They also don't use the CK they give us. Their version can do a lot more. Which is why stuff like the Navmesh bug was not found in testing. You know, because Bethesda doesn't have programmers smart enough to test the actual product they are releasing. (mildly bitter)
The Navmesh bug, as I said above, was not noticable until players who downloaded mods that had edited or new navmeshes crossed in and out of the affected areas while playing the REST of the game. If you will recall, most mod authors were not even aware of the issue until getting feedback from players. As far as Bethesda, as I said, they were not developing Skyrim with .ESPs. They were developing the ESM which is unaffected.
They did not encounter the >64x bug either. Why? Because Skyrim's walkable area did not extend beyond that range.
LOD could be generated within the CK for up to 4x4 quad if I recall, but began having problems. Why didn't Bethesda have problems generating LOD? Because the Tamriel worldspace fits within a 4x4 quad area.
Why do you suppose this is the case? Skyrim was developed not only for the PC, but for XBox360 and PS3. Bethesda is a business. Businesses exist for ONE PURPOSE: TO MAKE MONEY! As much as we PC users may hate it, We represent only potentially 1/3 of their profit margin. The supported consoles have hardware limitations on them which the PC does not. It would not surprise me if their calculations indicated that the best those consoles could handle was 4x4 quads worth of data in LOD, Heightmap, and explorable terrain, so they optimized everything around that. And make no mistake. Developing for these consoles was not a decision made on the developer level. That came from corporate. And there was no doubt a lot of investment capitol riding on Skyrim's compatibility with the consoles. And let's not kid ourselves. Far more people have consoles than have cutting edge PCs that warrant cutting-edge optimization. From a business standpoint, core development was apropriately focused towards console optimization. We weren't shafted. We were just put on the back burner. Before Skyrim became LAA-supportive, if you ran it with settings that approximated what you could get out of the consoles, then for the most part, it played fine. So out of the box, we got at least what the consolers got.
Now it's our turn. They are working on fixing issues associated not only with the game, but with the CK as well. The Navmesh bug is fixed, but doing so broke something else. As mentioned in my above post, in a piece of software as complex as this, with who knows how many elements sharing resources in ways we have no way of fully knowing short of directly examining the source code, I can accept the problems that are occuring. They may even already know what caused it. For all we know, they may push out a fix relatively quickly.
Have you ever taken your car into the shop and the mechanic, whom you have trusted for a long time, determines what needs to be done, only to find out afterward that it only fixed an underlying problem and another one rears its head? It doesn't mean he's incompetent or trying to cheat you. It just means that there was more wrong than was evident. Sometimes completely fixing a problem is a process of elimination. Trial and error. I would like to point out the people in this community working on solutions to the issues we've been facing have had their fair share of process of elimination and trial and error. Just because BGS's coders get paid to do their job doesn't mean they do not go through the same process.
At least they are trying to get it sorted. So let's cut them some slack...
As for heightmap, Bethesda abandoned it back with FO3, opting to use external art programs to generate it. After all, why spend hours, day or even months trying to optimize a feature within the tools that already works flawlessly elsewhere. I'm figuring they used Photoshop to develop their 2D assets and 3D Studio Max for their 3D assets. Both are proprietary, and any extensions that might have been tied into formatting the results for use in Skyrim's internal handling systems probably were not legal to release with the CK, no doubt due to 3rd-party licensing restrictions. That's probably why importing heightmaps and such is so problematic.
Keep im mind that the CK at its core does what it is supposed to do. It allows for creating new quests and areas they take place in and integrating them into a game already in progress.
Some people on here are acting as if we are paying a subscription fee. We paid our money. We got what we paid for. They don't owe us anything. And yet they are working on it anyway.
They deserve appreciation, not condemnation...
I've said far more than I originally planned. Sorry. Let's just chill...