It always has. Which is why I stopped playing it on the PS4 and switched to the PC. I was sad to lose the progress I had made, but the difference was so amazing, that I only felt that sadness for a very short period of time.
Also, I'm going to merge these two threads, because they are basically the same thing, and there is no reason to have two of them.
https://7daystodie.com/forums/showthread.php?82842-Can-we-get-a-date-on-a-fix-for-these-crashes
https://7daystodie.com/forums/showthread.php?82994-Shouldn-t-take-this-long
That's what the op literally just said tho... the same bugs reported over and over for three years not being fixed. What's the point in reporting if it's literally the same bug over and over.
Because the bug has thousands of triggers that cause it.
So they narrow down and remove a few hundred causes, but there are still several hundred left.
You reporting the bugs with as much detail as possible helps them to continue narrowing down and fixing the things that are triggering the bug.
If you don't report the issue with details, they'll only fix that trigger by coming across it randomly in their own testing.
Bug fixing isn't nearly as simple as a lot of you seem to think.
Lets play with some math, just to give you a small idea. Keep in mind, this is all theoretical, and solely done to show a process. These are not hard facts, but should give you a glimpse of what it takes to get a bug fixed.
I do not know exactly how many triggers there are, but it has been stated they are in the thousands.
I do not know exactly what IG's bug-testing process is, but this is a pretty common method I have seen over the past 25 years that I've been working with Alpha projects and game development.
- Say the bug has 5,000 possible triggers.
- A trigger can be something like this. The exact set of steps has to happen for the bug to trigger.
- User reports bug in forum, bug report is sent to developer.
Tester for the developers plays game for 3 hours
- Start crafting 546 gunpowder
- Open a locked container and sort it
- Close container and open forge
- Bug triggered, game crashed
[*]They get a report of a trigger and test it again to duplicate it and confirm.
[*]Read the code that's being run when the trigger happens.
[*]Submit a ticket to the team to look into the error in the code.
[*]Team modifies the code to fix the trigger.
[*]Tester now has to try to replicate the trigger and ensure it does not occur again.
Now, in this layout, the tester spends a minimum of 9 hours working on the game testing the trigger.
Figure the dev team spends another 6 hours working on the fix.
You have 5,000 bugs to resolve.
Now for the math. 5,000 bugs x 2 working days to fix = 10,000 days to fix all the bugs.
(Assuming there is reported details for each possible trigger.)
Now assume you have a team of 10 people testing to replicate the bugs, and a developer for each member to fix the trigger they verify.
10,000 days / 10 groups to work on them = 1,000 days =
2.74 years
And that's making the assumption that every trigger is known and reported, and able to be fully replicated and documented.
Now, how well do you think that works when only 300 of the 5,000 triggers are reported and easily duplicated?
That's right. It doesn't work. Testers spend days trying to find a trigger, then more days trying to replicate it. Then the developers have to figure out how to fix the bug without killing 500 things in the game in the process.