Bunny said: Hey Brian C, Thanks for your feedback. To clarify something that I think keeps getting missed, while we will be shutting off LDL at some point, that point is not right this moment. As Katie Mae said earlier , we will be ensuring any further UI changes for LDL are communicated here beforehand as well as in the release notes. I know this forum thread has gotten a bit long and can be hard to parse through, which is a major reason why we’ll be implementing Product Board fairly soon (here’s the Mobile app’s board , if you’d like to check it out!). It will be much easier to see what bugs have been reported, fixed, suggestions in the works, all of it. Now I know your list was intended to show how many issues there have been in the last two months, but I took the chance to check the status of each item. My apologies now for what will be an even longer post. *snip* Hopefully this helps anyone who has questions related to anything in this list! As for the timeline, I don’t have dates or anything for you at the moment, so I can’t tell you when legacy is officially going away. Like a few of us said before, not ensuring that those of you still using legacy were warned before the UI change was a mistake, and one we will not make again. I’m sorry about that. More fixes and features are on their way for Dynamic Lighting and I cannot wait to share what’s coming with you all! Bunny, it's great that so many things have been fixed, really. I also look forward to seeing the next evolution of bug and suggestion management. It will be nice to have something with visibility where bug reports don't just disappear into the ether. As you rightly pointed out, and as I was aware, many of those items are fixed, and my primary point was to show that new bugs which are either distracting or crippling to gameplay are constantly popping up. With UDL, I would not know whether I can just show up for a session and play on any given week. As a customer, I am looking for software that has the functionality that I want, performs well, and works reliably. UDL has not fully reached that point yet in any of those aspects. When UDL has demonstrated for an extended period that it is stable and isn't a distraction to the gameplay (no crawling walls when tokens move), I will happily switch over to UDL. In the meantime, measures which have pushed UDL before it is ready are really frustrating (constant nag screens, announcing the sunset of LDL after 5 months of UDL's public availability, switching marketplace products to UDL, announcing a very-broken UDL as version 1.0, burying the LDL interface, breaking compatibility of existing content, etc.). So much of Roll20's communication and actions over the past 14 months with regards to UDL has not been consistent with its actual functionality and performance. Actions have been taken which make the experience of your users worse, and the corresponding communication paints a bright, rosy picture where everything is moving forward swimmingly. Regularly, users have vocally raised their objections to what would have seemed to be really obvious missteps on Roll20's part, and only after it has reached a crescendo of negative feedback does Roll20 issue a mea culpa and a pledge to do better. . . before doing the same thing again in a month or two. . . and again. . . and again. This communicates to me that Roll20's development and rollout of products has more to do with getting things out the door and ticked off the list rather than delivering great products and a great user experience. New features that are designed to be great for users are not great if they do not work (and the option that works well is sabotaged). If UDL performed well and was reliable, there would not be an issue. If Roll20 did not constantly take actions to sideline LDL and and promote UDL before it was ready, there would not be an issue. However, Roll20 has consistently chosen to stay squarely in the spot on the Venn diagram where those two overlap and continued the missteps, which makes the mea culpas ring hollow. I see this and wonder, "Is Roll20 not aware, or is it just not important to them?" Roll20 will retain and gain more customers if UDL was first brought to the point where your customers would be proud to use it before making it more difficult to use the legacy option. Roll20 has historically struggled in two key areas: honest communication on a large scale (blog posts and announcements, one-on-one communication is usually pretty good) and releasing new features that are not broken in obvious ways. The rollout of UDL shines a spotlight on those, and watch the same mistakes made again and again. I wonder at what point UDL will be abandoned as "good enough" and join animation uploads that silently fail, animation performance, journal buttons that can't handle colons, a VTT that cuts off part of the play area at various zoom levels, distorted images across the website, and so many other "broken windows" (highly-visible areas of neglect). There have been so many promises to do better. There has been so little actually doing better. I look forward to the product board. I look forward to a UDL product that works reliably and has has the performance and features of LDL. Most importantly, I look forward to a Roll20 that acts in their customers' best interests first, without needing a concerted effort from customers to show them the way after the fact.