It’s not though.
Players were asking for procedurally generated group content that was more difficult than current missions. There have been lots of little differences in each players requests, but this was the common theme. You could probably take incursions style content and make it accessible from new mission agents and be done.
They got burners, which were a decent start, but they aren’t procedurally generated and ccp ignored players that wanted them as separate agents.
They got resource wars which was about mining, rewards are super bad and ‘group’ meant 3 people, AFTER we argued it up from 2! Sites were restricted, and could be either finished or half full before your fleet got there (seriously no one asked for site restrictions or pve based on mining).
Abysmal space is solo only and ■■■■■■■ instanced. The rats with in are a good start and it’s also good that it’s on demand, but everything else about abysmal space is not good. People play it as long as the payouts are high.
CCP haven’t really delivered what’s being asked for.
Mission running, incursions and anom ratting has pretty much the same issue. Most people have one ratting ship with a base fit that is slightly modified for damage types.
The only thing i can think of that doesn’t have this ‘issue’ is burners that have hugely different behaviours and damage types. Though they could all probably be done with a group using the same comp.
) looks awesome in your resume. Designing dungeons isn’t exactly thrilling and there’s a learning process involved in which your first dungeons wil be poor to bad and people will complain about them beign worse than “the old ones”. And what’s worse: it’s a neverending task. You can’t just assemble a AGILE team for it and call it a day in a few months; oh no, you must devote a specialyzed team (if even just three guys) to it forever and ever. So they better enjoy level designing for breakfast, lunch and dinner.