And I don't think the issue is the engine, outside it probably not very optimized and don't scale well.spartaxoxo wrote: »They aren't limited by hero engine. It lets them make the type of games that they like to make and has been refined in house countless times.
They make sure the game works on old PCs and consoles. Given that this is a 10 year old game and that Covid prevented a ton of people from adapting consoles when the market to do so would have been hot, there's likely too big of a chunk of their playerbase still on old PCs and consoles to be able to afford to cut them loose. Because "What can they make?" isn't just about their engine. It's also about what their customers are using and money.
SeaGtGruff wrote: »And capes are basically possible, but as I understand it, the reason they were removed during early game development was because they were stiff rather than moving fluidly, and they clipped through body parts and other items of clothing.
So unless an entire expansion were centered upon capes, swimming, and flying mounts, I don't see how the game's engine is preventing ZOS from adding new content to the game.
Yes back at launch you could play ESO on some seriously crappy laptops. I borrowed an very cheap "gaming" laptop from work going on an vacation, officially if some wanted help. Realistic to feed the horse and research crafting.OtarTheMad wrote: »I don’t think it’s the engine entirely. A lot of it is because it’s on old consoles still. You combo that with quick-bandaid-type code to get bug fixes out fast over 10+ years and that will lead to issues.
https://youtu.be/aXIg2Ahndp8?si=W7gg2_5oh1LNM0JM
In that clip Firor says that they will continue to put stuff on older consoles as long as they can but also admits that it keeps them from doing things.
Ignoring the part of this post that has no idea what genuine game development is like, do you really think the engine of all things is why we're getting less content? I am fairly sure that ZoS announced that they would be dropping the Q3 DLC a year or two ago in favour of focusing on base game improvements and bug fixes, rather than strictly new content, and if my memory serves me correctly, this was in fact something requested by the players.
We're not getting less DLC content because of the engine (????), we're getting less DLC because players wanted the game to work better and ZoS listened to feedback, making the decision to focus on that instead.
Theist_VII wrote: »An engine in gaming is a tool; one with which powers the entire development process.
When your engine is only capable of producing low-quality assets within the production time table given, as high quality ones are taking far too long to produce or are taxing the performance of your game, you begin talks about what can be done.
The intent of the OP is not to be a doom post, but pose the question of whether it is time to consider the future of this game a bit more seriously.
So I think at this point people need to clarify what exactly they are talking about here.
Just wanted to chime in here. Yeah an engine swap is not likely. That literally requires building ESO as a new game from the ground up. So that likely is not going to be the case. Halo going to Unreal does not mean that Halo Infinite is being ported to Unreal. It means that future Halo titles will be made using Unreal. However, that does not mean there are not things we can do to enhance visual quality with our current engine. We have passed this feedback to the team from various threads to see how we can tackle this problem in-game. So the team is aware.
Additionally, the engine is not responsible of content output. Every engine has things it can and cannot do. However content wise, our current cadence as some have already mentioned, was adjusting to player feedback from a few years ago. However we are hearing different feedback now and have passed that along to the powers that be.
One thing to keep in mind is that shifting content cadence is not easy because we are working on content as far out as 18-24 months. So shifting things causes all kinds of hurdles. But we hear the feedback about content and are not taking it lightly. We have passed it on. Any other updates are not for me to share right now.
Erickson9610 wrote: »Just wanted to chime in here. Yeah an engine swap is not likely. That literally requires building ESO as a new game from the ground up. So that likely is not going to be the case. Halo going to Unreal does not mean that Halo Infinite is being ported to Unreal. It means that future Halo titles will be made using Unreal. However, that does not mean there are not things we can do to enhance visual quality with our current engine. We have passed this feedback to the team from various threads to see how we can tackle this problem in-game. So the team is aware.
Additionally, the engine is not responsible of content output. Every engine has things it can and cannot do. However content wise, our current cadence as some have already mentioned, was adjusting to player feedback from a few years ago. However we are hearing different feedback now and have passed that along to the powers that be.
One thing to keep in mind is that shifting content cadence is not easy because we are working on content as far out as 18-24 months. So shifting things causes all kinds of hurdles. But we hear the feedback about content and are not taking it lightly. We have passed it on. Any other updates are not for me to share right now.
I hope we continue to get features like the Infinite Archive and the revamped Battlegrounds instead of the Q3 dungeons and Q4 story zone. I'm sorry to the people who like that content, but I've found myself revisiting the Infinite Archive way more often than revisiting the Markarth DLC or the Stonethorn DLC, for instance. Repeatable content is way more enjoyable than PvE story content I'll only ever complete once.
One thing to keep in mind is that shifting content cadence is not easy because we are working on content as far out as 18-24 months. So shifting things causes all kinds of hurdles. But we hear the feedback about content and are not taking it lightly. We have passed it on. Any other updates are not for me to share right now.
Theist_VII wrote: »SaffronCitrusflower wrote: ».SaffronCitrusflower wrote: »If people go way back into the forum posts you can find official statements from ZOS devs in 2014-2015 about how heavily they had to modify the Hero engine to work with ESO and that the engine was creating a lot of problems and limitations the devs were not happy with.
