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Studio Director’s Letter: 2025 & Beyond

  • BloodWolfe
    BloodWolfe
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    I have no concept of what seasonal content even is.

    Its basically a battle pass. WoW does it now, New World does it now, SWTOR does it now. Its basically a way to get players to engage with limited time items (usually 3 months).

    In New Worlds case, they charge 20 dollars for each battle pass. You get one line of "free content" and then a second that gives better rewards (but you pay for them, and then have to meet the goals to obtain them).

    I do not personally like battle passes. They are fun at first, but like anything else it becomes mundane/same thing different day.

    For sure ZOS will put there own twist on it, but it will be a battle pass and most likely involve the crown store, on top of some other monetization, on top of a monthly sub.

    EDIT: Essentially season passes are a way to deliver less content (reused content) while generating more revenue.

    Where and in what sense does WoW do battle passes? because this is new to me and I was playing WoW as recently as November into early December for the 20th Anniversary content and I see NO such battle passes going on there. If you refer to the Trading Post, sure it has some resemblance of a Battle Pass but WoW does not charge a fee for this and it is included with the subscription fee which everyone pays for anyway.

    Problem in ESO it's replacing annual chapters, a source of monetization so now it means the Season/Battle Pass will be a separate fee every 3 or 6 months like other games, and they bring too much FOMO once the season is done the items are gone. In Chapters we have access to items as long as we play the content at our own rate, I hate feeling pressured into turning my game time into a chore. So less content, more costs to us and added FOMO is a no go for me at least. I will cancel my sub and take my business elsewhere.

    I already refuse to spend on a single Crown Crate, and don't buy a lot in the Crown Store but I do buy a couple big packs a year of Crowns plus my sub and buy what I like from the Crown Store with those allotments of Crowns. I'll take my business and go elsewhere if the Season/Battle Pass model turns into the typical scummy style of COD, Overwatch, etc.
  • Vonnegut2506
    Vonnegut2506
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    WoW doesn't do a battle pass; Diablo 4 does. Maybe they were confused about which Blizzard product they were talking about.
  • Ardaghion
    Ardaghion
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    I read the quote from @ZOS_JessicaFolsom as stating that there will be no season passes like Destiny 2 used or a battlepass system like some games use.

    https://forums.elderscrollsonline.com/en/discussion/comment/8239046#Comment_8239046

    People, of course, are within their rights to interpret the statement in any way they feel like. We won't know exactly until the first season comes out even if they clarify beforehand. I tend to think they won't mimic D2, there's already enough FOMO with the event tickets and golden pursuits.
  • Triipzzz
    Triipzzz
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    Where is the cross play though. Not even consoles? I’ve seen so many excuses from zos over the years yet they pump money in everywhere else. I’m not sure if it’s sheer ignorance or on purpose but it sure is disappointing year after year.

    All this talk about returning players and new features means nothing if there are no options to get back into the game on another machine with your friends. Whether they like it or not people don’t play on the same one for life. The refusal to start again is real and they need to wake up to it if they want to see the game succeed into the future.
  • Whizzinglane
    Whizzinglane
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    What changes things as far as difficulty is "Level-Scaling." Prior to that change, the zones were levels-gated. Level 1 could not go to zones were enemies were higher in levels, i.e., level 30, 40, or 50 even.

    It was fun attempting to go to higher level-zones and get one-shotted by higher level baddies, lol at level 1. When I read higher zones difficulties, my memories revisited those good old times.

    How will you implement higher difficulty? In my opinion, a difficulty GRADIENT would be ideal because some ESO players do have disabilities, while others simply play to relax, not to be frustrated. You will lose players, especially ESO plus subscribers. Please do think on this implementation with care.

    The prison tutorial takes me back to Morrowind, but more fondly to OBLIVION (currently replaying it and hoping for a remaster). I loved the tutorial at the onset of ESO; it was enjoyable. I understand that the game should cater to players of all skill levels. However, if something works, do not discard it.

