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Recent Posts
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So, if we do twice a year, that would be be a Nov 1st recommended release and then a May 1st recommended release. That is probably a good place as any to start.
As a non-developer, I would go with whenever tends to be the period when developers have more free time (asking the other main developers).
(I think more people being online during releases can be argued either way about being a good or bad thing.)
I would actually go with quarterly "releases", so, when one gets skipped, it becomes a 6 months wait rather than an 1 year wait (and 9 months instead of 1.5 years if two get skipped).
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@Panther Ubuntu releases twice a year, so there is precedent there.
I feel like TripleA gets an uptick in activity before Thanksgiving. Having players upgrade before then feels to make sense.
So, if we do twice a year, that would be be a Nov 1st recommended release and then a May 1st recommended release. That is probably a good place as any to start. We'll target to get this next release out ASAP and then the next scheduled recommended release to be Nov 1st.
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One big variable, is the cadence, how often for recommended releases.
Once a year? Twice? Three times, four times?There's a concern that if activity drops to be lower, then we might have recommended releases that contain very little. I wonder a bit if 3 times might be the sweet spot. Any thoughts?
I'd suggest two times, as there are times where coding activity goes down to almost zero, as well as times where it is quite high (currently). So two times seems to be a realistic frame.
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Perhaps for the first time, you can check in a couple weeks ahead of whatever release cycle is decided on and if it has low activity, move it to the next cycle ?
Idk if that is practical.