So, the question is, why didn't ZOS start the work of putting ESO on an engine they knew could handle the game clear back in 2014-2015? They could have had the big release of the game on the new, stable engine this year for the 10 year anniversary of the game. Now that would have been a celebration! (certainly better than grinding for weeks for 4 style pages)
Actually, if you go back and look at what they said, they replaced Hero with their own engine incrementally. I dunno if anything is left, but the parts people are complaining about look like they are all ZOS.
It says Hero engine when you boot up the game using 64 bit launcher. They have always been pretty clear they heavily modified the engine though, so ya.
…starting with the server and network communications, then content creation tools, the client renderer, and the rest of the engine.
His words, not mine. 😂
Must explain why current ESO has the worst positional desyc I have ever seen in any game, don’t believe me? Open ESO on Epic and Steam and stand next to each other, then walk one forward and watch the other screen.
Really enlightening experience.
Theist_VII wrote: »Must explain why current ESO has the worst positional desyc I have ever seen in any game, don’t believe me? Open ESO on Epic and Steam and stand next to each other, then walk one forward and watch the other screen.
Theist_VII wrote: »There’s around a 1.5 second positional desync, I forget if it was Rich or an old team member that responded to an old complaint almost a decade ago laughing about how not all AoE indicators have true radii.
They do have accurate radii, your character’s just not where they appear on your screen.
Theist_VII wrote: »One thing to keep in mind is that shifting content cadence is not easy because we are working on content as far out as 18-24 months. So shifting things causes all kinds of hurdles. But we hear the feedback about content and are not taking it lightly. We have passed it on. Any other updates are not for me to share right now.
Also want to highlight this, perhaps sharing with the rest of us the general basis of what those new systems are before they are fully revealed, maybe 12-16 months out, would give the community, us, the consumers, the ability to give feedback when it is still actionable.
What is really annoying is how the game stops sending positional data after a mob dies, so the body cannot be looted. It looks like it can be, but it isn't actually there due to desync. Looting it depends on either getting area loot, or figuring out where the server thinks it is and hope it is close enough that the client allows loot and the server agrees you are close enough.
What I am hoping for is that; zos has been secretly working on ESO 2.0 and plans to end major developments for ESO. And start our new adventures on the other continent Akavir, we have been in Tamriel for decades over the different game titles.
A 2.0 would let them redesign all the systems based on what they learned from 1.0. I would expect even more character customization, better large scale pvp experience, and even better housing systems like better lighting. To me it would be worth starting over again with fresh characters and a new game.
What I am hoping for is that; zos has been secretly working on ESO 2.0 and plans to end major developments for ESO. And start our new adventures on the other continent Akavir, we have been in Tamriel for decades over the different game titles.
A 2.0 would let them redesign all the systems based on what they learned from 1.0. I would expect even more character customization, better large scale pvp experience, and even better housing systems like better lighting. To me it would be worth starting over again with fresh characters and a new game.
What I am hoping for is that; zos has been secretly working on ESO 2.0 and plans to end major developments for ESO. And start our new adventures on the other continent Akavir, we have been in Tamriel for decades over the different game titles.
A 2.0 would let them redesign all the systems based on what they learned from 1.0. I would expect even more character customization, better large scale pvp experience, and even better housing systems like better lighting. To me it would be worth starting over again with fresh characters and a new game.
Just wanted to chime in here. Yeah an engine swap is not likely. That literally requires building ESO as a new game from the ground up. So that likely is not going to be the case. Halo going to Unreal does not mean that Halo Infinite is being ported to Unreal. It means that future Halo titles will be made using Unreal. However, that does not mean there are not things we can do to enhance visual quality with our current engine. We have passed this feedback to the team from various threads to see how we can tackle this problem in-game. So the team is aware.
Additionally, the engine is not responsible of content output. Every engine has things it can and cannot do. However content wise, our current cadence as some have already mentioned, was adjusting to player feedback from a few years ago. However we are hearing different feedback now and have passed that along to the powers that be.
One thing to keep in mind is that shifting content cadence is not easy because we are working on content as far out as 18-24 months. So shifting things causes all kinds of hurdles. But we hear the feedback about content and are not taking it lightly. We have passed it on. Any other updates are not for me to share right now.
Theist_VII wrote: »Over the last couple of years, it has become quite clear that the Hero Engine is throttling progression of The Elder Scrolls: Online.
We have gone from two quarters of dungeon packs with a chapter and a zone to explore, to a dungeon pack and chapter with a new system, to only an update of a previous one.
Development should be ramping up, not down.
Owned by Microsoft, a company that just moved their flagship IP from Slipspace to Unreal, one can’t help but wonder if ZOS should be moving their assets to Unreal in kind?
https://gamrconnect.vgchartz.com/thread/248546/halo-the-new-era-begins/#:~:text=It lacked content, had in,content due to the engine."Moving to Unreal Engine has so many benefits, let me explain. First, the engine is a lot more universal for staff to work on, it's the default engine across learning game development and is incredibly powerful and reliable. Keep in mind that Unreal Engine will also be modified to work on the games, much like how The Coalition use Unreal Engine for Gears of War. Speaking of The Coalition, moving to Unreal also allows internal teams to jump on and help with development and content, so expect The Coalition to help Halo Studios in the near future with game development etc, something that would be harder to do with the current Slipspace. So, adding the best experts with Unreal Engine into the game development can do wonders for a game, and no one knows Unreal better than The Coalition. This change will not only improve the visuals of Halo, it will also guarantee faster release content, more content and even more games."