    Creativity is life, and we need to constantly strive for the better. Nonetheless, do not discard entirely; simply add on to what is there or improve upon it. The zones do need extra love; again, Oblivion is a great example on how the environment should look: lushly, vibrant, flowers and grass are taller. The world is beautiful!

    I think the word "season" should be changed to "Trimester add-ons" with the message of improving your enjoyment of ESO because ESO does medieval better then any current games out there. ESO is fun and has kept Morrowind and Oblivion alive for me.

    P.S. The idea of PVP having its own skills and even its own gear-specific items sound truly thrilling. That will encourage players to participate en masse.






    Edited by Whizzinglane on 25 December 2024 03:30
  • Tandor
    Tandor
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    Triipzzz wrote: »
    Where is the cross play though. Not even consoles? I’ve seen so many excuses from zos over the years yet they pump money in everywhere else. I’m not sure if it’s sheer ignorance or on purpose but it sure is disappointing year after year.

    All this talk about returning players and new features means nothing if there are no options to get back into the game on another machine with your friends. Whether they like it or not people don’t play on the same one for life. The refusal to start again is real and they need to wake up to it if they want to see the game succeed into the future.

    It's not really excuses, it's clearly something that was not designed into the game originally so requires major investment to implement it and they can't even consider it without the agreement of the console providers.
  • SaffronCitrusflower
    SaffronCitrusflower
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    JustLovely wrote: »
    Welcome to everyone in the Elder Scrolls Online community! As the year is drawing to a close, I’m going to take some time to walk you through my thoughts on 2024 – and look ahead to 2025 and how ESO will be evolving to meet the changing needs of the community

    ...

    I feel like most of these changes, as with most changes made in recent years have been more geared toward meeting the changing needs of ZOS, not the player base. As a PvP main, I feel like this has been the trend since pre 2020 and this sounds like a roadmap for more of the same.

    I very much hope to be wrong on this point. But it's not as if we don't have years of data to form our expectations going forward either. :'(

    So much this ^
  • Surgee
    Surgee
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    DaveMoeDee wrote: »
    While I don't care much about "overland", the bosses for DLC just melt atm. This may be partly due to my build. When the game first released, I remember players that couldn't really do much of anything without being carried, even overland stuff. I don't want the game like that because I want it to be accessible to crappy gamers. But I am a single-player focused gamer with little interest in MMO grinding and repetition.

    Personally, if the game isn't releasing substantial narrative content, I don't really care what they do as the game isn't really intended for me, which is fine.

    You're build isn't anything out of ordinary. I'm just a casual dude and I can clear everything with one hand while making a sandwich, and laundry at the same time. It's so easy it makes me not care about quests story anymore. Zero effort needed equals zero interest from me. If the quests would make me sweat a bit, I'd definitely enjoy it and more and pay attention. Right now it's quite comical, when I go through this epic build up of multiple quest steps with characters talking about the enemy as powerful as the God himself, just for me to destroy him within 5 seconds. It really kills the experience.
  • WolfieVZ
    WolfieVZ
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    Please add the ability to turn off the sustainability features on console, it's really disgusting to treat xbox and ps users like second class citizens.

    Over 6 months now the game has been unplayable for many of us with migraines and other disorders.

  • Mizunogaki
    Mizunogaki
    Soul Shriven
    I'm getting back into the game!
  • MJallday
    MJallday
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    WolfieVZ wrote: »
    Please add the ability to turn off the sustainability features on console, it's really disgusting to treat xbox and ps users like second class citizens.

    Over 6 months now the game has been unplayable for many of us with migraines and other disorders.

    Those changes were reverted wernt they?
  • TheValkyn
    TheValkyn
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    “Our (ambitious) goal is to return it to the concurrency levels we supported in 2014.”

    The game never achieved hundreds of players on the screen at once so much that the product marketing website was changed to not falsely advertise the game and its technical capabilities.
  • OtarTheMad
    OtarTheMad
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    TheValkyn wrote: »
    “Our (ambitious) goal is to return it to the concurrency levels we supported in 2014.”

