Back when there was (more) hope for actual sensible combat (PvE & PvP) and economic balance, via layers of engaging and well planned mechanics...
But time after time the notion of "well planned" (well designed & well managed) has seemingly been proven to not be possible. eg:-
- CQC - A large development to create a stand alone game now collecting dust for most of the community, instead of invested in the core game.
- Engineering - Which hugely unbalanced PvE and PvP combat, forever.
- Multicrew - A massive development to offer mechanics and gameplay that were basically of little interest to anyone.
- Crime & Punishment - With numerous visits/revamps, it's still largely over complex and ineffective.
- Thargoid Invasion - With little/no investment in mechanics in the preceeding years, the Thargoid Invasion had little to leverage to create the engaging experience it could have been
- Mining 2.0 - Needlessly ill considered mechanics (such as the PWS and sub-surface deposits), with poorly conceived hotspots and hugely skewed economic rewards.
- Fleet Carriers - One of a number of features delayed seemingly just months before release, and then significantly reworked, which when publically tested was shown to be worryingly unbalanced and ill-considered.
There's been repeat significant design and management issue with ED over the past 5+ years. Next year will either show FD have finally got their act togethor and created some involved, well considered, bar raising and engaging mechanics and gameplay. Or have simply carried on down the same rocky uneven path...
Engineering was an alarm bell for the game. A hugely unbalancing mechanic, throwing combat balance under the bus simply to try and give purpose to shallow game loops (time sponges).