sans-culottes wrote: »I am curious to find out what is planned.
twisttop138 wrote: »sans-culottes wrote: »I am curious to find out what is planned.
I find myself very curious. I may have cheated a little and peaked at the presents before Christmas but my hope is there will be much more. I find the idea of Solstice very interesting. I also hope to hear about the long awaited and much discussed overland difficulty. That's a can of worms I won't open beyond saying I hope Zos lands the plane, so to speak. I know for myself, some kind of difficulty option, maybe with varying degrees, would be ideal. Keyword option. Anyway, I will be at work tomorrow at 3 Eastern but I am moving my lunch from 230 to 330 and I know it'll be on my mind for sure. Good luck to us all lol.
LamiaCritter wrote: »Please, do not turn this into a FOMO nightmare where stuff is on pointless, needless timers that can pressure us into log in for the sake of 'metrics'.
ZOS_MattFiror wrote: »Turning the Page on Chapters
we are putting Chapters aside and will be focusing on new types of content, and a new release philosophy. More on that below. DONE.
we are going to have new zone-based content launch in 2025 - but you'll have to wait until April to hear the specifics about how it is different. Stay tuned! I am not sure. Can somebody recall what new zone-based content is?
Introducing Seasons
Freeing up the dev team from needing to adhere to a strict annual cycle means we will be able to have teams launch content when it is ready throughout the year and not work to a date in June DONE.
A new focus on change and experimentation
Here are some of the ideas that we are working on, some of which you may see on the live servers as tests in 2025 and beyond. Some of these will be tests and some will be improvements based on player feedback:
- We need to seriously address Cyrodiil performance. Our (ambitious) goal is to return it to the concurrency levels we supported in 2014. So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign. IN PROGRESS
- Increasing the difficulty of standard overworld combat NO?
- Improving the overall feel of combat with animation, FX, and potentially audio work DONE
- Experimenting with more zones like Craglorn (although not as large in area or scope), created exclusively for high-end group and soft-group content with associated gear chase NO?
- Adding and refining tools to make guild recruitment, interaction, and management easier and more logical MAYBE?
Concentrating on new and returning user experience
Here are just a few of the items planned to improve the new and returning user experience – some of these will launch in 2025, some afterwards:
- A new patcher, with improved visuals and performance (PC only) Is it about launcher? I closed launcher but it is still in processes. Every time I close the game, launcher freezes for a couple of minutes. FAIL.
- Returning to the original Wailing Prison tutorial area for all new players - this has already launched, but we will be regularly tweaking it to improve the experience IDK
- Visually improving base game zones with updated textures and art assets, starting with the "starter islands" - these should start rolling out in March 2025 DONE
- Not showing new players prologue quest or Chapter quest compass pins. The jury is still out on how Stuga will feel about this IDK
- Sprucing up the game's PC UI, which is long overdue for a modern visual upgrade DONE
- Other map and UI systems (still in design/idea stage) to make returning to the game more seamless and get you back into the action quickly Something was done
Continuing to tell great stories
Yes, I guess.
ZOS_MattFiror wrote: »
A new focus on change and experimentation
We have been hearing from you, the community, that we need to experiment more, to shake things up and not be so predictable. The game needs new and different types of content, and for long-standing feedback to be addressed. We have already started on some ideas that will be tested in 2025. These systems and ideas will be clearly marked as "experiments" in patch notes and are ideas that may or may not be fleshed out into full game systems. With our new focus on breaking up content into seasons and away from years, it gives us time to do these experiments and changes.
Here are some of the ideas that we are working on, some of which you may see on the live servers as tests in 2025 and beyond. Some of these will be tests and some will be improvements based on player feedback:
- We need to seriously address Cyrodiil performance. Our (ambitious) goal is to return it to the concurrency levels we supported in 2014. So, we will be experimenting with a Cyrodiil campaign where all classes will have PvP-specific (and more performant) skills that replace the standard player skills with the expectation that we can support more players per campaign.
- Increasing the difficulty of standard overworld combat
- Improving the overall feel of combat with animation, FX, and potentially audio work
- Experimenting with more zones like Craglorn (although not as large in area or scope), created exclusively for high-end group and soft-group content with associated gear chase
- Adding and refining tools to make guild recruitment, interaction, and management easier and more logical
- We have many more ideas here, and of course we are listening to you and will be coming up with new ideas based on your feedback
And finally, my thanks to all of you. Thank you so much for being part of the wonderful community that makes up this amazing online virtual world. As I have said many times before, we would not be here without you. You all have navigated many changes throughout the years and have given us invaluable feedback that has helped steer our decision making since our beta program started in 2013.
Have a wonderful holiday and see you in Tamriel!
Matt
"Freeing up the dev team from needing to adhere to a strict annual cycle means we will be able to have teams launch content when it is ready throughout the year and not work to a date in June"
"Improving the overall feel of combat with animation, FX, and potentially audio work"
"Continuing to tell great stories"
Can be disputed.
"Sprucing up the game's PC UI, which is long overdue for a modern visual upgrade"
Was mostly badly received.
"Returning to the original Wailing Prison tutorial area for all new players - this has already launched, but we will be regularly tweaking it to improve the experience"
Yes, they did replace the last one with the old one again.
"Not showing new players prologue quest or Chapter quest compass pins."
It was on PTS where I last played a new character, but for him, Davon's Watch was still cluttered with all kinds of prologue npcs with quest markers.
Considering that many things that were announced as improvements ended badly, I'm worried for next year.