http://na.leagueoflegends.com/en/news/riot-games/announcements/riot-pls
For a game like League, we’re not delivering on features at a fast enough rate. We agree. No excuse intended - and we’ve said this before - but we’re deep, deep in the weeds with all of our developers (engineers, designers, artists, etc) cleaning up the ‘tech debt’ we’ve picked up over the past six years. When we first started working on League, our optimistic target was to support 20,000 players and, in the years before launch, we built a scrappy platform to do just that. It goes without saying that now we need a very, very different architecture to support 67+ million players, and the act of revamping that work without tipping everything over is what we’re talking about when we say we’re paying off our tech debt.
The way we see it, there are two ‘pipelines’ of stuff we can get done: our foundational stuff and… well, everything else. When it comes to our foundations, we’re tackling an extensive, focused plan to pay off our tech debt, with groups of teams working on our back end service stack, our global deployment tools, our build pipeline and our server network infrastructure. We have another group taking on automated testing systems and our internal developer tool kits. These things take time - imagine rebuilding the foundations of a house while everyone’s still living inside - but this is necessary work to renovate for the future. Still, we’re going to get better at highlighting what’s behind the curtain: the joys of removing spaghetti code interdependencies, the times when we’re buying so many servers it takes days just to break down the shipping boxes, or the challenge that comes when a single block of code goes into the wild (despite normal behavior internally and on the PBE), gets hit by millions of players, and behaves in a way that... well... let’s just say nature never intended.
Our other pipeline - the ‘everything else’ - is the stuff we know as players. Whether it’s the new Summoner’s Rift, seasonal changes every year (often to the jungle…), Champion Mastery, Friend Finder, URF mode, the Harrowing, Shurima and Ascension, new champs, more champion updates more often, more esports, new HUD improvements, upgrades to player reform and rewards, or the new Bilgewater: Burning Tides event, the above are the areas we can develop new things in, and we haven’t stopped trying to grow here.
We have passionate teams working hard on both sides of the fence; one just happens to be delivering high-visibility content while the other has to tackle much, much larger challenges - like building dedicated ISP networks for League players - under the hood. We need to be proactive about communicating both.
TL;DR - They understand they need have a lot of garbage code piled up and that is one of their primary focuses which they're working on cleaning up.