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Why is it that a bug can be fixed in one patch, and then a few updates later it "comes back"? If it's fixed it should be fixed, right? I understand why there could always be NEW bugs, but not why old bugs can just reappear at any time. And the devs have to be told about it every time they come back, and sometimes it takes a concerted push from the community to get these bugs fixed a second or third time.
I wanna see the famous 10 credit bug again. We were enjoying it for few months. Would be great if that bug would come back.
FD chose to ship a minimum viable product. They had no choice but to strap features on. Actually it was their plan.
So much of the game relies on PG. Adding more complexity to the PG is going to add new bugs. Most software dev's carry a can of bug repellant, it's used to repel those who generate scope creep.
Why do bugs come back? Because they...
Never gonna give you up
Never gonna let you down
Never gonna run around and desert you
Never gonna make you cry
Never gonna say goodbye
Never gonna tell a lie and hurt you
Or, you know, they could have gone the way of that other space game. We could be in perpetual pre-alpha hell waiting for the developers to get everything "perfect".
Why do bugs come back? Because they...
Never gonna give you up
Never gonna let you down
Never gonna run around and desert you
Never gonna make you cry
Never gonna say goodbye
Never gonna tell a lie and hurt you
there are plenty of games way more complex than elite, which dont have these sorts of problems.
I remember reading a book called "The Pragmatic Programmer." There was a section in there about "Programming by Coincidence" It's basically the MEME you posted.
This can happen when your code is so complex (poorly structured) that you can't predict what the effects of a change will be.
My guess is the engine ED uses works by events. You write an event handlers to handle events. You change the game state in those event handlers. The complexity can come in if multiple handlers are changing the game same game state based on these events and overriding each other. It become very difficult to debug because certain error only occur depending on the order of events. I could be totally wrong about them using an event-driven approach. If someone has more insight, I'd love to hear.