Our game definitely has a lot of areas that need improvement, and is not for everyone. That being said..
You can select dropped loot and identify it, by hitting "b" to select-in-front. You can also examine and selectively jettison after picking it up. The second tutorial should describe this. They're also colorized by item class, which makes for fast identification of "scrap" and the like, but selection is what most people use. License progression should also be explained in the early tutorials.
We definitely need more missions, and a better mission interface. But there are quite a few story-driven mission trees, and we're continually adding them. Players can also make missions, if they like, via the PCC construct
You can pretty quickly upgrade to a ship with more cargo space. Plus, people are usually selective of what cargo they want to carry, using the object-selection and the cargo jettison interface. That being said, maybe we can reduce the amount of scrap dropped, or buff the newbie ship cargo space. I hadn't actually heard the "not enough cargo" criticism before.. people are usually in such a hurry to upgrade their ship.
Combat is probably the deepest aspect of the game, and has a learning curve, but also has a lot of flexibility and depth for those with experience. As a result, PvP is usually cited as one of the better areas of gameplay, but I know that's not for everyone. Some adapt to combat quickly, others don't. I still struggle with how to best help new people learn the system. In part it may just be the price of having a "twitch" model game.
We also have two entirely different flight models (one that behaves like a flightsim, and one that behaves more like space physics), the use of which has a major impact on combat. There are advanced tutorials intended to help people learn the pros and cons of the two systems, and how you can toggle between them.
We're continually working on the "endgame", of which this new conquest thing is a part (as are previous additions, like Dynamic Warfare shown in the game trailer
), but will not be entirely combative at all. If anything, the direction we're headed is far more driven by economics and production.
Also, our trial is only 8 hours, but it's of total in-game time. So, it could be used in one day, or spread over a week, etc. Plus, there are some extended trial key promos
that are still available.
Anyway, I appreciate the honest feedback. We are an indie developer and a tiny company, but we listen to our playerbase and try to improve the game every week.
-Incarnate, lead developer of Vendetta Online.