Hi everyone! Following our
ESO 2026 Reveal, we’d like to share with you how the PTS – and your valuable participation – will continue to play an integral role in ESO’s future.
What We Heard from You
Last September, we sent out a PTS survey with the goal of getting some additional data on how our players engage with the ESO PTS, motivations, and where there are opportunities to improve the PTS experience. These were the main takeaways:
- 61% of all survey respondents have taken part in the PTS at least once. Of the remaining participants, interest in participating was split with the main reasons for not participating being not understanding how to join, the PTS not being offered on consoles, and not wanting to spoil future content.
- 72% of all survey respondents cited getting to see new content early as the main motivating driver for PTS participation, with supporting the game and helping shape the future of the game following with 47% and 43% respectively.
- Overall satisfaction with the current PTS experience is mixed, with 11% of respondents who have participated in the ESO PTS at least once feeling very satisfied, 46% feeling somewhat satisfied, 27% feeling somewhat dissatisfied, and 17% feeling very dissatisfied.
- The main things survey respondents would like to see change with the PTS experience are more consistent dialogue with the dev team during the PTS (71%), and to see bugs identified on the PTS fixed/patched more quickly (38%).
We agree there are opportunities to improve the feedback loop and overall communication and transparency for our PTS participants. (And overall, too!)
Context on the PTS and How We Use Your Feedback
Before we get into next steps, we’d like to pause here and take a moment to explain how the PTS fits into our development pipeline for ESO. First and foremost, the purpose of the PTS is for us to get hands-on feedback and identify bugs in a live environment before the content goes out onto the live PC and console servers. It is our last stop in the development pipeline before launch. (We also recognize that our players would like a chance to give feedback on content earlier than that “last stop” – more on that a little later in this message.) This is a critical step, as some issues only surface in live environments.
The PTS also allows us to see how players will engage with content and gather valuable data in a live environment ahead of launch. For example, the Dungeons & Trials team will often watch livestreams of new dungeon and trials runs while the content is on the PTS. That real-time, hands-on experience feedback is critical.
As noted above, we also use the PTS to identify things that may be bugged or otherwise not working as intended or resulting in the experience we want. As issues/bugs come in, we prioritize them. We consider scope, impact, ease of the fix, and severity when assigning bug priority. The complexity of an issue and what is needed to resolve it is also a factor. If something is deemed a blocker for launch, for example, it gets higher priority for fixing than a low-impact visual bug. We always try to fix as many things as possible in each update and PTS and live incremental patches, but this is why some things may get fixed before others.
Feedback is another area where the PTS provides us with critical insights. Due to where the PTS falls within our development pipeline, there are limits to how quickly we can respond to feedback, as many of you have noted. There are risks associated with making significant pivots to address feedback that would require complex changes, especially a few weeks before launch. This type of feedback is still valuable; it also takes time to address in the right way, and changes are likely to come after launch or beyond, depending on the scope and complexity. We are exploring options to begin getting your feedback much earlier, ahead of the PTS.
We’ve been discussing how we can best address these challenges with both the timing, the longstanding community desire to be able to give feedback earlier, and the other survey takeaways from above. Below are some things we’ll be trying out, starting with the Update 49 PTS on January 12:
- Begin increasing overall dev team presence on the PTS forums during PTS cycles, with a goal to engage, answer questions, and better acknowledge bug reports.
- Provide a high-level summary of the main PTS topics we are seeing from you each week, and what we’re doing with them. (This is not intended to take the place of patch notes, and we’re aiming to do it on Thursdays or Fridays during PTS cycles.)
- Check in with you after a major PTS cycle concludes to see how we’re doing with our PTS-specific communication, with a short survey.
- While the PTS is generally the last step before launch, we are exploring opportunities to put some content on the PTS well before the scheduled release to allow for longer feedback cycles. This is what we did with Vengeance, for example. When we do this, we will let you know with messaging along the lines of “This content is for testing and not yet confirmed for release.”
Setting Expectations for How You Can Best Help Us
When it comes to how you can best help us on the ESO PTS, reporting bugs, letting us know about things that don’t seem to be working as intended, and providing hands-on feedback about how changes and new content feels will continue to be what we need most.
For reporting bugs, we recommend /bug in-game as the primary approach. A daily report of all /bug reports goes to the dev team leads and QA, and this guarantees it gets into our bug tracking pipeline. If you have screenshots or video to share, reporting the bug on the PTS forum is best since you cannot attach assets to in-game /bug reports.
Lastly, we are taking steps to share what we’re working on and are considering for the future of the game earlier than in years past. This is a fundamental shift for the studio, placing a renewed importance on communication, trust, and collaboration. You may have seen some of this shift begin to take shape late last year with things like our
Vengeance Testing & Cyrodiil Community Update and
Class Identity Refresh article. Moving forward, you’ll see more of this in the way of livestreams, articles, interviews, and more dedicated to sharing early plans and development updates with you, paired with opportunities to share your thoughts with us. Also, due to how things will be released over time with Seasons versus the previous four big quarterly drops, some upcoming content – like the Night Market – will be on the PTS farther ahead of its launch than before.
We believe all the above will begin moving us in the right direction and enact some meaningful positive changes with our ESO PTS experience and the overall dev-community feedback loop. It’s important to us that you feel like your time on the ESO PTS is valued, and that you understand what we’re doing with your feedback and bug reports. We’re trying some new things here and while this is just the start, that’s where your input and continued collaboration will help ensure we’re on the right track.
Thank you everyone. We look forward to forging the path ahead for ESO with you. If you have any questions about anything you read in this message, please drop them as a reply in this thread. We’ll answer as many as we can.