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Thank you, I figured that out shortly afterwards, the description is misleading since there is a blue area in the island mine too... the devs should think about changing that to say in the mine below this island etc. also you would think blue area would yield blue bottle... I had grey from ocean and red from small pond in winter festival (red is the icy water mines bottle) so it turns out all I really needed was pond/lake bottle which is "Blue". I think the whole mission entry needs to be re-written to give better clues...
Honestly, the whole thing angers me more than it should, This game suffers from exactly issues like this, confusing descriptions, misleading directions and other oddities. If you read through the negative reviews on this game, this is EXACTLY what people criticize the most.
They have such a good game, the idea alone of putting down signs to add functional buildings to your town while still allowing you to build these buildings mostly in your own style is genius and then it is a lack of polish, misleading and outright wrong descriptions as well as a myriad of visual bugs and glitches that ruins the game? It is mind-boggling to me that the developers don't seem to care a lot about this.
As for why it didn't happen, things can get very lost especially because there was a year between that and now. And with the large number of fixes and other changes that have occur, issues can get lost. This is especially true for issues that do not get reported often. The main reason for why this specific issue got lost, is that we can only do about 1 translation update per patch.
That being said, I do see a solution I can add here that can help with the confusion. That would be added the bottle to the glowing cave water as well. It should be implemented it for the next patch.
You are very active on this forum, which is much appreciated, as a good relationship between developer and player base is healthy for a game. However, from the point of a player, it is not always easy to understand your reasoning for certain decisions. because we do not have that insight into your development.
In this example, you say that you are limited to one translation update per patch, but you don't give us any explanation why that's the case. It is not always wise for a developer to that, I admit that, but it leaves us players alone, with us having to fill in our own ideas why that could be the case. I ask myself "why is it limited to one translation update, why not two, three or any number?" and I don't have any information that allows me to answer this question.
Coming from computer science myself, I have to say that it shocks me that you lose issues that are brought up to you. Of course, you cannot keep track of everything in your mind, however, assuming that you use source control for the game code, most software solutions that offer repository control also offer solutions for keeping track of issues/cases/projects/..., which allow you to keep track of everything that needs change/fix without the need to work on these issues immediatly, just to index them for yourself and to do them eventually. This is standard in all software projects that I worked in and that you don't appear to do this in a project being as huge as a whole game, where it is easy to lose oversight, sounds very troublesome to me.
The issue was probably my fault, though I won't go into the specifics how/why.
Yes we do have an issues list, but with any larger project said issues list can grow very large. (We have had 5300+ recorded issues over the 6+ years of this games life.) There is always a priority on issues that needs to be solved.
As for translations, we basically need to send them out to a 3rd party to get translated. (We do have a public translation repo, but we don't get a lot of translators helping out.)
fight fight fight
Even I know that humans are a limited resource that need to be budgeted and prioritized carefully. Of course, that might be because I've actually contributed to projects, unlike our armchair expert here, who seems to have gotten his "knowledge" of the development process from Kotaku opinion pieces.
On top of that, 2020 is a hot garbage year. Give people time to exist. Poorly phrased questlines are probably on the bottom of the bottom of the priority list, especially compared to, say, worldwide stress.