    The game never achieved hundreds of players on the screen at once so much that the product marketing website was changed to not falsely advertise the game and its technical capabilities.

    https://youtu.be/-DV9TwsosyI?si=BiSK4_03UktuxdR4

    And that was just one faction stack. That was AD. DC had South-Ga’s stack too. It was nuts.

  • alternatelder
    alternatelder
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    [snip]

    Pointless video of him bashing, complaining, acting like he knows more than developers and good youtubers. Every time I went to Cyrodiil, the zone chat was this guy just constant complaining in chat, yelling at people and acting like he's running the entire faction.

    [edited to remove quote]
    Edited by ZOS_Icy on 29 December 2024 18:56
  • Vonnegut2506
    Vonnegut2506
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    This guy is a tool of some kind alright. I guess thanks for linking a video of someone's opinion that I don't really care about.
    Edited by Vonnegut2506 on 26 December 2024 22:36
  • VoxAdActa
    VoxAdActa
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    Tandor wrote: »

    That's what player guides are for, as well as the opportunity to respec, and (if on PC) the chance to try things on the PTS.

    We're talking about the new and returning player experience here.

    If the new player experience is having to watch an hour of cingey, poorly produced YouTube videos and/or spend an hour theorycrafting on wikis before they can spend their first skill points, that's not a great call.

    Respecs don't help if I'm at CP 20 and still haven't even unlocked the last skills in my three class lines, which is definitely going to be the case for players that don't know they're supposed to struggle and limp through the game with the most recent skill from each line on their bars. It'd be real easy for a newbie Nightblade to hit level 50 with Assassination maxed out and the other two lines in the low 30s because they were always on the back bar.

    Why is there resistance to the idea that a new player should get to see all their core skills and morphs, get a feel for them, learn how they work, and decide which ones they want on their bars before they're asked to decide on where they're going to pinpoint focus with CP?


  • TheValkyn
    TheValkyn
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    OtarTheMad wrote: »
    TheValkyn wrote: »
    “Our (ambitious) goal is to return it to the concurrency levels we supported in 2014.”

    The game never achieved hundreds of players on the screen at once so much that the product marketing website was changed to not falsely advertise the game and its technical capabilities.

    https://youtu.be/-DV9TwsosyI?si=BiSK4_03UktuxdR4

    And that was just one faction stack. That was AD. DC had South-Ga’s stack too. It was nuts.

    @OtarTheMad

    The game literally crashes during that stream/video and 12fps is not “supporting”. This is not the hill you want to defend.
  • TheValkyn
    TheValkyn
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    The solve for competitive PvP isn’t changing skills to a set of PvP specific skills. That’s a pretty terrible ideas, actually.

    The solution is to restrict to PvP gear and gear that is tailored to the trinity. Utilize the same game logic that governs Torc of the Last Aylied King. Disable all set bonuses except for the items bonus.

    Right now, PvP is broken by proc sets. Proc sets contribute to way too much power. You can build tanky and since healing scales with weap/spell power you can have great heals. Unleash a 500 Balorgh ultimate and you do incredible damage too. This is the problem.

    This is the solution.
    Make new PvP mythics:

    Tank mythic with great blocking and mitigation buffs but with weak healing and damage penalties.

    Healers with great bonuses to healing but weak damage and mitigation.

    Damage dealers with great bonuses to damage but weak mitigation and healing.

    This will limit the number of calls to the server as well.

    I’ve seen this work well in other games. Like - this isn’t hypothetical. It’s worked and it was fun because it was skill based PvP. Not whoever had their rng sets proc at the perfect moment.

    You might even look at a trinity debuff system to force a quality role composition for matches instead of what we have today.

    It would go as follows:
    Dps debuffs healers.
    Healers debuff tanks.
    Tanks debuff dps.

    I’m available for hire to provide further consultation.
    Edited by TheValkyn on 27 December 2024 19:40
  • OtarTheMad
    OtarTheMad
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    TheValkyn wrote: »
    OtarTheMad wrote: »
    TheValkyn wrote: »
    “Our (ambitious) goal is to return it to the concurrency levels we supported in 2014.”

