Splitting Patches
In a large-scale game with simultaneous development such as ours, the meticulous management of content and programs is critical. The branch method of development allows us to prevent data from getting jumbled up.
For a single patch, 2.1 features an unprecedented amount of content, most of which will add depth and variety to the game.
As such, we judged that it should be released all at once.
While it isn’t impossible to release a patch in installments, i.e. 2.1a, 2.1b, and so on, 2.1 doesn’t lend itself well to this. This is because many of the things being planned either require a long time in development, or affect a broad range of game elements. For example:
- Housing system and related UI
- The Wolves’ Den and related UI
- Large-scale update for the Duty Finder
- Full-fledged Party Finder system
If we were to release 2.1 in installments, the risk of unfinished elements accidentally finding their way in would be increased significantly.
It takes a number of days to cleanly separate a branch, and if you include the time needed for debugging and master testing, we’re looking at 7-12 days to prepare it for release. As a result, the time it takes to deliver all of patch 2.1 would be stretched out another 2-4 weeks. For this reason, we've decided to release everything in one batch—ultimately the shortest route in the long run.
Now, I’m aware of the requests to release minor tweaks first—improving existing functions and adjusting jobs, for instance. However, most of the functions being discussed are closely tied to the server code, and requires more work than it seems. And as for the jobs, time is needed to ensure that they are balanced, as well as test them in the context of new content.