Maybe the better decision would have been to strengthen the experience of the base game, add more things to do that provide value to the player beyond progression.
I don't think the solution to grindy gameplay necessarily needs to be to reduce grind. If the players don't enjoy
playing the game and only find enjoyment in progression, shortening the progression time is just going to reduce the time before the game entirely loses value to them and is thrown into the trash. The better (and harder to implement) solution is to improve the base game features. Just look at the hollowness of what should be the pillars of this game; the economy, politics, missions, mining... combat and exploration (those two are slightly better implemented IMO). There is so much space for improvement, the 'early game designs' document would be a great place to start.
Ships used to be the progression mechanic.
Now it's engineering to access more demanding content.
Go ahead, take your A-rated, unengineered conda into a Pirate 7, a wing assassination mission solo, or fight a cyclops without guardian gear.
The goalpost was moved a few years ago.
This is what I just do not understand!
People complain about grindy progression. FD drastically increases progression speed. Then proceed to introduce new, excessively grindy mechanics...
And then people still complain about grinding, because the game is just as grindy as before, but now people grind by collecting dirt and literal mob drops to gain abstract stat buffs. Was the objective to reduce grinding? This was not achieved. But water it down to grinding for things that are much harder to engage with? Yes!
I think that engineers feature should be completely scrapped. Clearly the people who have designed these buffs haven't actually made a feature that improves the game.
The assets and characters are pretty nice though, they deserve to live on as part of a better game mechanic.
All of this is a little too late to fix now, I think. Good lesson for the next space game!
Since I've been a regular player for more than six years and the game has consistently been moving away from feeling like a living world--and more like a fractured reality where everyone wanders about in their own solipsistic surrealist farce--
I wish that I didn't agree with this, but I do...
There was so much that just
could happen at release. I could drop into a conflict zone with a Cobra, meet another player in a Cobra, and we could fight a heart-pounding duel. Unplanned, it just happened!
And the future was so bright, the features that were lacking would surely be fleshed out with the planned updates... and then we would get planetary surfaces...
I play the game now and I feel all these possibilities have been strangled by poorly designed game mechanics taking this game in the wrong direction.
But has it all really helped frontier's bottom line? How many more sales have they gotten from implementing powerplay? Engineers? I'm not sure how much profit there has been in taking this route. Maybe it has simply been a bad choice, even from a profit perspective.
TLDR; You don't really fix a grindy game by making it shorter. FD shortened grind and then introduced more grind, so they even failed at shortening the grind. I'm cranky and wish that pretty much every game feature added since release should change, and I probably have too much nostalgia for the old beta days.