Even so, a game can't keep trying to support older hardware at the expense of the game itself. There comes a point where minimum requirements need to be raised or else the game just keeps getting held back simply for the sake of running on older tech.DenverRalphy wrote: »Nemesis7884 wrote: »
We will be keeping the Warden's bear, fear not!
And the team has also seen the requests for potentially offering skill styles for the Warden's ultimate to allow for other animals to be used instead of a bear. It is something we are actively discussing, but nothing has been solidified since we have to be very cognizant of animation memory.
Just ditch the support for that poc xbox sIncultaWolf wrote: »Nemesis7884 wrote: »
We will be keeping the Warden's bear, fear not!
And the team has also seen the requests for potentially offering skill styles for the Warden's ultimate to allow for other animals to be used instead of a bear. It is something we are actively discussing, but nothing has been solidified since we have to be very cognizant of animation memory.
Just ditch the support for that poc xbox s
This. It's obvious between these refreshes that last gen consoles are holding them back with the hardware limitations.
I think you'd be surprised at how many PC rigs would be affected too. I'm relatively confident ZOS is accutely aware of what percentage of their playerbase would be negatively impacted by such a move.
We will be keeping the Warden's bear, fear not!
And the team has also seen the requests for potentially offering skill styles for the Warden's ultimate to allow for other animals to be used instead of a bear. It is something we are actively discussing, but nothing has been solidified since we have to be very cognizant of animation memory.
Can we get to a point where other players don't see the bear, like having it be either totally invisible or translucent? Much like Sorc pets, they're quite obstructive. At the very least, that'd be nice in towns.
You also take inspiration from GW2's Soulbeast Ranger specialization. It's a mechanic where the player merges with their pet. Perhaps a morph of the pet could do something similar here. It'd be nice to participate in that skill line without needing the obstructive bear.
We will be keeping the Warden's bear, fear not!
And the team has also seen the requests for potentially offering skill styles for the Warden's ultimate to allow for other animals to be used instead of a bear. It is something we are actively discussing, but nothing has been solidified since we have to be very cognizant of animation memory.
@ZOS_Kevin @ZOS_JessicaFolsom We all understand the impact of layoffs and hope yous can weather this difficult time. But I think many people are curious about why decided to postpone Sorc updates until after the Templar update. Because you said, "To get the classes out as quickly and effectively as we’re able to…"
Does this mean that refreshing Sorc is encountering difficulties, such as design philosophy or underlying code, and therefore requires more time to resolve these issues?
It would be great if you could provide a clear explanation, like you do with the Warden refresh.
That's a fair question. The swap is not due to difficulties. This is more on the effectiveness end of things. Sorc will need a bit more time in the visual effects/ arts departments than than Templar. Having that work done for Sorc right after Warden isn't the most effective for the team. So the adjustment was made.
This is also not to say Templar won't get a visual update. It will. It just most likely will not require a wider overall like Warden and Sorc.
@ZOS_Kevin @ZOS_JessicaFolsom We all understand the impact of layoffs and hope yous can weather this difficult time. But I think many people are curious about why decided to postpone Sorc updates until after the Templar update. Because you said, "To get the classes out as quickly and effectively as we’re able to…"
Does this mean that refreshing Sorc is encountering difficulties, such as design philosophy or underlying code, and therefore requires more time to resolve these issues?
It would be great if you could provide a clear explanation, like you do with the Warden refresh.
That's a fair question. The swap is not due to difficulties. This is more on the effectiveness end of things. Sorc will need a bit more time in the visual effects/ arts departments than than Templar. Having that work done for Sorc right after Warden isn't the most effective for the team. So the adjustment was made.
This is also not to say Templar won't get a visual update. It will. It just most likely will not require a wider overall like Warden and Sorc.
Turtle_Bot wrote: »@ZOS_Kevin thanks for posting the link to the article, definitely some interesting stuff here, with a few issues that some like @React have pointed out already (so I won't bother repeating).
I also hope that with the team looking to take on board feedback for future refreshes that the team can try to find a good balance between making things fun to use, feel powerful but also not feel overwhelming.
It is a hard point to reach but I think as long as the team can put forward their intentions/reasons for why some of the more debated things are designed the way they are, that would help those of us genuinely trying to give constructive and informed feedback a better understanding of the underlying intentions/goals that we can then give feedback to try and work towards instead of having to try and speculate and just throw things at the wall hoping we maybe get something right.FabresFour wrote: »@ZOS_Kevin @ZOS_JessicaFolsom We all understand the impact of layoffs and hope yous can weather this difficult time. But I think many people are curious about why decided to postpone Sorc updates until after the Templar update. Because you said, "To get the classes out as quickly and effectively as we’re able to…"
Does this mean that refreshing Sorc is encountering difficulties, such as design philosophy or underlying code, and therefore requires more time to resolve these issues?
