Wouldn't quite the opposite be more appropriate - to use MORE automation to prevent many of the issues currently created by too much and uncontrolled manual labour?
Note: I'm here referring to only the three named issues.
That makes it sound like MA have only a binary license (read: a static link library) to CE2. Not even I can imagine it's that horrible. I honestly don't think EU could be able to run in such a limited context.
Chances are greater they did indeed get a source license to CE2, but have such a shitload of changes made the original documentation (provided anything was included) no longer applies, and they were too busy trying to get VU10 to even run that they never came to document what they changed and added. That seems way more plausible, I fear.
Ummm, I must be misunderstanding you, but from that statement it seems you want them to manually do stuff that can't be machine-verified? Please elaborate.
I know for a fact they have done a horrible job when it comes to making especially terrain shaders work on different settings - f.ex. an area that required you to use High gfx settings to find the mission target which was effectively a compact and completely black volume on Medium. But that's not a display of using too much automation, quite the opposite! With enough automation a checker would have told the designers "You are idiots! No one running on Medium will see anything here".
Obviously. The game CE2 came from has nothing like "missions" included. For an engine with "missions", the grand-master creator is still, after 15+ years, Bethesda.
It's quite simple, when using scripts that don't do the work properly, you should stay away
from them.
Or preferably get new ones...
Using an automated feature in development that don't make an optimized result, you'll end
up fixing issues and problems it cause, and that can take a shitl**d of time.
Might be ok when having a designteam of 80-100ppl, but when the team are around 8-10
it's not a effective way to work.
So in theory, yes using more automated features in development is great, both for time spent
per feature, but also keep developers more focused on more content and less tedious boring
repetitive work.
Sadly something in the development progress seems wrong, since so many issues and bugs keep
poping up and also come back.
So no I don't think the staff is crap, I know they are ok, but something in the progress is not ok.
Might be old code that is shared by many features have been tweaked to a level that it isn't
effective and cause issues over and over again.
It's good to see the new area thou' (Corinth server) it shows they have a nice idea and concept
of future graphics.