Der Brian Hicks hat sich auf Reddit ein bisschen allgemein zum bisherigen Verlauf der Entwicklung geäußert, ich denke mal das passt hier ganz gut rein:
Simply put, the development has -not- been slow. Well, not abnormally. I will admit, developing the title -and- keeping things playable and interesting for the active userbase does add time and cycles to the project.
While a large amount of the base problems that were there when we hit Early Access are indeed still there on the Steam branch, yes. However to assume no work has been done on them is incorrect. The engine and gameplay programming teams have done vast amounts of work in their own trunk and/or branches and said work will and has been incrementally pushed to Steam.
We've been very open with the planned lifecycle of the project and have been saying we anticipate DayZ to be a 3 year standard development lifecycle that we're going to aim for doing in 2.5. As far as cheaters go, all you have to do is look at the Status Reports, or changelogs to see massive amounts of work done on that end. However, as I have said in these reports - it is not possible to actively create/update/modify your base engine in the public and hold to anything near a frequent (in our case monthly) update cadence.
(The cycle works like this right now - We push an update to stable branch, in said update are a large amount of security hotfixes and changes - For the next 2 to 3 weeks gameplay is relatively cheater free - As work internally progresses on the next update, externally the hacking/cheating scene has had time to poke, prod, and experiment with potential holes and begin exploiting what they find - We ingest repro data and bug reports on exploits in the current stable branch build and begin hotfixes for the next update - We release an update to Steam/Stable - Rinse, Repeat)
I guess in short, I feel we've been very communicative about what is going on with the major issues, what the plan is to fix them, and that they are being worked on.
In the mean time, we continue to evolve and prototype the game mechanics around our core systems and push content to stable branch. If you were coming into this looking for a solid game experience this early in development - well, you'll more than likely have an unsatisfying experience.
I can promise you, this early into most any titles development process for a project anywhere near our scope they all have major issues and are full of bugs. That is software development. What *is* abnormal is the concept of working on a project of this size in the open, and not behind closed doors – and keeping anything resembling a frequent update pattern. (In our case, we do monthly updates to Stable branch)
...und noch etwas, was mehr in Richtung Roadmap geht:
Game development, especially game development occurring actively in the public can be a fluid process at times. We communicate our goals, and what we are aiming for - we do not make promises unless it is in regards to something not subject to change, or entirely a known factor.
When we communicate our goals, and what we're aiming for - we are not etching the ten commandments into stone. When an issue/bug/etc comes up, we -continue- to communicate the updates goals and aims. If you're not okay with this, thats fine. I can't blame you - giving the consumer access to this kind of data is not common, but I can assure you - this is how it goes down around the morning scrums for the development periods of all your favorite games. Edit: Well, no I can't really.. not without knowing what your favorite games are.
Er spricht mir größtenteils aus der Seele. Einige müssen einfach deutlich entspannter an eine Alpha rangehen. Die Roadmap für 2015 lässt einige interessante Dinge erahnen, schauen wir einfach mal was kommt.
...wie immer erfahrt ihr hier natürlich alles