Yeah but what evidence is there that what you describe is an engine problem rather than an Arrowhead can't software engineer problem?
As others point out, several other good games were made on this engine, and they do not have such abysmal engineering quality. Vermintide 2 is on the same engine and very much doesn't have problems with constant bugs and regressions.
Arrowhead struggled to fix the lock on for the missile launcher for months, and then claimed that "raycasts are hard* and I just don't think they should be for a game dev. Several patches seem to show that they just do not test at all the release build, and that they don't seem to have functioning version control to keep from breaking things they've already fixed.
>and every month or two a new major bug relating to host client desyncing is found out by the community who then has to have big campaigns badgering the devs to notice and fix it.
This is not a game engine problem. Does fire damage properly work across multiplayer yet?
As others point out, several other good games were made on this engine, and they do not have such abysmal engineering quality. Vermintide 2 is on the same engine and very much doesn't have problems with constant bugs and regressions.
Arrowhead struggled to fix the lock on for the missile launcher for months, and then claimed that "raycasts are hard* and I just don't think they should be for a game dev. Several patches seem to show that they just do not test at all the release build, and that they don't seem to have functioning version control to keep from breaking things they've already fixed.
>and every month or two a new major bug relating to host client desyncing is found out by the community who then has to have big campaigns badgering the devs to notice and fix it.
This is not a game engine problem. Does fire damage properly work across multiplayer yet?