ZOS_GinaBruno wrote: »Thanks for the feedback on the show, everyone. We are, indeed, reading it.
ESO Live is a community show; a variety show, if you will. We understand that you may not like every segment, but there's something for everyone. We want to spotlight members of our community and their efforts in addition to news about the game and development.
There are some questions we either don't have an answer to, or simply aren't ready to discuss yet. Some features are in development, and aren't ready to be delved into quite yet. Chris spent almost an hour on the show discussing features on the PTS in addition to some issues that we're addressing (the keyword there is some). Eric wasn't able to join us on the show yesterday as he's busy making necessary changes - any time spent on the show is time that he isn't working on the game.
We'll continue to adjust the show based on your feedback. At the end of the day, the show is for you all! That said, please be constructive and keep all the above points in mind. Thanks!
I found ESO Live to be very informative actually. Many people watch it even those who will be future players of the game. As we were when we watched all the content a year ago. Also remember that they are launching for the console players as well so they need to also give that information out as well.
Edit:
Summary of below:
Think of it as trying to add a new section to your house. You must plan what you want to do first. Then you start building the new area. However you might find a pipe that runs to the second floor in the wall and may need to revise the plan. Do you place it as a pseudo pillar? Do you keep the section as a full wall? Do you remove and relocate it? ( I sure wouldn't) Do you give up on the project and just restore it back to the original? One thing is for sure, one must stop working and start thinking again.
Some stuff can seem ready but then that one thing can destroy the system. That is why they don't have definitive times. For example, The PS3 was locked at 30 fps, so the devs of a certain game centered the rolling, slashing and such to be dependent on that number. When the game went to PC they said they couldn't do anything to make it above 30 fps or out of 720p. So people took off that fps limiter it made things work a little different in the game. Rolls were executed faster and did not have the invincibility amount, weapons and armors durability was found to be dependent on that 30 fps limit. Then they tried to port that system to the PS4 and their fans made i loud and clear they would not stand for 30 fps. So they delayed the game to rework the system (their code classes and objects whatever you call it) to adhere to 60 fps.
So the lesson I am trying to show is that when adding new things into the system, they may need to be a revamp of the old one (Although they try to keep the code as flexible as possible to avoid this) so that can get along with the new code.
I hope this wasn't a boring read.
I leave you with this
"A delayed game is eventually good, but a rushed game is forever bad,"
Shigeru Miyamoto
But what if VR stays, and still is there when it come out on console? So what? what do it change? nothing....