1) Only those who waste their time on devblog knew
2) Even them were promised that this update will have "field content". I will even be so nice and will help you refresh the timeframe with quotes from Inno's blog.
Timeline:
- 28 September - "Once I've got the race modding finished, I'll most likely push it to github and put together a small SubscribeStar update (v0.3.10 or something) so that the race modding can be played with a bit. The full public release of v0.4 will then be out at the earliest on the 9th October."
- 16 October - "I'll get a preview version released as soon as this is complete, and will then make a full public release soon after with some Fields content."
- 28 October - "I'm hoping to have something ready to push to github by the end of this week or the start of the next one. After that, I'll spend a week or so adding some Fields content before making a public release of v0.4."
- 14 December - Release of 3.9.10 (2 months later than what was initially promised)
No pattern here. No reason for people to feel disappointment (and they are consumers because they use this product, thus disappointed consumer).
Yeah... Use your brain next time you decide to write a long comment, ok? So I don't have to reply to stupidity.
First of all, just quoting, not a direct response to you or anyone, and i have 0 intentions of turning this into a personal thing for anyone, just sharing my opinion and point of view.
I'm a game developer, learning on my own. Recently decided to put my skills to test participating in a Game jam, to have a deadline to complete a full project (in this case
ONE week), the things you plan vs the ones you get to do in time differ A LOT. There's some features or parts of code that you think will take you 1 hour, maybe two, and end up being the whole day, be it because the initial idea or approach didn't work, bugs in the code as it gets build up, or whatever other reason, there's as many things that can go wrong as individual elements and lines of code in a game.
I'm seeing a lot of people critizicing about timelines, but we are not talking about big companies here, like Epic, Blizzard or any others. But instead, individuals or small (indie) teams, who outsource maybe the art, maybe the voice acting, maybe the coding, or some even do it all themselves.
My point: While it's nice to keep a date limit to release things, it should never be taken to one's heart, these developers are mostly passionate about what they do and i'm sure they are the first who want to be releasing it as soon as possible, but rushed things won't do. The wait can be a pain for users, but as long as the developer keeps his work up and delivers, you should at least encourage them, if you like their work. Not to mention everything has costs, and they need to pay bills.
In the case of LT's they secured the financial situation wich is awesome, but many have not.
Also, as a bit of an example in my case, from the experience i got in this game jam i've mentioned: i've gone ahead and tried to update the game after receiving feedback, did it (in time and with good results), and got feedback again. Based on what i've found regarding times for modifying things, for this last feedback i've said "oh, i can do that, maybe 2-3 days will be enough" (it was a small rework in difficulty).
Well... To complete that, i had to rework the ENTIRE difficulty mechanic, and guess what? my computer's GPU decided to die overnight, just because it was old and now i can't even start the engine to keep working on it/compile what i had ready. Things can go wrong, and sucks, but it is what it is, and (here speaking about myself) i do what i can, with what i have (and i'm sure most of those teams do as well; but this, again, is just my point of vew).
Cheers and have a good one, everyone
*Edited to correct a few typos >.<