My issue lies in the fact that Burny calls the devs incompetent when it's clear that they are not. If they were then we all wouldn't have played the game as much as we have and love things about it as much as we do. You can't get a game with systems like that from incompetent devs.
You know that there are/were/are still allegedly some 100 devs on the project? And they're not one, indistinguishable mass of humans? And I do distinguish pretty consistently as much as can be distinguished from the outside between the visual team, sound designers, people who do the basic vehicle controls (most likely to have an intersection with the game designers) and those that think we should have an hour clock between us and using our ingame items?
As for incompetent, yes. Whoever of the devs or whatever it is in Frontier's day to day processes and interplay between devs and management that is responsible for introducing inventory management delays due to community whining after initially claiming it would be a better mechanic to have it instant, the original punishing vanilla engineer RNG with nice module downgrades for hours worth of material grind, making powerplay a completely disjoint part of the game, making Wing payouts fully symmetric while multicrew payouts preemptively are gimped for all but the helm while having been announced fully symmetric, reduced "exploration" to "watch a space doughnut turning"... It's not that there is just one "face palm worthy" issue. Depending on how severly you style to be even the greatest game's shortcomings, you have those in any game. It's that every single larger update for now nearly three years since vanilla release has these, while the base game as had its fair share already, which largely haven't been addressed either.
At some point it's a trend and I can't help but call that incompetent.
Which is a bit unfair, because it's all done with hindsight and the Frontier devs, at least those in the live streams, including David Braben all seem to be nice, humble people. That doesn't make waiting 15 minutes to use a bloody ingame item or spending half a fucking hour in loading screens to meet up to play with friends, even in the bubble, a better game. It's a load of devs, with some sound team to compete with the best out there and a great visual team combined with an enthralling fantasy space ship flight model, utterly and devastatingly led down by the whole game design that's been piled on top.
Which is a pity, because these people work very hard. Unlike some here, I actually find they're progressing comparatively rapitly, especially compared to "Star Citizen". Only, that's little use when three years worth of updates and maintenance brings about zero motiviation to get back into the game with the couple of friends I brought into it. Not for PvE players with comparatively limited play time that is.
Edit: "
You can't get a game with systems like that from incompetent devs."
I don't subscribe to the notion that Elite has particularily intricate game mechanics beyond its basic vehicle controls. What's Elite's PvE coop experience like again?
Meet up at a hunting RES/CZ (anywhere between a couple of minutes to half an hour), form a Wing, play shooting galery. If it's a RES, reinstantiate the RNG spawn table until you get the one where the ships are worth a shit. Pre 2.2: get bloody gimped payouts across the board, because they're equally devided by player, as the same ships spawn at the same rate, dictating how much credits you can earn in the first place and you could practically do the whole thing alone with a bit of skill, increasing your payout. Coop play? Challenge reduced, payouts reduced, discouraged for anything else but the company. Taking missions as Wings?
Not even supported.
Different genre, more simple game, but very,
very competent dev(s) called
Blizzard nearly exactly 17 years ago, which still happens to be a landmark dev in gaming today (Guess why? Hint: Their game designers didn't let the whole rest of their games down). Game called Diablo 2. Competent chat feature to meet people and form groups/get into games etc. etc.. But the kicker is in the coop experience: enemies grow tougher the larger the player group is and so payouts grow, while the relative level of challenge stays similar or even grows, despite higher player group DPS output, while the players' rewards scale with the challenge.
Abstracting both experiences to what challenges and scenarios the games offer for coop play and how the design works out, that makes Elite's coop experience look rather basic and clumsy, because it could benefit tremendously from even basic implementations of Diablo 2's enemy scaling and reward system. Two years after introducing wings, Frontier finally thought about giving Wings symmetrical payouts, which is imo good, but no less than a crutch to not overly discourage coop play in absence of systems like those in that 17 years old game, to support a good coop experience.