Quick answer: Capture crashes automatically so reporting isn't required, make in-game reporting easy for cases that need player input, and rank captured crashes by impact. Crashes go unreported because reporting depends on the player.
Most crashes go unreported, players just leave, which means relying on reports leaves you blind to the bulk of your crashes. Preventing crashes from going unreported is about removing the reliance on players reporting. Here's how to prevent crashes from going unreported.
Capture Crashes Automatically So Reporting Isn't Required
Crashes go unreported because reporting requires effort from a frustrated player, and most won't bother. So remove the requirement: capture crashes automatically from the field, so a crash is recorded with full context the moment it happens, no player action needed. Automatic capture means a crash is never unreported, since the report happens by itself.
Bugnet captures crashes from real players automatically with full context. Automatic capture is the direct solution to unreported crashes, it makes reporting happen without the player, so the crashes players would never have reported are recorded anyway.
Make In-Game Reporting Easy for Cases That Need Player Input
Some issues, non-crash bugs, context only the player knows, benefit from player input, so make in-game reporting easy, a simple in-game report flow lowers the effort enough that more players actually use it. Easy reporting captures the player-described issues that automatic crash capture alone wouldn't.
Bugnet provides an in-game report flow, so players can report easily when their input adds value. Making in-game reporting easy complements automatic capture by getting more of the player-context reports that benefit from the player's description, reducing what goes unreported.
Rank Captured Crashes by Impact So the Important Ones Surface
Automatic capture can produce many crashes, so rank them by impact, group by signature and order by affected players, so the important crashes surface rather than getting lost. This ensures that capturing everything translates into action on what matters, not just a larger pile of unreported-but-now-recorded crashes.
Bugnet groups crashes by signature and ranks by affected players, so captured crashes are prioritized. So prevent crashes from going unreported by capturing them automatically, making in-game reporting easy for player-input cases, and ranking captured crashes by impact, removing the reliance on player reporting that leaves most crashes unreported.
Capture crashes automatically so reporting isn't required, make in-game reporting easy for cases that need player input, and rank captured crashes by impact. Crashes go unreported because reporting depends on the player, so remove that dependency.