It would be great if you could provide a clear explanation, like you do with the Warden refresh.
Let me throw a thought out there: while the Templar rework revolves around character animations, visual effects in general, and balancing, the Sorcerer has all of that plus the reinterpretation of its pets.
I imagine reworking those pets—giving them a newer, more interesting model, while still keeping their gameplay fun and everything else that comes with it—is a pretty major complication for the Sorcerer class.
Personally, the Sorcerer rework is the one I’m most interested in seeing, precisely because it seems like the most complicated one from an overall scope perspective. It’s a very interesting class conceptually, and there are so many different ways it could be modernized—which makes it significantly more complex to work on than any of the other classes. Maybe only the Warden comes close, because of all the different animals involved, plus the bear... And, well, the Warden got a massive delay because of the amount of work involved.
I imagine Templar and Nightblade are two classes that are relatively much easier to rework on compared to Sorcerer.
I will say that while this is the most likely reason for pushing Sorcerers refresh back, it would still be nice to hear it from ZOS themselves though so that we don't have to speculate.
As for Sorcerers refresh being pushed back itself, I don't mind it since I would rather ZOS get it right than try to rush it out and mess it up, but it would be nice to have an official reason from ZOS.Pinktraining wrote: »
I recall someone compiling a list suggesting that each of Sorc's abilities has hidden cast time or flight time, which explains the cumbersome experience of using abilities like Liquid Lightning—these hidden extra times are hard-coded into the animation.
However, aside from Warden, ZOS should have explained the rationale behind the spawn order of each class (and the reasons for subsequent changes) to players from the beginning, instead of letting players speculate or complain.
For example, if the Necromancer's spawn time is so late because they wanted to use Sorc to test things out, such as pet AI, summoner gameplay (or to avoid the Necromancer's style overlapping with Sorc's), then ZOS should have clearly explained the reasons for this arrangement to players.
I'm probably not the first person to post about this issue (hidden cast times/animation delays) Sorcerer (and some other classes abilities) has, but it is a consistent frustration for the class that often gets completely overlooked in most discussions.
Seeing a statement from ZOS that its being acknowledged/the team is aware of it, would definitely be nice.
We will be keeping the Warden's bear, fear not!
And the team has also seen the requests for potentially offering skill styles for the Warden's ultimate to allow for other animals to be used instead of a bear. It is something we are actively discussing, but nothing has been solidified since we have to be very cognizant of animation memory.
Umbracat449 wrote: »Turtle_Bot wrote: »@ZOS_Kevin thanks for posting the link to the article, definitely some interesting stuff here, with a few issues that some like @React have pointed out already (so I won't bother repeating).
I also hope that with the team looking to take on board feedback for future refreshes that the team can try to find a good balance between making things fun to use, feel powerful but also not feel overwhelming.
It is a hard point to reach but I think as long as the team can put forward their intentions/reasons for why some of the more debated things are designed the way they are, that would help those of us genuinely trying to give constructive and informed feedback a better understanding of the underlying intentions/goals that we can then give feedback to try and work towards instead of having to try and speculate and just throw things at the wall hoping we maybe get something right.FabresFour wrote: »@ZOS_Kevin @ZOS_JessicaFolsom We all understand the impact of layoffs and hope yous can weather this difficult time. But I think many people are curious about why decided to postpone Sorc updates until after the Templar update. Because you said, "To get the classes out as quickly and effectively as we’re able to…"
Does this mean that refreshing Sorc is encountering difficulties, such as design philosophy or underlying code, and therefore requires more time to resolve these issues?
It would be great if you could provide a clear explanation, like you do with the Warden refresh.
Let me throw a thought out there: while the Templar rework revolves around character animations, visual effects in general, and balancing, the Sorcerer has all of that plus the reinterpretation of its pets.
I imagine reworking those pets—giving them a newer, more interesting model, while still keeping their gameplay fun and everything else that comes with it—is a pretty major complication for the Sorcerer class.
Personally, the Sorcerer rework is the one I’m most interested in seeing, precisely because it seems like the most complicated one from an overall scope perspective. It’s a very interesting class conceptually, and there are so many different ways it could be modernized—which makes it significantly more complex to work on than any of the other classes. Maybe only the Warden comes close, because of all the different animals involved, plus the bear... And, well, the Warden got a massive delay because of the amount of work involved.
