packages; CCUs; Paints; Weapons; Add-Ons; Packs; Gear; Clothing; and Subscriber Flair or Decoraions.
Here you go buddy! And you're welcome: 'Star Citizen Hangar XPLORer' extension in Chrome Webstore
For me it's the social features. LFG (looking for gunner!) and other ways to link up. Maybe these are missions, fine. Or "job postings" but it would be great to have easier ways to connect people.
Ship unloading and loading should be a priority for a QoL improvement. But to stay in line with Robert's realism have it be an automated robot with specific options: mass emptying of cargo grid; specific mission contracted items; specified items. This would mean players will have to keep their cargo bays in order to force more realism. Probably not a popular opinion 😝
Robert realism 😂 fire camp on moons without oxygen 🎉
I agree with the features you have listed. I think you are missing a big one. A fair and balanced way to save and insure your FPS loadout so that when you die to bugs, pvp, or mistakes, you can quickly get back into the black. I'm not talking about special armor, subscriber gear, or some rare gun here. Just being able to quickly equip a basic loadout. This could be done with the requirement of buying all of the items in advance and stocking them in your station or whatever. The details can be hashed out. It needs to be done, yesterday, in 2023! NOW!!!!
Multi-bed logging and waypoint setting and saving. I’ve always assumed they’d be in at some point?
i do think that is they want to continue saying the aurora and the mustang are the base starter ships that allow you to play in the game, they need utility to them to make the functional for that role. give us the missions that allow you to make money with the base starters instead of needing to spend more on other ships. thank you danny
Top QoL improvement: Ability to consistently log the F’ into the game.
Invenory working as if it were created by someone who knew what they were doing
Trade interface
Removal of the Wheel of Random Outcome
If a ship has a bed, then bed logging must work under all circumstances, that's why beds are in ships
Basic ship security such as keys, remote lopening etc.
Its like CIG management doesn't play SC. The devs code what they are told by management. But if management doesn't play then how the hell devs going to do a good job?
What QoL feature would I want? I agree with you that waypoints would be huge. Not just for exploration or selling saved locations, but for being able to find your ship again, no matter where you left it last.
My only disagreement is I don't see the need for two hand held devices. imo it could be done through the mobi, sort of along the lines of the secure trade system you mentioned. You send the location with a price attached and when the other person ticks the box they receive the location.
I think making a handheld introduces an unnecessary possible point of failure.
I'm not sure that I agree with number 2, I might, but I might not... This was my first full wipe since I backed in 2023, and I have ONLY backed for an Aurora. I haven't even played much in this patch and I have purchased an Avenger Titan and a Hull-A with a mix of FPS, LRT and hauling missions. Only after raising the funds for both of those did I remember that you can rent ships, which would have made the process even easier. That said, renting is not well called out in game, to the point where I doubt most new players have any idea that it's possible, and you either need to fly to all the different rental locations or use a 3rd party tool to know what is rentable where... So, I would piggyback that on to your QoL point number 8. If we can see commodities, we should also be able to see rental prices remotely, which might one day apply to renting habs or hangars, etc.
Being able to set a route accross systems guides you to the jp and as soon as you are through you dont need to set your mobi ao you can go as aoon as you have achieved cooldown
Standerize which master mode ones in , in other words, same place for all ships. Put the radar screen from the Spirit in the center between the MFDs. Fuel gage would be nice, not buried somewhere in the MFD.
**YES to all of these**, is very embarrassing how cringe and lame the game play has been over the last couple of patches. so many things cause there bugs and its due to corners cut and basic things having to be reinvented with way to much effort spent on dumb flashy crap that sounds cool but PLAYS PAINFULLY.
heck if i could drop just a simple nav marker of some kind that i could qt too i would start playing again, heck i would play again if i did not get kicked in the nuts again and again over dumb shit. i get it if i was a dumb monkey and killed myself due to my own ineptitude, but loosing so much shit over and over due to not at fault issues that are crazy simple, and should be avoidable, is nothing but bad. its cancerous to any good will.
**things like GLARE!!!! and NIGHT VISION!! cuz space can get dark...or really freaking BRIGHT!**
im not spending another dime until they fix some basic Becky crap that they pretend does not matter.
it does.
it makes testing in any meaningful way a major time commitment and when shit breaks and progress of any kind is lost for dumb buggy reasons that have no place breaking or not being addressed like dumb lazy inventory control choices, then no, i will not be a nice monkey. i will call out CIG's nonsense and say that would not tell anyone to play, at all, anytime soon.
