Vanthras79 wrote: »Rob, how close are you guys to delivering everything that was mentioned from Quakecon 2014? With Murkmire just being announced I feel like there is one thing that has eluded being mentioned lately...
...Any updates on spell crafting? (Some of the player-base would really like some new spells to play around with, the old set of skills are getting rather bland)
XGCAlbatr0ss wrote: »and.......hes gone....
My role is to lead the collective efforts of the Gameplay teams as we execute on the product goals set forth by our Creative Director, @ZOS_RichLambert. Some of the things I'm responsible for are helping to translate those goals into features/changes, reviewing designs and in-progress work, facilitating communication between teams and departments, and helping designers grow in their craft. I am involved in design discussions, but usually at a high level. The teams handle most of the nuts-and-bolts stuff, including implementation.Merlin13KAGL wrote: »I would assume where Wrobel effectively determines what an in game action does, I suspect Rob is in charge of making that action happen, implementing the keypress > UI > backend result.
(Wrobel's the what, Rob's probably the how.)
Housing is one of the features the Systems team is responsible for, so yes. We're cooking up some pretty cool stuff on that front, so stay tuned!Do you also oversee housing?
ZOS_RobGarrett wrote: »My role is to lead the collective efforts of the Gameplay teams as we execute on the product goals set forth by our Creative Director, @ZOS_RichLambert. Some of the things I'm responsible for are helping to translate those goals into features/changes, reviewing designs and in-progress work, facilitating communication between teams and departments, and helping designers grow in their craft. I am involved in design discussions, but usually at a high level. The teams handle most of the nuts-and-bolts stuff, including implementation.Merlin13KAGL wrote: »I would assume where Wrobel effectively determines what an in game action does, I suspect Rob is in charge of making that action happen, implementing the keypress > UI > backend result.
(Wrobel's the what, Rob's probably the how.)Housing is one of the features the Systems team is responsible for, so yes. We're cooking up some pretty cool stuff on that front, so stay tuned!Do you also oversee housing?
ZOS_RobGarrett wrote: »Welcome @ZOS_RobGarrettI try to experience all types of activities in the game since the Gameplay teams, to varying degrees, contribute to all of them. I did recently spend a larger portion of my game time in BGs and Cyrodiil during Midyear Mayhem, and still regularly chase that first win of the day bonus in BGs. I also played Dark Age of Camelot back in the day, so Cyrodiil was immediately familiar to me.Do you pvp at all and if so do you like BG's or Cyrodiil? I for one love Cyrodiil but I really think it needs some new life breathed into it (ie - new and exciting objectives for groups of all sizes).
@ZOS_BrianWheeler and I regularly have conversations about Cyrodiil and how we might improve the experience. While I'm not going to make promises or talk specifics at this time, I will say you are not alone in your general assessment.Whatever do you mean? Our UI is perfect! PER-FECT!Peekachu99 wrote: »Thanks for chiming in. My question: are there any plans to work on UI features, social features (group finding interface) and other much needed tools? Especially on console (which you’re now on), the lack of functionality is crippling.
But seriously, the UI team is always looking for ways to improve the experience on both PC and console. Once again it wouldn't be appropriate for me to describe efforts-in-progress or future plans in detail, but we agree there are opportunities to streamline the social experience of ESO.
This bolded part is the only thing that really has any of my attention. For a few years now the lag in Cyrodiil has been atrocious. If you spent any time on the "current" Vivec server, especially during the Mayhem event? I would hope you felt our pain. The PvP community feels totally abandoned at times. Sure, we get a small tid bit here and there, and I understand it takes time to get things "into reality". I understand it doesn't make the money from that part of the player base, as PvE does, but it IS part of the game. A part that many like myself CAME to ESO for. A part that some pay a monthly sub for. Yet all we see is small "incremental" changes to help with lag in just about every major patch notes.