    The game never achieved hundreds of players on the screen at once so much that the product marketing website was changed to not falsely advertise the game and its technical capabilities.

    https://youtu.be/-DV9TwsosyI?si=BiSK4_03UktuxdR4

    And that was just one faction stack. That was AD. DC had South-Ga’s stack too. It was nuts.

    @OtarTheMad

    The game literally crashes during that stream/video and 12fps is not “supporting”. This is not the hill you want to defend.

    That was more on the recorders side mostly. I remember he crashed a lot when no one else did really.

  • blktauna
    blktauna
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    ✭✭
    [snip]

    Pointless video of him bashing, complaining, acting like he knows more than developers and good youtubers. Every time I went to Cyrodiil, the zone chat was this guy just constant complaining in chat, yelling at people and acting like he's running the entire faction.

    who Else? You are definitely thinking of someone other than No1Else.

    [edited to remove quote]
    Edited by ZOS_Icy on 29 December 2024 18:57
    PCNA
    PCEU
  • Surgee
    Surgee
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    TheValkyn wrote: »
    The solve for competitive PvP isn’t changing skills to a set of PvP specific skills. That’s a pretty terrible ideas, actually.

    The solution is to restrict to PvP gear and gear that is tailored to the trinity. Utilize the same game logic that governs Torc of the Last Aylied King. Disable all set bonuses except for the items bonus.

    Right now, PvP is broken by proc sets. Proc sets contribute to way too much power. You can build tanky and since healing scales with weap/spell power you can have great heals. Unleash a 500 Balorgh ultimate and you do incredible damage too. This is the problem.

    This is the solution.
    Make new PvP mythics:

    Tank mythic with great blocking and mitigation buffs but with weak healing and damage penalties.

    Healers with great bonuses to healing but weak damage and mitigation.

    Damage dealers with great bonuses to damage but weak mitigation and healing.

    This will limit the number of calls to the server as well.

    I’ve seen this work well in other games. Like - this isn’t hypothetical. It’s worked and it was fun because it was skill based PvP. Not whoever had their rng sets proc at the perfect moment.

    You might even look at a trinity debuff system to force a quality role composition for matches instead of what we have today.

    It would go as follows:
    Dps debuffs healers.
    Healers debuff tanks.
    Tanks debuff dps.

    I’m available for hire to provide further consultation.

    You will never balance out the PvP no matter how many restrictions you'll put on there. None of the MMOs are really balanced. Restricting gear and skills are both terrible ideas. They'll split the community even more. This will be the outcome:

    - PvE players will stick to PvE anyway
    - hardcore PvP players will lose any interest in PvE part of the game because it will be completely separated from PvP. They'll have no incentive to participate in PvE and sales will drop
    - somewhere "in-between"players may lose interest in both parts of the game as they won't be intertwined in any way with each other. That's me. I only enjoy PvE because it's part of the journey for me to eventually fight with my character in PvP using rewards from PvE. Having separated games for each breaks the experience for me.

    Since the game can't be balanced out the best way to attract people into Cyrodil is actually making it more fun by creating new mechanics that will make everyone feel like they're contributing to their alliance, no matter how strong they are. The fun factor will always win over new players.

    How to make Cyrodil more fun?

    - make castles more upgradable, so sieges won't take 30 seconds. Make it harder but also worth claiming and holding it. Make guilds and castles matter.
    - Some upgrades can be achieved via PvE objectives. Stronger walls, stronger and more NPC's, champion castle boss, NPC's that can operate defensive siege weapons.
    - Objectives such as escort supply lines, sneaky sabotage enemy supply lines etc, or even gathering materials for those who want to avoid fight but help.
    - with that, introduce a mechanic where a guild that has claimed a castle gets special rewards for holding them for longer periods of time. The longer they hold it, the higher the reward (counted not in minutes, but hours, days). This should stop Cyrodil being a game where you run constantly from castle to castle every 5 minutes not caring what happens to the one you just grabbed.

    There are plenty of ways to make it fun. Trying to balance out combat in a 300 player large combat zone is simply impossible and won't change anything. Right now the focus should be on making the gameplay more engaging and bringing fresh ideas.

