karthrag_inak wrote: »Hey OP. [snip] Please replace all instances of "the comunity" with the appropriate first-person article. If others agree with you, thats on them to share, but obviously many do not.
[edited for baiting]
JiubLeRepenti wrote: »I will speak for myself and let others add or correct my thoughts, but I think many of us want:
licenturion wrote: »I still login daily but after that letter I have stopped all spending on the game until there is more information available.
On the "community", I have to say whenever someone claims that X is what the "community" wants they make their argument weaker. It's a hyperbolic claim. Others may share the opinion, they may not, but, no, no one individual speaks for the "community" and claiming to do so only diminishes what's being said.
@Mathius_Mordred , @Elvenheart - thanks for saying my mouthful for me! May you live long and prosper!
Mathius_Mordred wrote: »I've been playing since Closed Beta, I love the game, I have no issues with the game, frankly I haven't got a clue what you're going on about. If you don't like it then play something else. I'm looking forward to 2025 with the same level of excitement I've had at the start of each year since 2014.
A slight tangent, but I just finished the High Isle story arc, having avoided it for a really long time because I couldn't bear the writing.
I don't recognise the characterisation of ZOS's work for years as "low effort". Indeed, playing through High Isle etc, with the constant negativity of this forum at the back of my mind, I actually felt rather sorry for them. So much work clearly went into making the engine do new things. Eg persistent changes to the city environment after the player has done X, which the game didn't do before, roaming bosses (introduced with Deadlands), rising lava, more complex fight mechanics brought into zone story quests instead of being confined to dungeons, the idea of a proper length coda story, ship battles.
The work is clearly there to make the game do new and interesting things despite the age of the underlying engine. The work is still visibly there in Necrom, which I'm slowly playing through.
So, on the questing side of things, the problem really does seem to be that, trapped on a conveyor belt where you must release dungeon, chapter, feature (or previously, second story DLC), you face creative exhaustion, not laziness. And it was showing, most obviously, in the writing.
People are going to read what they want into the end of year letter. Indeed, some people on this thread seem not to have read what is actually written at all. But a hell of a lot of work plainly has been going into the game even into recent chapters. It just hasn't been producing a great end result.
That being the case, it feels absolutely right that the devs innovate and free themselves from the shackles of a factory-process release calendar. People are complaining that we're not going to get a new zone to a fixed date. But people were equally complaining when we did that the end product of such a rigid release schedule wasn't good enough. Well: experience shows that, for whatever reason, trying to have it both ways wasn't working.
A slight tangent, but I just finished the High Isle story arc, having avoided it for a really long time because I couldn't bear the writing.
I don't recognise the characterisation of ZOS's work for years as "low effort". Indeed, playing through High Isle etc, with the constant negativity of this forum at the back of my mind, I actually felt rather sorry for them. So much work clearly went into making the engine do new things. Eg persistent changes to the city environment after the player has done X, which the game didn't do before, roaming bosses (introduced with Deadlands), rising lava, more complex fight mechanics brought into zone story quests instead of being confined to dungeons, the idea of a proper length coda story, ship battles.
The work is clearly there to make the game do new and interesting things despite the age of the underlying engine. The work is still visibly there in Necrom, which I'm slowly playing through.
So, on the questing side of things, the problem really does seem to be that, trapped on a conveyor belt where you must release dungeon, chapter, feature (or previously, second story DLC), you face creative exhaustion, not laziness. And it was showing, most obviously, in the writing.
People are going to read what they want into the end of year letter. Indeed, some people on this thread seem not to have read what is actually written at all. But a hell of a lot of work plainly has been going into the game even into recent chapters. It just hasn't been producing a great end result.
That being the case, it feels absolutely right that the devs innovate and free themselves from the shackles of a factory-process release calendar. People are complaining that we're not going to get a new zone to a fixed date. But people were equally complaining when we did that the end product of such a rigid release schedule wasn't good enough. Well: experience shows that, for whatever reason, trying to have it both ways wasn't working.
DeadlySerious wrote: »We have to judge ZOS on what they do, not what they say. We don't need clear answers, we need clear and conclusive results when it comes to resolving the big problems with ESO, like fixing lag and disconnects. As the PvP community well knows, the "we're working on it" statements aren't getting the job done. They need to fix things so they don't have to work on them anymore.