I imagine Templar and Nightblade are two classes that are relatively much easier to rework on compared to Sorcerer.
I will say that while this is the most likely reason for pushing Sorcerers refresh back, it would still be nice to hear it from ZOS themselves though so that we don't have to speculate.
As for Sorcerers refresh being pushed back itself, I don't mind it since I would rather ZOS get it right than try to rush it out and mess it up, but it would be nice to have an official reason from ZOS.Pinktraining wrote: »
I recall someone compiling a list suggesting that each of Sorc's abilities has hidden cast time or flight time, which explains the cumbersome experience of using abilities like Liquid Lightning—these hidden extra times are hard-coded into the animation.
However, aside from Warden, ZOS should have explained the rationale behind the spawn order of each class (and the reasons for subsequent changes) to players from the beginning, instead of letting players speculate or complain.
For example, if the Necromancer's spawn time is so late because they wanted to use Sorc to test things out, such as pet AI, summoner gameplay (or to avoid the Necromancer's style overlapping with Sorc's), then ZOS should have clearly explained the reasons for this arrangement to players.
I'm probably not the first person to post about this issue (hidden cast times/animation delays) Sorcerer (and some other classes abilities) has, but it is a consistent frustration for the class that often gets completely overlooked in most discussions.
Seeing a statement from ZOS that its being acknowledged/the team is aware of it, would definitely be nice.
Lols i posted your summary of cast times and their issues (with credit) in reply to pinktrainjng saying sorc NEEDED cast times.
Pinktraining wrote: »If we refer to the settings of other fantasy games, spell classes should be relatively cumbersome to operate but powerful.
ZOS should add cast time to all Sorc skills, and then compensate by relatively increasing their power or reducing their cost.
Umbracat449 wrote: »Pinktraining wrote: »If we refer to the settings of other fantasy games, spell classes should be relatively cumbersome to operate but powerful.
ZOS should add cast time to all Sorc skills, and then compensate by relatively increasing their power or reducing their cost.
Want to to try that again?
Pinktraining wrote: »Umbracat449 wrote: »Pinktraining wrote: »If we refer to the settings of other fantasy games, spell classes should be relatively cumbersome to operate but powerful.
ZOS should add cast time to all Sorc skills, and then compensate by relatively increasing their power or reducing their cost.
Want to to try that again?
You're just misleading people. At the time this was published, ZOS hadn't yet indicated any major changes to Sorc's visuals/animation.
Also, based on information at the time, I was hoping ZOS would add cast time to skills to replace the current problematic animation delays, making class identities more in line with the traditional image of a spellcaster. Is there a problem with that?
CatalinaWineMixer2 wrote: »I am a Warden Main and this is interesting to see. I like the improvement to the Betty and excited about the Spriggan, that was an unexpected nice touch. The idea of making it just about Nature in general is a nice path. Very pleased to hear we will still have the Bear. Will our Skill Styles be affected, like Murder of Crows for Swarm and the Nocturnal Crow for Cliff Racer?
Gryphons aren't just native to Summerset, but also to High Rock, Hammerfell, and Elsweyr. It isn't about where the creature in question appears only in ESO, but more to do with where they exist lore-wise. Gryphons are far more widespread than Cliff Racers are. And the whole point of the animals being "random" is because they're supposed to represent creatures in general, not just a specific kind like birds, bugs, or mammals. I will agree that as cute as the Netch is, though, it still would prove to be something of a distraction.NotaDaedraWorshipper wrote: »So you are "pivoting away from the Morrowind-specific visual theming to better represent the natural world across all regions in Tamriel", by using a gryphons? So not only is it just changing zone-specific animal, it's also a large visual.
Meanwhile the betty netch stays the same, so it's just going to be even more random collection of animals like how the bear felt random before.
Speaking of the betty netch. Why does it have to float "whimsically" around? Just make it smaller and no beam, but have it float behind us like the old one. Instead of all these distracting visuals.
Why does the Spriggan need bright pink flower petals and butterflies affects?
The Lotus Flower is nice, but the visual of that has never been much of a bother.
I hope there will be styleskills from the start to change visuals, especially to make them more subtle and subdued if they are big and flashy, or make a more coherent look.
Right now every class refresh feels like some deadline to when I can't use the class as much anymore, such as my DKs, because there's so much more bright effects that just look cartoony and we have to plead and shout to get a single subtle skillstyle for one skill.