tomofhyrule wrote: »But there’s a bigger “why” that they’re not answering. Why now? Why without a PTS test first? Why not listen to the community requests instead of just unilaterally testing things which are obviously going to be unpopular? Why not test things with the community instead of against it? Why not show off this new mode that’s supposed to take the pressure off GH before trying to optimize GH’s replacement?
tomofhyrule wrote: »But there’s a bigger “why” that they’re not answering. Why now? Why without a PTS test first? Why not listen to the community requests instead of just unilaterally testing things which are obviously going to be unpopular? Why not test things with the community instead of against it? Why not show off this new mode that’s supposed to take the pressure off GH before trying to optimize GH’s replacement?
I don't fundamentally disagree with what you said, but let me try give some common sense answers to those questions:
Why now? Because it's ready to test something.
Why not listen? The PvP community have demonstrated they don't want to engage. They want GH fixed without a changed ruleset (an impossible task for ZOS).
Why not PTS? They are testing performance data. They need a large number of players.
Why not show? Because it's not ready, and is a separate issue.
I believe ZOS need to do better to communicate their thinking. I'd like to say explicitly what the intent is. Giving how things are progressing, it seems their intent was to strip GH ruleset to the bare bones, then add things back over time and test to see at what point the server calcs become too much, while trying to get as close to the GH ruleset as possible.
It's obvious they are trying to get people into Vengeance, but not because they want people playing the mode, but because they need a large number to provide the performance data. They are going about it very heavy handedly but they are also aware that the hardcore PvPers are also dead set on killing Vengeance simply because it isn't GH that they simultaneously complain about. The whole situation is laughable.
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.