Кому не в падлу, можете перевести? Это ответ Хикса какому-то Азеху на вопрос о том, почему так долго делаются патчи. ГООГЛЕ-переводчик переводит так, что лучше я буду пытаться сам это перевести (чего стоил "дизайнер свинец")
Fair question Azeh - and before I head to bed I'll try and give some perspective.
At the point we're at with development, we're effectively nearing merge time for the major engine modules that have been worked on. You saw it with the new renderer, and will be seeing it to a much smaller degree with the audio technology (0.61) moved over from the awesome dudes working on Arma - and currently the engine team are all cracking away on things such as physics, and the new animation system (which represents a blocker for a very large amount of content and overall changes to how the base game plays). Getting closer to (and the time approaching where we are now) these Enfusion changes being merged into DayZ's main trunk means that implementing changes in legacy SQF (which will die a horrible death with the merge to Enforce Script), or on the old animation system, hierarchy, and so on is a waste of development time - and will only serve to slow the project down even more.
We (and I) completely understand how it can seem like nothing is happening while this stuff is being done - and completely understand how frustrating that is. Personally, I apologize for the frustration - but there is nothing that can be done about it, aside from us on the development team putting heads down and moving full steam ahead.
To give you a little perspective on the other side of the fence, it can be frustrating for a designer (for example) to be presented with spending a good amount of time investigating a non game breaking issue in SQF, when that designer knows that absolutely all of that script/system will (and is being) be rewritten in the new scripting language. It could also be incredibly frustrating for that designer if Eugen or I were to go to Peter (our Design Lead) and push him to implement a new system (lets say.. soft skills) in the old language and hierarchy in *addition* to the new language, and get it to a stable enough point on SQF that it is functional for the users on Steam. Essentially, any further work that is put into new features or support on old technology (animation, scripting, etc) is work that while enjoyable for those testing on Steam - is ultimately work that gets us no closer to (and slows us down on the path towards) the final product.
As far as why some smaller things don't get pushed sooner, like the server browser - Sometimes it is a matter of dependencies, like I mentioned earlier. Other times its as simple as not overcomplicating the build and testing pipeline. You can only branch so many times before you make your pipeline over complicated, and cumbersome to deal with. (Not to mention tracking down any issues within said pipeline).
I hope my late night ramblings answer some of your questions - if not, I'll be back on the forums in the morning to try and make sense of it.
Infact - I will try and pester Eugen tomorrow to jump in on this thread, as the pipeline and update scheduling is a large portion of his job.