I don't think Stardock could have possibly taken this into account when they were planning for it, I can't imagine now that I've really thought about it, though anybody who heard me in the chat last night might have seen me be a little peeved off. The game is practically finished, except from these multiplayer flaws.
Yesterday, with the current code, I was getting games, I tried to join about 3 games and got two in the process, on the Pantheon, so I don't think the code itself is inherently flawed to the extent some of you will be thinking, it's got more to do with the fact that it has not been tested with this sort of load before, plus they moved to a different server, to help cope with this amount of load. The server migration was messed up due to GameStop releasing early (which is no fault of Stardock, it is to be said). As they've said elsewhere, they've tried to code as well as they can before release and try and take as many different configurations into account, but they just can't take it all into account until it actually comes, sadly by the time this comes, when they can truly see .
No game is going to be perfect when it's released, there's a difference between a full apple and a perfect apple for example. If we are to look at a fully grown apple, which has grown from a tree and is ripe to eat, it may have blemishes, marks, scuffs and the like, that is not to say it is not a full apple though, but rather just an unperfected apple. Stardock/GPG have tried to release Demigod in a finished state, i'm sure, but there was always bound to be things they'd have to release post release, like with all games. It's not like they've promised you 8 charachters, given you six, said "We'll give you the other two in another five months when we bother finishing them and we may or may not charge you for them as an 'expansion." We've gotten pretty much what we've been promised, the features, the game play, it's all very well balanced, it's just that there have been unforseen consequenes of the launch/multiplayer/sheer amount of people trying to play.
The coding required to fix this bug is probably not going to take that long to complete, it's just the problems are were it really hurts. I've seen very few bugs outside of this compared to other games at launch, suprisingly few actually. It runs quite well, once you get in a game, it runs quite smoothly for me and is quite stable otherwise (the only bug i've seen apart from this multiplayer mess-up is that the GUI occasionally dissapears but only when not in game, when I minimize the game and then bring it back up and then do some other stuff, don't ask.
). Other games I've played at release in the past few months have had pretty bad bugs of their own. Empire Total War, for example, had serious Steam problems, where Valve's servers were overloaded for a day or two, leaving people unable to start the download at all or left downloading at single digit kbps speeds, it also had huge problems when alt tabbing for example, as well as many other bugs. That's not to say it was a bad release, it's just quite typical. If anybody really wants to see a bad release, see the Merchants of Brooklyn (a post apocalyptic game based on the CryEngine 2 platform about genetically engineered neandethal ring fighters) release for reference (not a very big game I must admit, but this is just to give you a comparison) . They said it was coming out sometime in 2010. Ended up being released in March this year. For the first hour of trying to play once it had downloaded I wondered why the hell I kept dying at spawn, then the screen kept going randomly black, on top of that it'd crash in certain places, the triggers would go off at the wrong time, i'd get locked in random places, the NPCs when you walked near them would fall over and then just slide across the floor for the rest of the time etc. I once got punched through a solid wall and ended up outside of the main map miles away in randomly generated water, unable to get back.