But that is what I was trying to say, the example I mentioned earlier was to show that it isn't really an extreme case at all.
These kind of small non breaking bugs*
always end up going to the end of the backlog because there are bigger bugs or more important features that require your time. It has happened with literally every project I've ever worked on regardless of how much freedom we got as devs, it's just the way things go when you work on bigger projects.
I'm not saying that the corporate side of things couldn't be tying the devs too much or that they couldn't be focusing too much on profits; I'm saying that the conclusion you draw simply cannot be drawn from the fact that a smaller bug like this isn't tackled yet. It's just a side-effect of working on these big and complex projects.
*( I am aware that for some people this bug is not a small non breaking bug and it is game breaking, but in terms of development this wouldn't be considered a breaking bug)
my last comment wasn't about this particular one bug, i am looking at things from a bigger perspective
the game is full of things like this, almost as if there is no quality control
yes maybe we can't draw this conclusion by just a few examples, but this is a defining pattern for pz
something i haven't seen anywhere else to this extent (for successful and long lasting creative projects)
like if you ask me for two traits to define frontier games i would say "highly artistic/creative/groundbreaking" and "oversight galore"
these two things define their dev practises for me
it makes you sad to see such a great game constantly suffer from small errors like this, like pz and devs don't deserve it
if it can be fixed by a small budget adjustmant, it would make everyone happy, not just players and devs
even corporate will be happy i think, bc i know so many ppl who quit because they were annoyed by details like these
and if less people quit or give breaks, the longer lifespan and financial success with more dlc