I have a degree in computer science and too many years programming to mention. The main reason why it's taking bungie a long time to fix bugs is resource allocation decisions. Most of their lead developers are likely working on comet and destiny 2.0 and the low level engineers are responsible for maintenance and bug fixes. If they have a high priority issue it doesn't take them that long to patch it but for what they consider lower priority issues they take their time and would rather have developers working on new stuff that will generate revenue. Sure any time you change software there is a chance you will break something else. Bungie has done this with just about every patch they have come out with, it's just the nature of the beast.
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Glad to have input from someone else in the field, though much more experienced than I. I'd agree that Bungie likely has many of the lead developers working on new content, as would be best for them. Bungie also seems like to incorporate multiple fixes in one patch, so we wait for multiple bugs to be fixed.
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[quote]Bungie also seems like to incorporate multiple fixes in one patch, so we wait for multiple bugs to be fixed.[/quote] this is common in software development. When they are getting ready to release a patch they will be doing testing throughout the development of that patch however once they have a final release candidate they will give it to QA to run it through all of it's paces to minimize the chance that they broke something. It's impossible to test everything in complex software like this but they test as much as they can in a reasonable amount of time. It would be really inefficient to try and push a patch for each bug fix as you do them, the strain on QA would be too much and you would probably end up with a less stable product overall.
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That's probably something I should have mentioned. I'll edit my post. It would be way too costly and time-wasting to push fixes one at a time. I'm still in school, so the biggest number of bugs I've had to fix is a few at the most, and the applications built much smaller (a few thousand lines at the most). But I wanted to provide some information to the community, even if I didn't talk about everything.