We've learned to adjust to new OP gear. We've learned how to deal with broken or bugged skills. All of this would be even less painful if the clicking of a skill meant it went off as close to real time as possible. I can't tell you how many Keep battles I've been in where lag was the ultimate deciding factor. I can't tell you how many times load screens have stopped the momentum of groups I've been in. (which btw has gotten WAY better, but I don't group too often anymore). Recently, there have been many battles I can't even get into because as soon as I get on the grounds of a Keep siege in progress, I suddenly lose connection. Any movement from players and NPC's comes to a stand still. I either have to try and relog, or wait for the server to kick me. THEN, I get a message saying to check my internet connection. That really needs to be changed because it's clearly not my connection as I'm screaming in Discord about it to my friends. The servers need to be replaced or some how coded to handle the player load. If you have any say in this. The PvP community is BEGGING you to fix it. Or put a team on it that can make it happen.
We might be a very small part of the playerbase overall, but many are very dedicated to it. So please, help us out here =/
ZOS_RobGarrett wrote: »My role is to lead the collective efforts of the Gameplay teams as we execute on the product goals set forth by our Creative Director, @ZOS_RichLambert. Some of the things I'm responsible for are helping to translate those goals into features/changes, reviewing designs and in-progress work, facilitating communication between teams and departments, and helping designers grow in their craft. I am involved in design discussions, but usually at a high level. The teams handle most of the nuts-and-bolts stuff, including implementation.Merlin13KAGL wrote: »I would assume where Wrobel effectively determines what an in game action does, I suspect Rob is in charge of making that action happen, implementing the keypress > UI > backend result.
(Wrobel's the what, Rob's probably the how.)
ZOS_RobGarrett wrote: »
Out of all the problems posted he commented on housing! That answers everything, doesn't it?
ZOS_RobGarrett wrote: »My role is to lead the collective efforts of the Gameplay teams as we execute on the product goals set forth by our Creative Director, @ZOS_RichLambert. Some of the things I'm responsible for are helping to translate those goals into features/changes, reviewing designs and in-progress work, facilitating communication between teams and departments, and helping designers grow in their craft. I am involved in design discussions, but usually at a high level. The teams handle most of the nuts-and-bolts stuff, including implementation.Merlin13KAGL wrote: »I would assume where Wrobel effectively determines what an in game action does, I suspect Rob is in charge of making that action happen, implementing the keypress > UI > backend result.
(Wrobel's the what, Rob's probably the how.)Housing is one of the features the Systems team is responsible for, so yes. We're cooking up some pretty cool stuff on that front, so stay tuned!Do you also oversee housing?
ZOS_RobGarrett wrote: »
ZOS_RobGarrett wrote: »My role is to lead the collective efforts of the Gameplay teams as we execute on the product goals set forth by our Creative Director, @ZOS_RichLambert. Some of the things I'm responsible for are helping to translate those goals into features/changes, reviewing designs and in-progress work, facilitating communication between teams and departments, and helping designers grow in their craft. I am involved in design discussions, but usually at a high level. The teams handle most of the nuts-and-bolts stuff, including implementation.Merlin13KAGL wrote: »I would assume where Wrobel effectively determines what an in game action does, I suspect Rob is in charge of making that action happen, implementing the keypress > UI > backend result.
(Wrobel's the what, Rob's probably the how.)Housing is one of the features the Systems team is responsible for, so yes. We're cooking up some pretty cool stuff on that front, so stay tuned!Do you also oversee housing?
ZOS_RobGarrett wrote: »Hey everyone!
I just wanted to take an opportunity to introduce myself here on the forums. I'm the Lead Gameplay Designer on ESO, overseeing the Systems, Combat, PvP, and User Interface teams. Some of you may have seen me on ESO Live last month. I was a little nervous in the beginning of the show if you couldn't tell. =P
I've been working in games for 15 years, most recently having spent 7 at Riot Games working on League of Legends and several smaller games in the LoL universe. I joined ZOS in January and started playing ESO about a year ago. Obviously many of you have been playing the game much longer and have acquired a wealth of knowledge and expertise during that time. ESO is a huge game, and I won't claim to have the same depth of knowledge as someone who's been actively playing since beta.
