Yes. They are. No amount of testing can prevent this. I'm just going to quote myself from another thread: What do you mean they can't test for this? Merging two (or more) big blocks of code is bound to generate errors no matter what. They may run perfectly on their own in stable testing environments, but that is nowhere near the same as putting the two together. In the same way a single block of code being run for the first time is bound to have something wrong with it (except for maybe printf("Hello, world!")), putting Tab A into Slot B is going to cause problems too. But what about the test server? The test server is fundamentally different from the live servers. One of the biggest differences is the need for a completely different client to run it. Something built for the test server can't just be copypasted to the live ones. Going back to the tab-slot reference, Tab A might go into Slot C without issue, but it might not work for Slot B. Then why do they let the servers run if they're filled with errors? This is more speculation on my part than anything, but I think it's because it's the cheapest and, more importantly, fastest way for errors to be spotted. This game has a lot of facets and details, many of which have multiple variables that depend events and other things. Poring over every single one of them under every circumstance with designated playtesters would take a lot of time and expensive to boot. By letting the servers go live, in only hours players can and will do all sorts of things, encountering many more bugs and glitches than any dedicated group of playtesters can do in a day. You can see it as crowdsourcing the debugging process. Is it cheap for them to be getting free labor out of the players? Yeah, kinda. Is it faster and better? Most certainly. Those hotfixes come out within days of a content patch. If this really rustles your jimmies, think of it like this: your player input is directly helping making this game better. At least, that's how I see it. So there you have it. Bugs will happen every patch without fail, and nothing can stop it. I'll be sitting here with my 40+ fps, waiting on the next hotfix to stifle these complaints.