What he's saying is while making a code, you are not thinking about every single scenario. Believe it or not, the playerbase is much bigger than Devs and play testers and sometimes, something very small or easy to test is bugged because they can't think of everything. You will not understand a little saying "5 bugs in my code, fix 1, 7 bugs in my code" if you don't code yourself.
Exactly. Specifically talking about this example, it highlights the complexity of all the possible permutations:
- if the Nemesis had been less popular, this bug likely would not have occurred. It was only *because* players actually like the Nemesis that this was an issue.
- if we'd also put fewer Nemesis (Nemeses? Nemisises?) on the floor, it might not have happened; e.g., if the Nemesis was a crate weapon, this wouldn't have shown up.
- if hardware spec and player skill were more decoupled, this bug likely would not have occurred. It was because high-skill players overwhelmingly tend to also have high-end machines that run at higher FPS that we saw this bug.
- if the gameplay dictated that squads died faster, this bug likely would not have occurred. Because high level matches tend to be decided much later on, when players tend to be fully kitted in the gear they actually want, most players who wanted a Nemesis actually had one. If mor...