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only to see week after week, month after month of no change in Netcode, stability (4 fps bug, client hanging on shutdown, no DX11 to utilize my modern GPU) and no Community Warfare (90 days after Open Beta).
The answer to your own problem lies right there in this sentence. Let me call it out again for you,
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(90 days after Open Beta).
90 Days. 12.85 weeks (more like 11.85 because of the holiday, but we'll use the full time because your expectations for this "AAA" service involves working software engineers like dogs over their holiday breaks. We'll ignore the fact that if you actually did this you would have very few good software engineers left working for you and pretend this was just any other 90 days and that no one got sick or had vacation or had a baby). 40 hours a week is how much normal people are expected to work (really more like 50 in the game industry), but since you, a random person on an internet forum, want "AAA" service, Russ cracks the ole Canadian bullwhip and demands 60 hour work weeks from everyone (we'll ignore the burn out this would cause, the drop in productivity and the increase in bugs, the exodus of talent to more reasonable jobs and possibly even lawsuits).
771 hours per engineer. Damn, that's a lot, surely you could write an AI in that time with a decent sized team, right?
First off, no matter how much you yell at them, engineers have to eat. There goes 90 hours. You're legally required to give them two fifteen minute breaks a day. There goes 45 hours. You're not a software engineer (I can tell), but if you were, you'd know we have these things called "stand ups" every morning, and those are pretty important, so that's 22.5 hours gone, and 15.5 in the bathroom (assuming no dumps, or at least you provide industrial grade laxatives). Like any large project, this one involves coordination and talking to people. Let's say you somehow superhumanly manage to keep that to 1 hour a day, including any meetings, there goes another 90 hours. Compiling is a thing, and something as big as MWO probably doesn't compile quickly, and also test deployments and engineer testing before it goes to QA. If you spend less than an hour a day on this kind of miscellaneous computer overhead/watching progress bars move, you're lucky. There goes another 90 hours.
You're down to around 410 hours spent programming, and this is working your entire team like a dog, revolutionizing the world of software process with such a lightweight communication stack, buying $4,000 Alienware machines for every engineer to optimize build and deployment and copy times, and violating labor laws.
Now, how long does the act of actually coding something take. Do you know? How many people can work simultaneously on one thing before it becomes unproductive? What is a merge conflict and why are they bad? Should code reviews be done? What about unit tests?
You're complaining that a whopping 410 man-working-hours (assuming you run your business like Stalin) after open beta, you don't have community warfare. Do you even have a conception of what that means? How much work goes into that feature? How much testing? How much DESIGN? How about a matchmaker with Elo. How do you test that under the kind of load it will have in the real world? How do you know if it has mathematical fringe cases that will break the game or make matches unable to start? How do you know if it's fair?
See, you didn't even mention matchmaking, but you have to consider the matchmaker when designing CW, and potential CW ramifications while designing the matchmaker. That requires more meetings, architecture diagrams, compromises, tests, re-tests, designs and re-designs. No matter how demanding your customers are, your employees are humans, they are going to make mistakes, and indeed making mistakes and learning from them is how software engineering actually happens. I could give the OP $10,000,000 in seed capital and SVN credentials to get an MWO's code and I bet I'd come back in a year and you wouldn't have a CW that was actually releasable, and you're complaining that it's been a whole 90 days? If you knew an enterprise level software pipeline from My Little Pony fan fiction, you'd be laughing at how absurd your statement is. The large company I work for with very highly paid software engineers was not able to implement a web-based project management sub system in 90 days, and you want someone to design a game system that models real world factional warfare in conjunction with a heuristic, math-based match maker, UI for a bunch of new game modes, while fixing all the bugs that aggravate you over a holiday break in less time than many software teams can produce a bugfix patch. It's silly. It's unreasonably entitled and it makes your whole argument look bad.
If I worked at PGI, I wouldn't read these damn forums either, and believe me, when you pour months of your life and blood and sweat and tears into something and release it, you damn well have a strong desire to be on that forum, seeing people talk about your work and interacting with them. It takes a uniquely toxic community to crush that urge as completely as this one has so quickly.