Its not so much what they are implementing but the way they are choosing to implement it. They are pandering to the whiners by trying to throw in an instance fix.
For example the outrage over the instant ship transport, for which I have no opinion (yet). People have wanted this for a long time, but they have put in the simplest solution available which requires as little development time as possible, click a button and change a few database fields Ship.StationID=Player.StationID
Instead why didnt they use this to generate depth in game : -
- A ship transport mission on a mission board for a player to undertake?
- Trigger a persistent NPC (they have talked about these before) to actually make a flight.
- Or put in a simple timer.
- Allow CMDRS to setup their own ship transfer missions.
The reason is because these are more difficult, so the simple solution won out over realism and the opportunity to add depth.
And its not limited to the latest update, CQC, Powerplay (to some extent Engineers) were all implemented as quick fix solutions to uproar within the community that FD wanted to go away. Unfortunately quick rigid fixes do not promote emergent player based activity but funnel the game down narrow paths.
These are my thoughts, Im no hater Im currently enjoying the game. But thought I want I think the problem is.
Pretty spot on,
stuff repeats again and again.