Sevalaricgirl wrote: »
You actually believe that? Just because they make a lot of money doesn't mean that they're going to reinvest it.
How so?Making that work in game is far more complicated than that.
Lava_Croft wrote: »Having a pointless 30-minute discussion about a feature you are most likely never going to add to the game looks like a great way to spend your time as a ZOS employee. I mean, the game itself is functioning perfectly fine, right? Development, release and reception all went A-OK!
milesrodneymcneely2_ESO wrote: »How so?Making that work in game is far more complicated than that.
My question isn't a challenge. I genuinely don't know enough about the subject to understand why it wouldn't work.
To my untrained eye, I see the game keeping track of my character's position in space when I jump, and I don't understand why that wouldn't work when going underwater.
Unless the game engine treats the surface of water the same way it treats the ground?
I dunno; I'm just spit-balling because I'd like someone with a bit of technical know-how to explain it.
phreatophile wrote: »They released half the game.
Lava_Croft wrote: »Having a pointless 30-minute discussion about a feature you are most likely never going to add to the game looks like a great way to spend your time as a ZOS employee. I mean, the game itself is functioning perfectly fine, right? Development, release and reception all went A-OK!
Because a 30 min segment where the devs demonstrate their internal thought processes is a complete waste of time and that 30 min could have magically fixed all the games problems. Honestly, they are doing something that could turn out to be a very interesting and insightful segment, why is everyone so bent about this being a bad thing?milesrodneymcneely2_ESO wrote: »How so?Making that work in game is far more complicated than that.
My question isn't a challenge. I genuinely don't know enough about the subject to understand why it wouldn't work.
To my untrained eye, I see the game keeping track of my character's position in space when I jump, and I don't understand why that wouldn't work when going underwater.
Unless the game engine treats the surface of water the same way it treats the ground?
I dunno; I'm just spit-balling because I'd like someone with a bit of technical know-how to explain it.
As for this i'll outline a few of the large things that come to mind that would make this insane to add. A lot will likely be what was brought up in the show but if it weren't then I somehow saw something the group didn't or simply got to a point they didn't have time to reach.
As far as I know yes, the game treats water as a flat surface, a surface that looks like water and where your player runs a "swimming" animation on.
To make you go underwater they would need to implement a way vertical movement system, alter the games expectations that all players fall down onto a single plane, change how the game detects players boundaries for detecting hackers or people falling out of bounds, alter how players aim skills to make up for this versatility, create new animations for all movement directions, skills and reactions to skills, alter how the server keeps track of objects as anything in water is likely to move (see the part where they discuss looting bodies in water).
Just to put the above blerb into a finer point, the game is built around the idea that everyone is on a flat playing field. The large number of animations made would all need to be altered and added to in order to work under water, many visual and audio effects would need to be implemented and maintained over the server, the checks the server makes to know what to allow players to do would need an entire rework so our clients couldn't request to swim out of the map or loot objects well out of reach, and this isn't a finer point at all is it...
In short(ish), what they described in the segment is a massive amount of work and if under water/flying content were to be added, it would have needed a framework set up much earlier in development as many very core mechanics would need to be completely changed. To change those now would make the game incredibly unstable and take a massive amount of time to implement properly, and sorry if I came off as agitated earlier, people going on about how easy this is or how bad the segment was got old real fast.
wrlifeboil wrote: »Lava_Croft wrote: »Having a pointless 30-minute discussion about a feature you are most likely never going to add to the game looks like a great way to spend your time as a ZOS employee. I mean, the game itself is functioning perfectly fine, right? Development, release and reception all went A-OK!
Because a 30 min segment where the devs demonstrate their internal thought processes is a complete waste of time and that 30 min could have magically fixed all the games problems. Honestly, they are doing something that could turn out to be a very interesting and insightful segment, why is everyone so bent about this being a bad thing?milesrodneymcneely2_ESO wrote: »How so?Making that work in game is far more complicated than that.
My question isn't a challenge. I genuinely don't know enough about the subject to understand why it wouldn't work.
To my untrained eye, I see the game keeping track of my character's position in space when I jump, and I don't understand why that wouldn't work when going underwater.
Unless the game engine treats the surface of water the same way it treats the ground?
I dunno; I'm just spit-balling because I'd like someone with a bit of technical know-how to explain it.