NEW BROS BEWARE!
its a PURE money pit as they waste time making the this centuries version of the spruce goose in the frequent and random die on the hill ideas that people at the top seem to think makes sense... but does not. why spend so much time and energy, and especially GOOD WILL, on silly shit like in game screens, or super detailed characters and assets, and not making it stable enough for me to access my inventory so i can load up my cargo box? you know, so i can PLAY THE GAME? or like leave my hanger safely and with out my ship getting blown up by doors that dont know how to open. or not getting blown up by the station for shooting at red flashy players, on and on. its beyond old. its CRINGE.
oh and WHY DO HOME BASES HAVE TINY CAPACITIES? you get any kind of stockpile of large ship component's and or large weapons and your station space goes bye bye. then you have to manually move large and very awkward stuff item by item several times just to load it on the ship. then, hope i dont bug out and die just leaving the station, not to mention the griefers. its not that hard to kill folks when the game does most of the work!
its lame as hell to play and is so far from being any kind of fun i just watch YT videos about the dev state of it now. its not worth my time as a old school player to fly about and loose anything i touch just for some tired basic mission. its really lazy, and its not a fun or rewarding my time or money.
**its a anger inducing and negative good will production machine.**
like twitter, its only function now is to over promise under deliver, breed toxic and ignorant players, and cant be bothered to listen to the common sense of long time people over short sighted and lazy but fragile egos. its insulting to me as a player to be cool with how awful it is to fly right now.
not. another. dime.
Any item a backer spend real money on at the pledge store should at least be insurable.
I'd like to see ship delivery added as a QOL feature. My ships are never where I need them. I'm not on regularly and when I do get on my friends want to do a particular type of mission. If I left off someplace with a wrong ship I don't want to spend 30 minutes getting the correct ship to do a mission.
For me, the Law System is the most pressing QOL feature. A number of your other suggestions would fail with the current law system. Grouping up with an LFG tool is just too big a risk right now.
The current system is in a bad place. SC is a game set in space and based around space travel.
The first change that really needs to happen is that (CS3+) PVP crime stats need to be applied _automatically_ with a dialog box pop-up giving you the chance to _dismiss_ the charges. Right now, it's the wrong way around.
Second, a lot more things need to be an instant CS3+ for players that are not in the same party.
* Any assault of another (CS-free) player, armed or unarmed.
* Incapacitating a (CS-free) player.
* Moving a (CS-free) player with a tractor beam unless you have a Medical Beacon.
* Looting an incapacitated (CS-free) player (to prevent removing their helmets).
* Damaging a ship to the point of 0% Shields and/or Soft Death if all players on board are CS-free.
* Stealing a (CS-free) player's ship.
These are all things that are precursors to a player's death and if they are CS-free, the perpetrator should be marked for death by lawful entities.
The QOL improvement I'd want to see most is simplifying and consolidating the control assignments for hotas, hosas, and gamepads which would inpart use assigned names for each device instead of jist whatever is assigned to an arbitrary nimber in order of activation within windows since that can between playsessions invert uour left and right sticks or sssign your stick controls to your throttle snd vice versa which is rather annoying and horrendously outdated for how other modern games handle device assignment.
I want a player market/AH/shop
Ray, you always talk sense.
Player mission board. Simple UI for any player to post jobs or mission assistance with beacons for pay. SC 4.0 still relies on global chat P2P exchange
need store ship -> manipulate storage/cargo -> wait time to spawn ship/cost if any
in game info of components/cargo for trading.
player made missions, to make my own trading routes, or the component UBER,
#2: the mission service refactor was not said to be complete or have all the mission chains implemented with it. because they aren't yet... but it's implied they will be.
#5: it's an absolute need, and a bit baffling it was never addressed during the mobiglas rework. Same goes to NikNax, which, if it worked at all, would 100% need it
#6: why this an not make map markers shareable instead? curious how you went non-diegetic for recommendations about inventory but did go that way here when it seems adequate here to treat location bookmarking as an entirely digitalized task (though a recorded could be cool, just seems more complicated than needs be)
#10: 100% it's one of the more important needs right now
One I did not hear about: making consumables and Stor'All Box contents persist in LTP... resetting at every patch drop is a big waste of time.
For me prior QoL would be social app Guild/friends like seen during CitCon . . .
This is a great list
Here is my top 3 list.
Fix master modes by removing it... increase projectile/laser velocity on larger ships.
We need reputation badly
Fix all missions, they dont work.
Amazon for Mobi glass. It's incredibly stupid I have to literally run all over a city or even solar system to get the basic gear I want
Mission Filter yes please CIG
I would always recommend a new player not play SC.