The industry-standard way of addressing both these issues is the elimination of major releases through the adoption of a scrum approach with a fixed sprint and continuous deployment. Since we are post-alpha it's a reasonable expectation that we're customers instead of unpaid testers at this point. The new risk is that they are overly reliant on an increasingly homogenous and potentially smaller set of folks on the experimental branch to find problems and it is resulting in inadequate testing. There may a technical reason but my guess would be they are trying the approach again in the "after alpha" world in an attempt to avoid fragmentation of the player base. ![]() ![]() ![]() They relented by bringing back the N-1 and reworked the release but it was very fractious. ![]() The team stopped archiving at one point (9>10 I think?) and the result was that people started to abandon the game. In each of the major jumps during the alpha releases there were people who did just that (held on N-1) and in a few cases resulted in very shallow adoption.
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