As for this i'll outline a few of the large things that come to mind that would make this insane to add. A lot will likely be what was brought up in the show but if it weren't then I somehow saw something the group didn't or simply got to a point they didn't have time to reach.
As far as I know yes, the game treats water as a flat surface, a surface that looks like water and where your player runs a "swimming" animation on.
To make you go underwater they would need to implement a way vertical movement system, alter the games expectations that all players fall down onto a single plane, change how the game detects players boundaries for detecting hackers or people falling out of bounds, alter how players aim skills to make up for this versatility, create new animations for all movement directions, skills and reactions to skills, alter how the server keeps track of objects as anything in water is likely to move (see the part where they discuss looting bodies in water).
Just to put the above blerb into a finer point, the game is built around the idea that everyone is on a flat playing field. The large number of animations made would all need to be altered and added to in order to work under water, many visual and audio effects would need to be implemented and maintained over the server, the checks the server makes to know what to allow players to do would need an entire rework so our clients couldn't request to swim out of the map or loot objects well out of reach, and this isn't a finer point at all is it...
In short(ish), what they described in the segment is a massive amount of work and if under water/flying content were to be added, it would have needed a framework set up much earlier in development as many very core mechanics would need to be completely changed. To change those now would make the game incredibly unstable and take a massive amount of time to implement properly, and sorry if I came off as agitated earlier, people going on about how easy this is or how bad the segment was got old real fast.
It's been done in other mmos so it can be done. The question is Why Would It Be Done? Where is the underwater experience or combat in the Elder Scrolls series? Why not have space based combat too?
wrlifeboil wrote: »Lava_Croft wrote: »Having a pointless 30-minute discussion about a feature you are most likely never going to add to the game looks like a great way to spend your time as a ZOS employee. I mean, the game itself is functioning perfectly fine, right? Development, release and reception all went A-OK!
Because a 30 min segment where the devs demonstrate their internal thought processes is a complete waste of time and that 30 min could have magically fixed all the games problems. Honestly, they are doing something that could turn out to be a very interesting and insightful segment, why is everyone so bent about this being a bad thing?milesrodneymcneely2_ESO wrote: »How so?Making that work in game is far more complicated than that.
My question isn't a challenge. I genuinely don't know enough about the subject to understand why it wouldn't work.
To my untrained eye, I see the game keeping track of my character's position in space when I jump, and I don't understand why that wouldn't work when going underwater.
Unless the game engine treats the surface of water the same way it treats the ground?
I dunno; I'm just spit-balling because I'd like someone with a bit of technical know-how to explain it.
As for this i'll outline a few of the large things that come to mind that would make this insane to add. A lot will likely be what was brought up in the show but if it weren't then I somehow saw something the group didn't or simply got to a point they didn't have time to reach.
As far as I know yes, the game treats water as a flat surface, a surface that looks like water and where your player runs a "swimming" animation on.
To make you go underwater they would need to implement a way vertical movement system, alter the games expectations that all players fall down onto a single plane, change how the game detects players boundaries for detecting hackers or people falling out of bounds, alter how players aim skills to make up for this versatility, create new animations for all movement directions, skills and reactions to skills, alter how the server keeps track of objects as anything in water is likely to move (see the part where they discuss looting bodies in water).
Just to put the above blerb into a finer point, the game is built around the idea that everyone is on a flat playing field. The large number of animations made would all need to be altered and added to in order to work under water, many visual and audio effects would need to be implemented and maintained over the server, the checks the server makes to know what to allow players to do would need an entire rework so our clients couldn't request to swim out of the map or loot objects well out of reach, and this isn't a finer point at all is it...
In short(ish), what they described in the segment is a massive amount of work and if under water/flying content were to be added, it would have needed a framework set up much earlier in development as many very core mechanics would need to be completely changed. To change those now would make the game incredibly unstable and take a massive amount of time to implement properly, and sorry if I came off as agitated earlier, people going on about how easy this is or how bad the segment was got old real fast.
It's been done in other mmos so it can be done. The question is Why Would It Be Done? Where is the underwater experience or combat in the Elder Scrolls series? Why not have space based combat too?
Oh oh underwater flatulence!!!
OMG who cares about bug fixes if that gets in the game! WOOT!
GamerzElite wrote: »Can I use Fire Staff underwater?
