Lucian said: I'd like to add my thanks to Roll20 for working through these issues despite all of the sound and fury going on around this problematic release. Some pretty serious mistakes were clearly made, but having been on the other side of this sort of situation myself, I know just how hard it is to get out of the hole once you've got yourself into it. I understand that people have been deeply frustrated - I have been as well - but I don't think that virtual screaming and shouting on a thread like this is going to help anyone in practice. Is there an intention to share some sort of post-mortem on how this release managed to happen with such serious bugs in it, and what Roll20 will do as an organisation to avoid a repeat of this? Some way upthread , I posted some observations that included some practical suggestions for the future. Maybe they're not practical, but it would be nice to know that some sort of thought is being given to the bigger picture here. I don't want to contribute any more distraction from the focus on actually fixing things right now, but it would be good to get a commitment - and I hope it would perhaps calm some tempers here - from Roll20 to discuss the meta-process issues around all of this publicly in the not *too* distant future, to help reassure paying users that it is worth us continuing to invest in the platform through subscription and content purchases. Cheers, Appreciate this perspective. A public post-mortem is worth our looking into on this; let me see what happens internally once we've sat down and if there's value or if it would simply be an exercise in flogging. That said, there's a few things I can jump on now... First, I'd re-iterate that blurred animations got earlier triage (as did parts of changes in token bar behavior-- being that had the most immediate community reaction), and much of that decision had to do with its cascade potential (we couldn't "fix" images that had the blur, users had to replace them wholly). Second, we had our support and managerial structures simply get maxed out. After Charactermancer Levels Up we were in a pretty decent place, but the double fire of Fanburst's sudden closure announcement (which, if it had been one merciful month later would've required very little changes as Bring Your Own Beat would've been wrapped) and the accounts table hack (which still has us working with outside security on vector-of-entry testing and hopefully will produce its own post-mortem) really sapped resources, extending this process. In mid-February we did begin onboarding additional dedicated Quality Assurance to execute the next overhaul of our process, which can hopefully safeguard our support and management in case of future overflows. To rewind to a couple of your earlier inquires ... #2 We've been steadily working since October last year on getting a new ticketing system prepped. There still is not a firm ETA, but several important steps have been taken. #3 We very much agree with you that the Dev server as executed is not getting enough observations for us to work from. There are a couple of outlines for possible solutions we might implement down the road, but I don't anticipate those changes to be soon (although we'll see what we can tackle alongside the internal QA systems overhaul). Hopefully this information is helpful as explanation, but not excuse. Roll20 is growing rapidly, and our efforts to catch up in personnel and systems continue. To your point, the process is harder amid shouting; although there are parts of it that will be trying for all, no matter virtual volume. To reiterate something that's been said in recent public roundtables, we as a company have more awareness and roadmap of what Roll20's needs are (including the community's desires) than ever before, and are making steady progress. Those of you who feel invested in that progress, know that anything you do to help the dialogue happen faster (less guarded, less adversarial) gives us the opportunity to build stronger and faster. Anywho, thanks for today's opportunity.