That's true he does have a roadmap. What we were discussing is how its inefficient and what ways he can improve the structure and planning of future updates. I agree wholeheartedly that reworks are necessary. However, the time between each update is steadily increasing and there has been no substantial improvement to the core game. Key features that permeate all characters have not been implemented, which will likely require another update for each character when they are in his current model. Its funny how absurd it is that we are nearly 3 years into development and we don't know how the main story will work.
Right. I mean, I get that the original code base was somewhat amateurish. And that because it was done by a guy who was basically teaching himself how to do this stuff on the fly, it was done... sub-optimally.
So now you've got an inefficient backbone for a game that basically needs to be rewritten bit by bit in order to streamline production going forward. That makes sense, and it's all well and good that they're trying to fix this. But the problem is that they've still trying to tack on stuff to a building that they're in the middle of tearing down to the foundations. And it's because they're letting the patrons decide what gets done, when it gets done, etc.
Now I know people are going to argue that with a patronage based system, this is just how things work. That money goes not necessarily towards the eventual completion of a project the same way you budget for a game to be made in normal software development - i.e. "Here's your nest egg, you have X amount of time to produce a viable release candidate." I get that the process is different, and that if people are happy playing "incomplete" builds until the end of time and outlaying money for that, then whatever.
But let's be clear, here. Working like this, you are very unlikely to actually see a finished product. This method of production just doesn't lend itself well to it.