colossalvoids wrote: »I don't really get why we have this argument presented all the time
The team is the same size as when the created Wrothgar and Summerset.colossalvoids wrote: »I don't really get why we have this argument presented all the time
Because Wrothgar and Summerset are considered the epitome of content, story telling, and working systems in ESO history.
tomofhyrule wrote: »ImmortalCX wrote: »^-
Actually I just checked and apparently prior to the recent layoffs, there were over 300 people, so they are left with around 100, which (apparently) is that size of the studio during their massive Orsinium expansion. They should be able to pull this off. In fact, it begs the question, with an identical size as a decade ago, why wouldn't they be able to produce large yearly expansions?
If they become lean and efficient, the game could continue unscathed.
I keep seeing this: “Oh, they’re the same size as Orsinium and that was amazing! We have nothing to worry about!”
Really? All of the people behind the reasons we liked Orsinium were forced out. The ‘goal’ of these reductions was to remove team leads so every developer is doing their own thing in their own bubble (or, as we know the true goal is, to have Copilot do it for them).
Are we expecting consistency? And if everyone is writing their own code for their own project (or again, having AI vibe code it), are we expecting the spaghetti code problem won’t get way worse?
I don't know where people are getting "we have nothing to worry about" from.
The quote from Jason Barnes was simply that Zenimax Online Studio, after layoffs, is approximately the same size as it was when they made Wrothgar and Summerset.
My exact phrasing, as posted on these forums, on UESP's Discord and on UESP's social media, was "while the layoffs are extremely upsetting for everyone involved (of course including players), this is not necessarily the end of new content or the game going into maintenance mode." I even bolded the "not necessarily".
I could not and did not say that the current ZOS team could produce a DLC as complete as Wrothgar, because:
(a) Wrothgar was produced under the compulsory subscription model.
(b) There is so much more code in the game now, therefore so much more scope for bad interactions and bugs.
(c) We don't know the exact makeup of the team that remains.
All we do know that a "reasonable" number of people are left at the studio.
Since then, a whole load of gaming news sites have copied all or parts of the original post, adding their own spin. It's genuinely alarming how little fact checking has been done in spreading my words. None of the sites have contacted me to ask for permission to quote me, and none of them have asked for any credentials or even proof that I was at the ESO Tavern! At last count, four of the sites have also misgendered me - I am and have always been female, but apparently even in 2026 women aren't considered to be serious gamers.
Also, more news has emerged as I've been travelling home from the Tavern (we always drive rather than fly), and now someone's got hold of a full list of job titles of laid-off staff via a Freedom of Information request to the State of Maryland Department of Labor. It's extremely upsetting to see the job titles and think about the people they represent. I already knew that Rich Lambert had been made redundant, but I didn't know about Susan Kath until a few hours ago.
People think I'm not worried about the future of ESO? I'm extremely worried!
But. It's not dead yet.
colossalvoids wrote: »
I don't really get why we have this argument presented all the time, the team is also lower the size of one which created Solstice (what a great year it was, right?), or any other recent thing. It's also different people, most people who made those x-packs are long gone. Writers, gameplay mechanics people, dungeon team, person who made the best to date single player arena in eso, artists, composers, ones who initially wrote those raw concept sketches, they're not here anymore.
Hi all. Just wanted to give some insight here. The vengeance testing we have going on this week was already factored in and scheduled a few months ago. However, we are still committed to the class refresh and working on adjusting our schedule. We should have more to share soon. So class refresh is still a core focus moving forward.
Hi all. Just wanted to give some insight here. The vengeance testing we have going on this week was already factored in and scheduled a few months ago. However, we are still committed to the class refresh and working on adjusting our schedule. We should have more to share soon. So class refresh is still a core focus moving forward.
TheAwesomeChimpanzee wrote: »Hi all. Just wanted to give some insight here. The vengeance testing we have going on this week was already factored in and scheduled a few months ago. However, we are still committed to the class refresh and working on adjusting our schedule. We should have more to share soon. So class refresh is still a core focus moving forward.
