People may have had complaints about functionality, features, commercial issues, but the thing used to at least have a decent uptime until recently.
Now it's a unit in their AI hype machine.
It's quite disappointing objectively, but I expected worse from MSFT.
The more surpassing part is that Microsoft hasn't figured out a way to manage/contain the AI-sourced traffic better so it doesn't create all this noisy neighbor problems for non-AI usage/users.
bucket1 = clients that were working just fine before (users and whatever automation they had in place) bucket2 = ai clients that contributed to, if not flat out caused, the scale problems
then slowing down/limiting the bucket2 clients while keeping the bucket1 clients rolling as-is, is both doable and keeps existing customers happy while the underlying infra gets scale/perf improvements needed to support ai clients at scale.
But a couple of years ago they were crowing about how much work they were doing to prepare for “a billion developers”. If they had actually done that then the actual load from agents should have been no problem.
I'm not sure how reliable the data is, but average uptime seems to have dipped measurably starting within a year of the aquisition, according to https://damrnelson.github.io/github-historical-uptime/
Personally, once a game I own is janked from my hands because of organizational decisions, that's the time I'll stop consider the game "in good shape", but I'm sure the people who had to buy the same game a second time still enjoy it.
This was happening to some degree pre-acquisition, but since the acquisition it's been this non-stop.
Some of it's good. The Nether and the oceans were really boring before their respective updates.
They should have called Minecraft "done" around the acquisition time and started on Minecraft 2.