You know what bothers me most about this is having read David’s comments about offline mode on Eurogamer; I get the distinct impression he never took it very seriously as a feature, it was never part of his vision for the game and he offered it during the Kickstarter thinking it could be tacked on at the end and would get more people on-board.
But it’s clear that he did not keep the promised feature in mind when making any of the design decisions, deciding they might tag it on at the end if they had time and it wasn’t too difficult and if not it might upset some of the people he got on-board with that promise but who cares the moneys in online gaming anyway.
I work in System Integration; this is like promising a client a system that can be used on or offline then telling them just before delivery; Oh by the way we’ve dropped support for the offline requirement, it would have been too difficult and have less features so we thought you wouldn’t mind. If we did that we’d be in court for breach of contract. The game industry however is not held to the same standards because there is no contract only empty politicians promises and false advertisement.
I have to say not only will I never buy another thing from Frontier, but it’s put me off kick-starter as well.
Do what I do these days, I had a few high profile projects leave my fingers burnt (this was the last large project I put any real money into, ha ha ha, more fool me) and as a result now I am going back to basics and getting involved with much smaller projects, ones with modest goals, and with smaller numbers of people involved, both at a developer and community level. Aim simple, don't get swept up in unrealistic hype, and look for things that appeal to you personally, I've found that way I've made some friends along the way, and I've learnt far more and had the chance to provide more meaningful input and feedback than I possibly could have done in a project of this magnitude.