dafels wrote:They also lose faith when they release a rushed half assed/rushed patch constantly and them being really small. I think having longer time developed patches is less evil.
You missed one thing - Seatribe is really bad in implementing new things. They are good in implementing "New interesting and promising mechanics (NIPM)" ("with 50% off on Sundays, only in our market!").
Let's take a look on w9 development.
03 Mar 2016 - Knarr were implemented.
New? Yes!
Interesting? Sure!
Promising? Without doubts - so many uses: water pirating, battles or even sieges. Huge possibilities for settlements to move their stuff into the new unknown lands. Big hunting parties.
Gameplay influence? Minimal. Security issues (with tons of community solutions provided) make them nearly unplayable. No one wants to spend its cost for one use.
Current idea state - waiting for finishing. (almost half-year).
10 Mar 2016 - Multitexturing!
New? Yes!
Interesting? Sure!
Promising? Without doubts - so many uses: different colors for containers to store different stuff. Color variety for barrels to ease the indication of low/high-quality water.
Gameplay influence? Minimal. 95% of stuff taking materials into account use it only for esthetic purpose. Most of the needed changes (providing functionality) weren't implemented.
Current idea state - waiting for finishing. (almost half-year).
04 May 2016 - Gilding!
New? Yes!
Interesting? Sure!
Promising? Without doubts - so many uses: replacing "all jobs have 1-3 cloth-build" with "all jobs have their own builds".
Gameplay influence? Sure - much more grind of flax - 'cause the only almost-full-gildable set of cloth is cooking-farming-sewing. Other skills/stats can barely count 2-3 suitable clothes. So you basically just cloth up all of the professions in same cloth with 1 different gild in it. Situation, where you should have high charisma and melee to craft a carpentry gilding, which should be inserted in strength-affinity-cloth, requiring sewing for gilding itself, counts as normal (will look it this, aware).
Current idea state - waiting for finishing. (a couple of months).
08 Jul 2016 - Quests!
New? Yes!
Interesting? Sure!
Promising? Without doubts - so many uses: gaining unique rewards, getting people out of their bases, learning newbies, etc.
Gameplay influence? Somewhat - depends on your luck and the will of RNG - you can spend a couple of hours wandering among q-givers, gain 3x123 LP, 0-1% hunger reduction and 250 exp.
Current idea state - waiting for finishing. (just a couple of weeks by now, but it can easily become a couple of months or years).
That's just most obvious ones. But almost all of the changes in w9 are all this like - they've implemented something, get the feedback and then forget about it "till we have some free-time" or "to take a little breath").
I should admit, I don't mind against all this huge work they do to overhaul combat/PvP system, or floatin'-point coords, or object-controlled-object. These are indeed the very good changes, but while they at the development state, I can't stop to compare them with what have been "done".
So when someone suggests to take a "monthly-update system with big new content", I say "No, let's bag the devs to stop producing NIPMs, and finish all that crap they've already implemented!"
And when Jord says "I've read all the LadyGoo's (sounds like Lady Goose

UPD: I didn't saw your last post, when I was typing it, Freya, but now I think I know the words for spell of your summoning) posts with interest" I think "Goddamit, man, this wasn't a leaked chapter from new "Song of Ice and Fire" book - this was C&I forum of YOUR game. You shouldn't read it, you should react on it"
P.S. No sarcasm were used in this post. An author deeply likes all of said changes and do find them new, interesting and promissing. Just unfinshed, but still.
Sorry for another text-wall.
English is neither my native lang, nor my best side...