I challenge you to show where “tens to hundreds” of players report anything.
If you really put it on “paper” and make a real list with reports and NAMES on them, you will see that “hundreds” of players dont even post that frequently on the forum AT ALL, and from the posters in the many forums, a minority are the ones recurrently reporting problems.
And that is not even because few people suffer from problems. That is because most people who have problems with the game simply stop playing and go play something else.
That argument is just that, an argument. People often do that because think no one can count the number of players who post a certain thing.
Sadly to them, AI is not only ChatGPT. There are models used to measure “sentiment”, or gauge “tendencies”, and they can be used in any public forum to find out that exact thing.
So no, that argument doesnt go anymore.
That without even entering the realm of fake multi accounts which also can be sniffed out by AI models.
I know how the problems go, and I have multiple times used my mods to fix problems I have found on the game. I also know when they stop happening.
The problem with sinking into foundations is an old problem, and yes, that is the ONE problem recurrent and constant because it is caused by something that cant really be fixed that easily. I am a coder, I know how to do it. A player might rage as much as they want because something does not work as they want, but that does not mean someone working as a developer always have all the answers and can implement them. If a fundamental system works in a way, and suddenly you find out that that work might have problems with other things you do, you might want to fix it now, but that does not mean anytime you change that system that problem wont creep back up from it. It is impossible to predict how a complex system will work with the changes we make to it without that HAPPENING. So problems must occur to be able to solve them. No coder, the better they are, can fix a problem before it happens.
For us in the coding a specific software, me with my mods, they with their game, it is hard to incurr in problems because we are automatically compelled to use the game as it was intended to be used in machines dedicated to run it. So it is very hard to find out how a problem that comes from doing what the game was not intended to do, or running it in a machine that is not ideal to run it. That does mean the machine is good or bad, but not intended to that specific type of subsystems, DLLs, etc.
So a measure of problems is always expected to happen. The difference is that in old times, my 20s for example, we understood it, because we were not a bunch of whiners who wanted everyone else to make everything perfect while ourselves somehow thought society owed us something for being born. So we understood the work is not perfect, and we should be reasonable on what we complain about.
Today, you have the slew of people who dont even suffer with a problem repeating a discourse just because “everyone says it so it gets clout”. But technically, people do know how the problem happens and why it does, and how many of the reports are bullshit.
I have also dedicated myself to do some QoL updates through my mods, so problems that are not “bugs” as people think this word is used, also cant affect my gameplay, but I understand why the game itself does not have such improvements. The game itself is designed to be the common denominator for all players, while I can design mods for specific niches, even for myself. So I can make systems that trash PvP for example, because I dont care what PvP players think of my mods. Funcom on the other hand cannot solve problems using that mindset.
But the main thing remains true in any way, a BUG is when a system is not working as intended, and therefore it is a flawed piece of code. When something is working as intended, but causing unintended interactions with other parts of the software, it is not a bug, it is a glitch. And a glitch cannot be “erradicated” by changing the causes of it, because the same thing that is WORKING AS INTENDED and causing the glitch also the part that makes something that is WORKING AS INTENDED and doing what it was meant to do. So there are problems which can be fixed by simple “knowing they exist”, and others not so much.
What happens for example with sinking into foundations is that people have been complaining about it repeatedly as if it was somehow a simple problem to solve, and if they were a bit respectful of the work, they would know that if it was, the people at Funcom would have solved it.
How can one know it ?
If YOU are not a developer working in a multinational company earning a above average salary in a job that was coveted by many others by it is yours, doing something that many people respect all over the World, and being recognized by your prowess doing it, like me in my company doing corporate software, or like them making games at Funcom, you cannot be the judge of what skill any of us have. You can report the problems and understand the process and trust that we know what we are doing, or just go use someone else’s software or play someone else’s game.
The reason I never wanted to work at game development, is precisely that in my line of work, our clients are companies that know to respect our work and understand the challenges of development and how the work is done, while the modern players in general are disrespectful to the work of the people who make games, and very attached to an entitlement of thinking it is easy to do something they themselves cant do.