I've played for 50 hours and encountered only one bug (certain SFX not triggering properly). Comparing that to my experience with KOTOR2 (ran into a game-breaking bug requiring I start over from the beginning... twice, among other issues) and New Vegas (which is so buggy I've never been able to go more than 10 hours with a save being irrevocably broken), I don't find the need to be very critical of Eternity. Insofar as I have seen, it is--by far--the most stable game they've ever produced.
Raedric's hold bug was about critical as it gets, and looking at the tech support forum it seems quite a few had it, and that's just those bothering to write on forums - not everyone doe. Then there's, broken stats buffs (bonuses accumulate), broken items etc. Granted, it could be worse.
I don't want to point fingers at anyone, but the word "troll" came to mind as soon as I read the OP. I don't think a person with some experience with programming beyond the "Hello world" stage would dare to say programming a game is so easy, that Obsidian's programmers are obviously bad at what they do
I never said it's easy to make this kind of game. I said some of the problems appear like they'd be very easy to fix, and in fact prevent alltogether with a bit oversight when designing the software. And my question was more to propose my theory that designer and coder talent don't quite mix well in Obsidian. You see, ideally you'd have designers who are coders. That way they can code themselves whatever they design, but nowadays that usually isn't the case, unless we're talking about smaller indie studios. Anyway, i'm not pointing fingers at anyone, but even though I really appreciate the guys, I think I still have the right to question their products and critique them, no?
And I'm not even talking about all the UI related business here. E.g. why did they completely disregard the awesome mouse-drinven context-based UI in TOEE for a 20 year old mouse-driven awkwardness? (Granted, a lot of general things are done right) Ok, I haven't followed the game throughout the beta, so I've no clue what kind of ****storm took place there, but OBVIOUSLY there's lots of room to improve, but that's partly due to trying to follow Baldur's Gate too much, which in UI (and game system)-wise isn't the best possibl example...
The Temple of Elemental Evil had a very bad UI. You had to repeatedly keep clicking just to know what you options were. If this is the sort of thing you're criticizing Obsidian for, I'm glad they're not listening to you.
I don't see how much better it's having to constantly move the cursor bottom left away from the focus area on the screen, then back again whenever you want to point at something. Anyway, in my opinion TOEE's radial menu was a pretty intuitive way to handle lots of menus, at least lot better than what this is now in PoE.