Cancel the test @ZOS_Kevin. There's still time to save the PvP community.
Hi all. Just wanted to give some insight here. The vengeance testing we have going on this week was already factored in and scheduled a few months ago. However, we are still committed to the class refresh and working on adjusting our schedule. We should have more to share soon. So class refresh is still a core focus moving forward.
TheAwesomeChimpanzee wrote: »Hi all. Just wanted to give some insight here. The vengeance testing we have going on this week was already factored in and scheduled a few months ago. However, we are still committed to the class refresh and working on adjusting our schedule. We should have more to share soon. So class refresh is still a core focus moving forward.
Cancel the test @ZOS_Kevin. There's still time to save the PvP community.
Ok, Vengeance is cancelled. The performance problem still exists in GH. The only solution available to ZOS is to alter the ruleset to reduce the calculations. What now?
heldbetween wrote: »TheAwesomeChimpanzee wrote: »Hi all. Just wanted to give some insight here. The vengeance testing we have going on this week was already factored in and scheduled a few months ago. However, we are still committed to the class refresh and working on adjusting our schedule. We should have more to share soon. So class refresh is still a core focus moving forward.
Cancel the test @ZOS_Kevin. There's still time to save the PvP community.
Ok, Vengeance is cancelled. The performance problem still exists in GH. The only solution available to ZOS is to alter the ruleset to reduce the calculations. What now?
Give us more PVP modes (Arenas 1v1, 2v2, etc), so fewer people go to GH.
Renew IC, so fewer people go to GH.
Lower the cap and create more campaigns like GH.
Listen to the community (like really do it). Many VETERAN players have some great ideas/insight.
heldbetween wrote: »TheAwesomeChimpanzee wrote: »Hi all. Just wanted to give some insight here. The vengeance testing we have going on this week was already factored in and scheduled a few months ago. However, we are still committed to the class refresh and working on adjusting our schedule. We should have more to share soon. So class refresh is still a core focus moving forward.
Cancel the test @ZOS_Kevin. There's still time to save the PvP community.
Ok, Vengeance is cancelled. The performance problem still exists in GH. The only solution available to ZOS is to alter the ruleset to reduce the calculations. What now?
Give us more PVP modes (Arenas 1v1, 2v2, etc), so fewer people go to GH.
Renew IC, so fewer people go to GH.
Lower the cap and create more campaigns like GH.
Listen to the community (like really do it). Many VETERAN players have some great ideas/insight.
Righhhttttt. Lets lower the cap from 360 on a map that takes 30 minutes to run across.
tomofhyrule wrote: »Hi all. Just wanted to give some insight here. The vengeance testing we have going on this week was already factored in and scheduled a few months ago. However, we are still committed to the class refresh and working on adjusting our schedule. We should have more to share soon. So class refresh is still a core focus moving forward.
Thank you Kevin. It is heartening to hear the refreshes are still a focus.
The players are nervous though. Would it be possible to have the Combat Team share some things? We really should have heard anything about Warden’s by now (DK essentially got the full patch notes the Thursday before U49’s PTS and was made a large focus of the Season Zero marketing, and we had the Werewolf concept art shown off in a DevChat stream weeks before U50 went to PTS along with a dev comment on the forums about how a new bit attack would be added), but the team has almost awkwardly been doing gymnastics to avoid even saying the word “Warden,” and the PTS was delayed by three weeks for a vague reason. Based on the original timeline, the Combat Team should be done with Warden and only polishing based on PTS feedback, and even starting to do Sorcerer by now. Is there any concept art or anything they could share to placate us?
I do also wonder why, if this Vengeance test was planned and scheduled months ago,
1) Why did it not get a first pass on PTS to both prep the players to accept it and also test to see which sets did and didn’t work?
2) Why was this not in the July Survival Guide article like the other planned Vengeance tests?
Those two factors are what’s making the players feel so off guard, and the timing of this being the first new communication after the news of the shakeups just made it land horribly.