Chris: I'm not trying to be an a-hole (although it may apper that way).
No worries, I don't take it that way.
If my criticisms seemed harsh, it was because I want to see the sim improve to a higher level than it is.
Seconded. I think my main point in commenting here is to distinguish between rightful criticisms of particular points of the sim (for example, as you list above) and generalised criticisms which don't help anybody. I don't find that it's reasonable for you to say that there has been no improvement.
Perhaps my big complaint is that things like moving trees seem to take precedence over relatively minor problems that could be easily fixed.
Sometimes that's true. At the end of the day, to stay in business we have to weigh up each feature and fix in terms of how important it is to our cash flow. Graphical elements may have no effect on the sim but make the difference between having a saleable product or something that looks a little too dated.
An example...in TRS2004 and 2006, cars stopped for lowered crossing gates. I have run some sessions in 2010 where they drove right through the gates and the train and went on their merry way. So evidently a bug was actually introduced in the sim that didn't exist previously.
Or content was used that didn't provide that functionality even though the game does. Or the route creator used it in a way that exhibited problems which already existed but which hadn't been seen up until that time.
Yes, it's still a bug. No, it's not particularly surprising that these bugs crop up. And yes, they do go onto the list to be fixed- either in a service pack or in a subsequent game release.
This never occured in TRS2004.
I think you may be wearing rose-tinted glasses there
We had plenty of bugs in TRS2004. The trick here is to note that it was 7 years ago, and that a lot of the bugs that were there have either been subsequently fixed in service packs, have been accepted as "that's just the way it is" in the interim years, have been fixed in more recent versions, or even form part of your "things that we don't ever fix."
It's what happens when you use 3rd party routes.
Yes, that's true. But so did TRS2004.
It's also what happens when you are working to a budget. The tighter the budget, the more flaws you'll encounter in the result.
It's also what happens when you try to provide new features while simultaneously try not to break any existing content. Sometimes the old content relies on particular bugs or quirks of behaviour and can break in really unexpected ways.
It's also what happens when you have an absolutely massive product that needs to be tested before release. A change to a single asset can mean retesting large parts of the product- which isn't really feasible, so it doesn't ever get done completely. If we find a problem with a tree, adjust it slightly, test it in two or three places- who's to say it doesn't cause problems in one or two of the remaining ten thousand cases where it's used.
I'm not trying to make excuses for having bugs- but I would like to give you some appreciation of the scale on which these bugs occur and how impractical it is to find and fix every one.
But that isn't much comfort when you are paying for those routes as part of the whole package. While the errors in the routes can be corrected by the consumer, we shouldn't have to do that. I didn't buy the sim to correct errors. I bought it to drive trains.
True. Did driving through the tree ruin your gameplay experience? I bet it gave you a surprise the first time, but that's probably about it. If we patched it tomorrow, would you even remember it in five years?
Software has bugs. We try to avoid them, and we try to fix the ones that we find- but it will not be any other way in the foreseeable future.
Anyway, it's getting late here. Thanks for the chat,
chris