The thing that gets me is none of the things Muldar listed off take much time to implement.Do you think they are even spending time "contemplating"? Really think it took them 3 years to think about Snorri changes? or have been thinking about Proteus changes in the couple months? Nah. They're just too busy to get around to any of it. And when the Ostara beta ends, they start with Beltane development, and then forget about all the outstanding issues, until the cycle starts all over again. That is what happens.Muldar, the team spends far too much time contemplating balance issues on feedback the players give and therefore taking way too long to actually implement.
Like you said, the most time consuming thing had to be the player select options. This was actually a great addition.
After that comes the sigil count and world clock, and even those are trivial to do - adding and displaying a counter. Nothing else in the list takes time to implement! It was at worst just changing the value of certain constant variables.
What takes the most time is art - creating and animating all the different aspects of the game takes a huge amount of time. However, this is solely a job for the art team. What there has never been an answer to is what does programming and design do in all this time?
I can't possibly imaging Design taking more than 1 week to gather statistics, run tests, and decide "yes" or "no", regardless of what they are deciding on. Am I to expect that the entire design team sits in an office from 9AM to sometimes as late as 8PM every day, just throwing ideas back and forth, deciding on what to add or change? Come on.
Programming-wise, the only thing that takes time to program are new additions. Now I will say, there was huge progress and many additions in this upcoming update and in a relatively short time since the initial bounty board release. Honestly a job well done. But what was the programming team working on in the months/years before Gelebron's release, when the only content we would get was recycled events?