Heh, don't you believe it. I'm a native English speaker and when I'm writing something, the gobbledygook that appears on the screen, that I have to go back and correct later, is astonishing! Fingers seem to fly ahead of brain sometimes...
I don't like to compare writers/devs because everyone has different circumstances that I'm not aware of but I don't think it's unreasonable to say that you're way ahead of most of them when it comes to keeping people informed and getting those updates out there.
I agree, the same happens to me when writing in Spanish. Obviously, translating into English is not a direct process. It should be interpreted to convey what I want to transmit, the tenses are different, I usually translate in a hurry because I'm already late and want to send it to the proofreaders as soon as possible (I split every update in two so they can work more relaxed with the first half), punctuation varies a lot from Spanish to English, and what bothers me the most, a sentence that's technically correct in English, is written in a way that no native speaker would say.
Crow excels at catching all of those mistakes. Well, most of them, he's human, after all. But it takes time. He did 256 corrections in the script (12 were rejected or even re-corrected by me). That leaves 244 mistakes. From one comma (there are a lot of them), to one mistaken him/her, to stylistic corrections.
About keeping people informed, I think that's the best part of this hobby/job. Talking with all of you. The ones who praise the game and the ones who (politely) criticize it. And, first among a lot of firsts, keeping all of you informed about what I'm doing every week. My weekly progress reports are, sometimes, boring to write, but I need to tell the players what I'm doing with my time.
I've been a player supporting devs and I know the feeling of not knowing anything about the dev for weeks or even months. It's not a good feeling. I don't want My Dorm players to feel that, so I do my best to maintain good communication (inside my limitations) with the players (regardless if they are subscribers or not).
The other thing that I didn't like about
some devs I supported was their release cycles. I know (now) how much work it costs to get an update out. I didn't understand then why (and I'm not comparing to anyone, as you said every dev is a person with their own circumstances) Dev A could get an update with 15,000 words and 1,000 renders in three months while Dev B took nine months to get a 30,000-word 1,200-render update. Different circumstances.
But what bothered me the most was that some players praised Dev B for the length of his updates while criticizing Dev A for doing short updates (for those bad at numbers, Dev A published 45,000 words and 3,000 renders in the same time Dev B published his 30.000 and 1,200).
To partially avoid that kind of criticism, I was clear since Day 1. The updates would be 10,000 words and 300 renders on a monthly basis (33 words and 10 renders per day). If the time increases, the production also increases accordingly. The last update is 27,120 words and 16,175 renders (532 words and 351 renders per day). I think I'm complying with my promise.

But all of that is thanks to communication with the best community in the AVNverse. Communication is both ways. It wouldn't be possible to do it without communicating those changes.
And I communicate too much and write walls of text
