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My personal and non-scientific opinion why old trials aren't scaled

yodased
yodased
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I think there are three distinct phases of this game:

Pre-Craglorn
Craglorn
Imperial City

These phases have all been met with their own set of challenges and problems, with a codebase that was growing by the second.

I think that the two original trials were created in the "craglorn" era, and have been coded by so many different people by now it's a wonder that they even work.

Then you have sanctum which was created in the Imperial City phase by seemingly has the same people who created it, working on it now. When you have your own codebase to modify, especially if its modular, it is so much easier than trying to go and "fix" anon functions that you didn't write.

Tl;DR I think it's impossible to "fix" the current code of the old trials efficiently enough to bring them to current standards, so they would have to be brought to code0 and recreated in the same vein as Sanctum, which more than likely is not a valid use of the heavy lifters within the coding department.

Obviously just my observation and opinion, but it checks all the boxes within the "makes me feel good in my tummy" metrics of valid though.
Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • Nestor
    Nestor
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    I think it is more, "If we touch one part of Craglorn, the Trials, the player base will demand that we touch all of it".

    Its kind like cleaning out the garage, it looks simple on the surface, take out the trash and put things away. But, start digging into the project, and you will find all kinds of things to do that need to be done but you did not want to do when you started out just looking for a pair of pliers.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Shadesofkin
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    Craglorn was potentially awesome, if they only fix the trials I'd be ticked.. I desperately wanted "Adventure Zones" to be a regular thing in ESO.
    @shadesofkin -NA Server.
    Tier 2 Player.
    MagDK Main forever (even in the bad times)
  • Sunburnt_Penguin
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    I just think it's down to incentivising people to buy and play the latest content so that the development costs can be justified.
  • svartorn
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    Its not uncommon for old raids to not be scaled up. Like WoW, you can go back and do old raids from years ago.

    ESO failed by not releasing NEW raid content to replace the old stuff, though.
  • Mettaricana
    Mettaricana
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    I think its just lazy devs... I mean open code up grab each passive for trial gear match to the vr 16 of that generic trait. Grab enemies use whatecer formula to determine strength of enemy in lorkhaj apply to craglorn don't touch anything else just the stat numbers....
  • Cously
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    My hopes are they are playing it safe by doing this test trial with SO. And SO was picked because would be a popular choice, if it works as they intended then both AA and HRC will be given same treatment. Much like Wrothgar was the test zone for scaling nodes and such. VDSA is another different monster.
  • dimensional
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    No matter what your opinion is on why they are or are not doing certain things, it's definitely not fair to just claim that each personal little change or addition you want in the game could be made with a simple code fix. Yes it's their job and yes they get paid to do it, but they prioritize things for a reason and whether you agree with their priority or not, it's insulting to just say they could do whatever they want whenever they want and they are just being lazy by not doing so.
  • kojou
    kojou
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    yodased wrote: »
    I think there are three distinct phases of this game:

    Pre-Craglorn
    Craglorn
    Imperial City

    These phases have all been met with their own set of challenges and problems, with a codebase that was growing by the second.

    I think that the two original trials were created in the "craglorn" era, and have been coded by so many different people by now it's a wonder that they even work.

    Then you have sanctum which was created in the Imperial City phase by seemingly has the same people who created it, working on it now. When you have your own codebase to modify, especially if its modular, it is so much easier than trying to go and "fix" anon functions that you didn't write.

    Tl;DR I think it's impossible to "fix" the current code of the old trials efficiently enough to bring them to current standards, so they would have to be brought to code0 and recreated in the same vein as Sanctum, which more than likely is not a valid use of the heavy lifters within the coding department.

    Obviously just my observation and opinion, but it checks all the boxes within the "makes me feel good in my tummy" metrics of valid though.

    I think you are more or less correct. I would like to see the entire zone of Craglorn be more like Wrothgar, but I'm sure it would take a lot of effort to get there and they couldn't sell the upgrade in the crown store since it is basic content.
    I think its just lazy devs... I mean open code up grab each passive for trial gear match to the vr 16 of that generic trait. Grab enemies use whatecer formula to determine strength of enemy in lorkhaj apply to craglorn don't touch anything else just the stat numbers....

    I don't think it is laziness. I sincerely doubt the developers are chatting at the water cooler when they could be re-coding Craglorn. It is a matter of priorities assigned by their supervisors. If their respective bosses said your job is to re-code Craglorn then they would do it.
    Playing since beta...
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