  • TheValkyn
    TheValkyn
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    OtarTheMad wrote: »
    TheValkyn wrote: »
    OtarTheMad wrote: »
    TheValkyn wrote: »
    “Our (ambitious) goal is to return it to the concurrency levels we supported in 2014.”

    The game never achieved hundreds of players on the screen at once so much that the product marketing website was changed to not falsely advertise the game and its technical capabilities.

    https://youtu.be/-DV9TwsosyI?si=BiSK4_03UktuxdR4

    And that was just one faction stack. That was AD. DC had South-Ga’s stack too. It was nuts.

    @OtarTheMad

    The game literally crashes during that stream/video and 12fps is not “supporting”. This is not the hill you want to defend.

    That was more on the recorders side mostly. I remember he crashed a lot when no one else did really.

    Its never performed nor supported hundreds of players on the screen. Nearly everyone frequently experienced these frame drops and crashes.
  • OtarTheMad
    OtarTheMad
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    ✭✭
    TheValkyn wrote: »
    OtarTheMad wrote: »
    TheValkyn wrote: »
    OtarTheMad wrote: »
    TheValkyn wrote: »
    “Our (ambitious) goal is to return it to the concurrency levels we supported in 2014.”

    The game never achieved hundreds of players on the screen at once so much that the product marketing website was changed to not falsely advertise the game and its technical capabilities.

    https://youtu.be/-DV9TwsosyI?si=BiSK4_03UktuxdR4

    And that was just one faction stack. That was AD. DC had South-Ga’s stack too. It was nuts.

    @OtarTheMad

    The game literally crashes during that stream/video and 12fps is not “supporting”. This is not the hill you want to defend.

    That was more on the recorders side mostly. I remember he crashed a lot when no one else did really.

    Its never performed nor supported hundreds of players on the screen. Nearly everyone frequently experienced these frame drops and crashes.

    If you say so, I know a lot of people who during this time, 2014-2015, who did not. After that though? Yeah, absolutely. For me the issues did not get bad until 2020, that’s when things started affecting me.

  • ajkb78
    ajkb78
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    I'm pretty encouraged by this. If done properly it looks like ZOS are (finally...) prioritizing some of the biggest, most frequently made complaints about the state of the game that have been made in one way or another for *years*:

    1. Cyrodiil performance. Undeniably this could do with an overhaul. If having separate, simpler skills for PVP is what it takes, then fine - as long as everyone is on an even playing field then it's all good. Perhaps if the skills are truly simpler and can't stack as easily then it might even solve the problem of ball groups.
    2. Overland difficulty. With any even vaguely competent character (even a fresh out of the box character with half decent crafted gear) overland is a cakewalk. It will be nice to see this get brought into line with the power creep since the game launched. The promise of more Craglorn-type zones is good as well: that zone is still one of the best ever made.
    3. Refresh of base zones. I know we'd all love to see more of the map filled in and it sounds like that will now take longer, but really there are a *lot* of zones in the game, and once you've finished a zone it feels pretty empty and boring. Having more content added to existing zones (along with the promised graphical refresh) will be really nice, and will keep the playerbase from spreading ever more thinly around ever more zones.
    4. I think the increased focus on experimenting in the game is a good thing. You have tried a few experiments on PTS in the past (and averted some disasters like the proposed heavy attack change a few years ago by actually listening to feedback) but of course the range of players using PTS is very limited. Just have a think about how to limit the impact of unsuccessful experiments on the live servers.

    All of this new direction set out in the Director's letter is stuff that players have been suggesting for *years*. Literally years. In some cases, more than half the entire life of the game. The one point I really disagree with in the letter is that you think you made the right changes at the right time: so many of the long-standing gripes that the player base as a whole have had with the game could have been mitigated years ago if you had engaged more extensively with the feedback you get here.

    So as well as welcoming the specific changes mentioned above, I hope the real change you're making is to be more engaged with the feedback you are getting from players and to ensure that the game is not necessarily the game *you think* is fun and balanced to play, but the game that *we* tell you *is* fun and balanced to play.
  • TheValkyn
    TheValkyn
    ✭✭✭✭✭
    Surgee wrote: »
    TheValkyn wrote: »
    The solve for competitive PvP isn’t changing skills to a set of PvP specific skills. That’s a pretty terrible ideas, actually.