I do, however, play pretty much every day (I recently switched from PC to console to get better visibility into that experience) and scan the forums and Reddit when time permits. I also lean on the knowledge and experience of the great teams and people here at ZOS who've been hammering on ESO for about a decade. To be clear, my role here is less about making specific changes or improvements to the product and more about helping our teams improve how we work and communicate, both with each other and with you - the players. That being said, I'd be lying if I said there aren't specific aspects of the game I'd like to improve.
My intent is to start posting here on the forums more regularly and, in time, provide more insight into how we think about Gameplay design. My days are already pretty busy (it turns out shipping an update every 3 months leads to a pretty aggressive development schedule!) but I will engage when I can. I'm also certain Gina will find opportunities to poke me for a response.
ESO is a great game. I wouldn't have joined the team if I didn't believe that, and it's exciting to have a hand in shaping the game for the coming years. I'm happy to be here and am looking forward to hearing from you!
"ZOS_RobGarrett wrote: »My role is to lead the collective efforts of the Gameplay teams as we execute on the product goals set forth by our Creative Director, @ZOS_RichLambert. Some of the things I'm responsible for are helping to translate those goals into features/changes, reviewing designs and in-progress work, facilitating communication between teams and departments, and helping designers grow in their craft. I am involved in design discussions, but usually at a high level. The teams handle most of the nuts-and-bolts stuff, including implementation.
Merlin13KAGL wrote: »Welcome, Rob.
[snipped for the key points]
:::::::::::::::
On that note some very basic, yet often still very broken features I'd like to see improved:
- On the most basic level, the client should be able to differentiate between:
This ties into HA bugs as well as some other actions as well, such as server/client desync and having to mash a button 5 times to finally get a response, often during a limited combat window.
- A single keypress (Sometimes interpreted as a press and hold)
- A held keypress. (Sometimes interpreted as a single keypress, or no keypress at all)
- A release of said keypress. (Some combo of above, preventing other actions)
- A non-keypress.
- Targeting in this game is atrocious.
- There should never be an issue hitting something the size of a house that is 2 ft in front of you.
- HA/LA's shouldn't have to be released and pressed again to fire.
- In non-dodge-chance scenarios LA/HA's shouldn't be going around the target and hitting nothing or the wrong thing.
- Last but not least (possibly out of your scope) Collision:
- Portals shouldn't have collision. If you can't damage it, it shouldn't prevent you from moving.
- Things that should have collision shouldn't be able to hide in other things' colliders. (inability to bash)
- NPC projectiles shouldn't be able to curve path 2 different ways and hit you through solid objects (LoS)
- Keypress dodge should dodge in the direction of movement, unless no movement is present.
EDIT: Draft came back. Hellifino.
ZOS_RobGarrett wrote: »Hey everyone!
I just wanted to take an opportunity to introduce myself here on the forums. I'm the Lead Gameplay Designer on ESO, overseeing the Systems, Combat, PvP, and User Interface teams. Some of you may have seen me on ESO Live last month. I was a little nervous in the beginning of the show if you couldn't tell. =P
I've been working in games for 15 years, most recently having spent 7 at Riot Games working on League of Legends and several smaller games in the LoL universe. I joined ZOS in January and started playing ESO about a year ago. Obviously many of you have been playing the game much longer and have acquired a wealth of knowledge and expertise during that time. ESO is a huge game, and I won't claim to have the same depth of knowledge as someone who's been actively playing since beta.
I do, however, play pretty much every day (I recently switched from PC to console to get better visibility into that experience) and scan the forums and Reddit when time permits. I also lean on the knowledge and experience of the great teams and people here at ZOS who've been hammering on ESO for about a decade. To be clear, my role here is less about making specific changes or improvements to the product and more about helping our teams improve how we work and communicate, both with each other and with you - the players. That being said, I'd be lying if I said there aren't specific aspects of the game I'd like to improve.
My intent is to start posting here on the forums more regularly and, in time, provide more insight into how we think about Gameplay design. My days are already pretty busy (it turns out shipping an update every 3 months leads to a pretty aggressive development schedule!) but I will engage when I can. I'm also certain Gina will find opportunities to poke me for a response.
ESO is a great game. I wouldn't have joined the team if I didn't believe that, and it's exciting to have a hand in shaping the game for the coming years. I'm happy to be here and am looking forward to hearing from you!