I generally shy away from posting eleborate whine/rant posts. But I think this topic deserves some serious awareness/discussion. People generally don't seem to like the core PVE features, but I think the issue is more problematic than that because they all share common issues. By PVE, I am exclusively talking about the "active" threats to the player, distinct from the passive threats such as not being able to respawn, running out of energy, suffocating or dying from smashing into things. So lets go over the various features, why they suck, etc. Meteors: -Basically a flat threat, they don't scale with player assets, time in game, location, etc. -Lame timer based spam. "Normal threat" basically has these things flying in at you more or less at consistent ~10 min intervals. That means they are just constantly pouring in against you. -There is no engineered counter. Turrets work in theory but turret logic and capability means they seem to have trouble hitting reliably, they target stuff that is flying wide and past at the expense of targetting incoming threats that will hit. I have found no practical turret number/setup that will actually make you proof from hits. -The only reliable counter is constantly hiding from the sun behind roids/planets. Or behind a giant armored wall. -They bash exploration ships to a pulp, they blast pirate stations to a pulp, they hit well defended ships that are stationary often enough that anything doing ops exposed to the sun is at non zero risk. Conclusion: Meteor mechanic is more or less broken, un-fun and actively hurts primary game mechanics like use of solar power, stationary base building, or really doing anything that involves more than hiding behind things. Dogs/Bugs -A flat threat: rough on fledgling players, nothing more than an annoyance to anyone with a couple of interior turrets on their base/vehicles and a reasonable ammo pool. -Annoying timer mechanic: a constant stream of these buggers will be coming at you, meaning that you're always checking on turrets, etc on the off-hand your IT has burned through all 1000 of it's magazines. -No zoning, etc. They come at you from all corners of the planet. -Fighting them isn't fun, at all. You just place one of the turrets overwatching wherever you are and then ignore them. Conclusion: Unlike meteors, these don't really "break" or render anything impractical but they just flat out aren't very fun. Pirate bases/IMDC ships -On normal mode these things are everywhere. -A very reliable source of ammo and parts. You can farm the drones for days to supply yourself all the U and reactor/thruster comps you will basically ever need. -Pretty repetitive/flat. Once you've got the tactics and craft down to an art taking these down they become pretty trivial and provide you with an insane amount of loot for the relatively little risk. -Engagement always on your terms. Combat only starts when you want, exiting combat is entirely your choice and there is no long term consequence if you bug out. Conclusion: attacking pirate bases is the best fun to be had in PVE, and it is pretty fun. They are a bit too easy, there is no scaling in difficulty and they simply reward you with too much stuff: Reward to risk is excessive. Cargo ships (remember these guys?) -On a timer, kinda spammy. - Basically a moving version of the pirate bases; free resources once you get the hang of them. - Reasonable diversity in the ships means there is some scale, but the fact they are basically dumb and moving balistically means there still isn't much to them. Conclusion: same as pirate base really. Argentavis (This used to be a thing) -A flat threat with a pretty high penalty for failure against fledgling players: it will mess you up. For well established players it becomes a spammed annoyance that you have to constantly deal with. Conclusion: A more fun version of timer based mobs. So what are the big issues? Pretty much all of the PVE threats are on timer based spam system with no zoning, etc. Which means there really isn't a sweet spot. You're basically getting spammed or you turn them off. Some of the PVE threats (meteors specifically) actively prevent you from enjoying or using the core game mechanics without the ability to design effective counters. The core issue is that I think keen needs to take a very serious look at the whole basis of the PVE system. Flat threats spawned on a short interval timer uniformly about in space and all over planetary surfaces quite simply don't fit in a game where players build their way from having very little, to ending up with potent craft and mega-vehicles. The best, most satisfying opponents are obviously the block based ones, and the drone spam antennas at least in principle allow for a somewhat decent defense even if the drones just b-line straight for the nearest player. They aren't necessarily fun to deal with and there is no depth. Most of them are single tactic, and often that tactic is simply put something between yourself and the bad, or build a turret.