    The solution is to restrict to PvP gear and gear that is tailored to the trinity. Utilize the same game logic that governs Torc of the Last Aylied King. Disable all set bonuses except for the items bonus.

    Right now, PvP is broken by proc sets. Proc sets contribute to way too much power. You can build tanky and since healing scales with weap/spell power you can have great heals. Unleash a 500 Balorgh ultimate and you do incredible damage too. This is the problem.

    This is the solution.
    Make new PvP mythics:

    Tank mythic with great blocking and mitigation buffs but with weak healing and damage penalties.

    Healers with great bonuses to healing but weak damage and mitigation.

    Damage dealers with great bonuses to damage but weak mitigation and healing.

    This will limit the number of calls to the server as well.

    I’ve seen this work well in other games. Like - this isn’t hypothetical. It’s worked and it was fun because it was skill based PvP. Not whoever had their rng sets proc at the perfect moment.

    You might even look at a trinity debuff system to force a quality role composition for matches instead of what we have today.

    It would go as follows:
    Dps debuffs healers.
    Healers debuff tanks.
    Tanks debuff dps.

    I’m available for hire to provide further consultation.

    You will never balance out the PvP no matter how many restrictions you'll put on there. None of the MMOs are really balanced. Restricting gear and skills are both terrible ideas. They'll split the community even more. This will be the outcome:

    - PvE players will stick to PvE anyway
    - hardcore PvP players will lose any interest in PvE part of the game because it will be completely separated from PvP. They'll have no incentive to participate in PvE and sales will drop
    - somewhere "in-between"players may lose interest in both parts of the game as they won't be intertwined in any way with each other. That's me. I only enjoy PvE because it's part of the journey for me to eventually fight with my character in PvP using rewards from PvE. Having separated games for each breaks the experience for me.

    Since the game can't be balanced out the best way to attract people into Cyrodil is actually making it more fun by creating new mechanics that will make everyone feel like they're contributing to their alliance, no matter how strong they are. The fun factor will always win over new players.

    How to make Cyrodil more fun?

    - make castles more upgradable, so sieges won't take 30 seconds. Make it harder but also worth claiming and holding it. Make guilds and castles matter.
    - Some upgrades can be achieved via PvE objectives. Stronger walls, stronger and more NPC's, champion castle boss, NPC's that can operate defensive siege weapons.
    - Objectives such as escort supply lines, sneaky sabotage enemy supply lines etc, or even gathering materials for those who want to avoid fight but help.
    - with that, introduce a mechanic where a guild that has claimed a castle gets special rewards for holding them for longer periods of time. The longer they hold it, the higher the reward (counted not in minutes, but hours, days). This should stop Cyrodil being a game where you run constantly from castle to castle every 5 minutes not caring what happens to the one you just grabbed.

    There are plenty of ways to make it fun. Trying to balance out combat in a 300 player large combat zone is simply impossible and won't change anything. Right now the focus should be on making the gameplay more engaging and bringing fresh ideas.

    I do agree that new objectives would be fun. I disagree that the game can’t be balanced further.

    The game is insanely imbalanced. Group healing, Balorgh and other proc sets are the bane of PvP and really the game in its entirety. So much of effectiveness in this game is passive based off of what you wear rather than what you do.

    DC Universe Online had a rock paper scissors role system and PvP centric gear. It was great. It was probably the best PvP I’d ever played, too. 2011- early 2014. It’s interesting to watch the same failures follow this game. It’d be a great case study for ZOS to understand and learn from their mistakes but in reality it may be too late.

    Also, you may be out of touch to how the games industry works if you think box sales for the chapters and DLC are what keeps a game a float. It’s micro transactions and gambling crates that foot the bill which is probably why they’re focusing more on seasons and the crown store than actual content. They’ve actually been moving down this road for the last year and reducing content output. Deadlines are good. Accountability is good. Granted, the crunch is bad but that falls more on management not equipping their teams to perform from a place where success is possible. That is a topic for another day, though.

