The QA team could work on inputting seeds 24hrs a day, and it still wouldn't be enough time to find all the anomalies that can happen with a randomly generated world, especially one that is still being worked on, as the notes said. There will always be anomalies that happen, you'll never be able to fix them all, only make it less likely to happen.I'm actually surprised this passed their test/quality group. The testers did not notice this weird island-like pattern when creating new worlds? Or perhaps the testers brought up the issue but were ignored due to the higher-ups decision to release the current version as-is. Another possibility is the pressure (from us) for them to release a new update that they didn't have time to fix this issue. If that is the case then I think they made a very bad decision. A working game is much important than an update just for the sake of it. I said it before and I'll say it again: 7D2D is all about interacting with the world. If there is no (working) world, there is no game...
It could be many things, just like it could be, they are just letting us see it's being worked on and not forgotten about, but it's still not ready either.
We did opt-in to this after all.
My critique/suggestion for the terrain gen would be:
Maybe consider making the 'seed' not affect things as much as they do. Tighten it up some by cutting the range it can affect things, in half?
Maybe make a strength modifier for the 'seed' that can be attached to separate modules like: seed_strength="#.###".
Maybe having set terrain generators geared for the different sizes, so it scales a bit better going from a 4k to 8k to 16k world?