GamerzElite wrote: »Can I use Fire Staff underwater?
The really big question is what would happen if the flaming horse where to dive into water...
Was I the only one who found that discussion disturbing? They were talking like they had unlimited resources, and 200 developers to put on this. Just seems pointless, we all know the facts, the game is not selling well on consoles, and didn't sell that well on PC either. They'll never have the resources to change the game so much.
There are huge issues in the game, like boring crafting, very small player economy, lack of dungeon loot, buggy dungeon finder, and a ton of other things. I would rather like to hear a discussion about something realistic, like how to improve blacksmithing for example, that would be intresting unlike what was going on ESO Live.
I've played mmorpgs for 15 years, and I'm just so tired of devs making content for their CV instead of nailing the problems in the game, "fixed dungeon finder, added to crafting" dosen't sound so good on linkedin as "developed breakthrough underwater combat for eso".
Could we have more realistic discussions?
I literally face palmed when they mentioned the underwater mounts. A seahorse? Really?
We all know work is hard. That's why it's called work. I don't need a perspective piece on work.
Just do the work and do it well. That's what makes people happy and wanting more. When a product works for them instead of having to work for the product and make excuses for its shortcomings.
When you start going on about how hard this is or that is and going through the steps on how it could happen, maybe, one day, that just tells me you're more interested in ideas than results. Talking is easy. You can talk indefinitely while getting absolutely nothing done.
The people interested in results are too busy making things happen. They don't talk about Phase 3 until Phase 1 is earned through sweat, sleepless nights, and a little luck. Because there won't be a Phase 3 if you don't work your butt off on the product right in front of you.
There's still a lot of work to be done on Phase 1 of TESO. Yes it takes time. Yes it takes effort. Developers aren't exactly masters of public speaking so why not let them just do their job instead of the "Well, um, you know..." verbal pause game for two hours. Give me a two-paragraph memo on the dev blog that you accomplished something major today and then let's get back to our busy lives.
firstdecan wrote: »I don't understand why some people don't understand the entire point of the discussion.
Just to make it absolutely clear, for those of you who don't do subtle and need to have it spelled out slowly:
The discussion was not saying "this is what we are doing to add underwater stuff to ESO". The point of the discussion was to address people who clamour for things like underwater stuff, and point out the massive sort of effort it would take to put it in the game.
I fear for the world if people do not understand this sort of discussion.
But they basically spelled it out right there. In 30 minutes of off the cuff discussion, they effectively devised a strategy for implementing this feature in the game. This would indicate that it's not as hard as they're making it out to be, that they understand what needs to be done to implement it, and are just unwilling to do so. That's fine, it's their design decision, it's just that the ease by which something like that can be outlined undermines their claim regarding what a "monumental" effort it is.
So, doubling the number of animations at least, heavily altering the entire combat system far beyond what has already been implemented, manipulating the users client with a massive amount of audio and visual changes, and altering key parts of the game like looting and movement is "not as hard as they're making it out to be"?
And all of this over a network, with all these extra bits of information being sent couldn't possibly cause more lag. Sorry if I sound rude in saying this but this comment goes to the people who think this is easy, and that ZOS can just "copy past elder scrolls under water systems/animations," that no, it is not that easy at all. The point of this segment was to have devs discuss ideas and this idea had a lot to work with.
We don't know what they will discuss next time but its likely their followup segments won't be all over sized projects and maybe they will discuss something that they may end up implementing someday. But they chose under water content to discuss and its clear that the community needs this segment in eso live more than most else.
Was I the only one who found that discussion disturbing? They were talking like they had unlimited resources, and 200 developers to put on this. Just seems pointless, we all know the facts, the game is not selling well on consoles, and didn't sell that well on PC either. They'll never have the resources to change the game so much.
There are huge issues in the game, like boring crafting, very small player economy, lack of dungeon loot, buggy dungeon finder, and a ton of other things. I would rather like to hear a discussion about something realistic, like how to improve blacksmithing for example, that would be intresting unlike what was going on ESO Live.
I've played mmorpgs for 15 years, and I'm just so tired of devs making content for their CV instead of nailing the problems in the game, "fixed dungeon finder, added to crafting" dosen't sound so good on linkedin as "developed breakthrough underwater combat for eso".
Could we have more realistic discussions?