    Example: A single $25 mount in WoW brought in more revenue than StarCraft 2 - an entire, marquee title/IP for Blizzard.

    They make a killing off of crates and micro transactions. A game breaking bug can stay in the game for a quarter of a year but if the crown store went down they’d hotfix it the same day.
    Edited by TheValkyn on 29 December 2024 01:32
  • Tigertron
    Tigertron
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    So I find it, let’s say, coincidental, that shortly after ZOS unionizes, the way content is created changes.

    Not good or bad, but to me, seems like damage control. I can only guess the workers unionized for a reason and, let’s be real, it wasn’t because things were already great.

    In the end the workers will get better working environment but ZOS will have to get money from other avenues.

    I for one had bought every chapter every year so… how are they going to take my money now?

    I don’t sub. I buy 5500 crowns on sale once in a while. I only play for questing and normal PvE raids. If I have to sub or buy a “pass”… nope. I don’t think I am alone.
  • OtarTheMad
    OtarTheMad
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    Tigertron wrote: »
    So I find it, let’s say, coincidental, that shortly after ZOS unionizes, the way content is created changes.

    Not good or bad, but to me, seems like damage control. I can only guess the workers unionized for a reason and, let’s be real, it wasn’t because things were already great.

    In the end the workers will get better working environment but ZOS will have to get money from other avenues.

    I for one had bought every chapter every year so… how are they going to take my money now?

    I don’t sub. I buy 5500 crowns on sale once in a while. I only play for questing and normal PvE raids. If I have to sub or buy a “pass”… nope. I don’t think I am alone.

    This entered my head as well. Matt’s letter mentioned having to have everything done by June so that probably meant long hours and a lot or conditions that weren’t great, for any business honestly. And I am not slamming ZOS or ZeniMax media but that’s just how business goes. Got to meet deadlines. So maybe unionizing meant things had to change. We’ll see what that means in terms of content and the quality of it.

  • Bo0137
    Bo0137
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    I think we can all agree the problem is not the switch from an annual chapter to now chunks of content over the year. The problem is how it will be implemented. More specifically, how it will be monetized and how much quality we will get.
    The way I read the letter is: more room for creativity and audacity. Which in my opinion is great and I hope will be well implemented.
    -On my shoulder, Ms. Ahvine
  • nimander99
    nimander99
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    I know I'm late to the party but this isn't the first time we've received these letters that become bait and switch for pvp... 4 or 5 in total and I'm not a pvp guy though in the beginning I did enjoy it.

    First, battle passes or seasonal passes w/e

    When has this been a good thing?

    Why not, oh, idk, continue the mqs?

    Why?

    I got sick of the adventure zones after Summerset.

    Same [snip], worse writing.

    Truly i hate being negative on forums, you can check nearly all my old responses and it's always positive reactions or support.

    I believe this to be a response to Valves changes with developers.

    As long as we get those seasonal loot boxes all is well eh? Got that content! Met those criteria.

    /sigh

    [edited for profanity bypass]
    Edited by ZOS_Icy on 10 January 2025 11:23
    I AM UPDATING MY PRIVACY POLICY

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

    ∽∽∽ 2 years of Elder Scrolls Online ∼∼∼
    "Give us money" = Box sales & monthly sub fees,
    "moar!" = £10 palomino horse,
    "MOAR!" = Switch to B2P, launch cash shop,
    "MOAR!!" = Charge for DLC that subs had already paid for,
    "MOAR!!!" = Experience scrolls and riding lessons,
    "MOARR!!!" = Vampire/werewolf bites,
    "MOAARRR!!!" = CS exclusive motifs,
    "MOOAARRR!!!" = Crown crates,
    "MOOOAAARRR!!!" = 'Chapter's' bought separately from ESO+,
    "MOOOOAAAARRRR!!!!" = ???

    Male, Dunmer, VR16, Templar, Aldmeri Dominion, Master Crafter & all Traits, CP450
  • TaSheen
    TaSheen
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    Valve?
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
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