Patching Process

Any game developer who doesn't at least listen to what their players are telling them about the impact of a particular bug on gameplay and factor that into their decision making is either very brave or not altogether wise. Or both.

95% of the industry doesn't listen to players at all.
 
Combat logging has been around now for over two years and they still haven't fixed this.

probably because cl was never acknowledged as a bug. the op is about known and accepted bugs not getting fixed in months.

i would like to know more about the process too. judging severity is of course frontier's call, as much as their internal procedures, but some of these bugs can have enough impact if unattended to rise some concern (premium ammo, broken mission exploits, even the last engineer exploit known and kept in the dark for 4 months).

more than interest in their actual routine (it has obviously room for improvement but that's for them to sort out) i would be glad to hear if they acknowledge this is a problem at all, and are eventually on it. no pressure, really, it's their game and we'll see soon enough.
 
Another Developer joining in here...

Didn't FD previously do more regular updates? And then stop because players complained about too many updates? [blah]

I say FD ignore them and bring on the updates. I'd rather have regular updates then say, EFCs missing as mission rewards for months on end, which was the case a while ago. Oddly enough, that's now the case once again with 2.3.10.

There another nasty bug out there now which makes landing at surface bases more dangerous then it should be. I'd rather FD fix that sooner rather then later, especially with the arrival of new PS4 Commanders.
 
Remember the last beta where the Galaxy Map was unusable from day 1 to release, and - surprise - that wasnt fixed in the release version.

Oh yes...I remember it well. Right up there with the BORKED Anaconda Cockpit lighting and textures that took until 2.3.10 to finally address. (All reported dozens of times during the 2.3 Beta back in MARCH!)
 
As a game with no subscription income but continuous server and development costs, I'd assume that FD have to keep a very tight reign on their costs. Paying staff to work on none-game-breaking bugs and the server costs of distributing those fixes both generate little to no income.
 
As a game with no subscription income but continuous server and development costs, I'd assume that FD have to keep a very tight reign on their costs. Paying staff to work on none-game-breaking bugs and the server costs of distributing those fixes both generate little to no income.

According to their public financials, Frontier are not strapped for cash. The P2P network, while still requiring some infrastructure, was chosen (I believe) to curb those costs.
 
I tend to agree. It seems like a ball and chain for the team, and us by extension.
I consider it a corner cutting measure; and those are never good in development, IMHO.
They want to provide a completely online experience with intensive, even encouraged, multiplayer and then want to rely on the players to host those connections? Bah. Horrible, cheap, nasty decision.
So many problems would have been eliminated with their own server; so many areas of development they can't work on because we're on a P2P system. Wasted potential.
I know why they did it of course, just don't like it at all. :(
 
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