ZOS_RobGarrett wrote: »When it comes to giving feedback, the only hard rules are those stated in the Community Terms of Service. That being said, off the top of my head, a few pieces of advice are:SlippyCheeze wrote: »Welcome, and thank you for stepping up into the harsh glare of publicity. Since you were at Riot, I'm sure you heard GhostCrawler talking about the less fun times it'll bring, as well as the good ones.
If I may, I'd suggest the most important change to make to this is to tell us, explicitly, how you want the community to talk to you. I suspect that you probably don't want a nice @ZOS_RobGarrett tag every time someone is grumpy about any aspect of gameplay. By being explicit, at least there is some chance that the appropriate community norms will be established.
It'd also be a big help, selfishly, if you laid out what makes for good and useful feedback from your perspective. I, uh, could also say that there are a few things I'd like to see changed, but as "not a ZOS employee", I'd like to know how to make my "just a player" feedback as useful as possible ... and of course, "as convincing as possible"
- Avoid speculation and assuming intent, but feel free to ask about it.
- Clearly described, and well researched, problems are usually more valuable to us than proposed solutions.
- Don't forget to acknowledge changes and additions you enjoy. This is not about giving us praise but rather helping us identify success and successful patterns.
- Don't be a jerk. =P
I doubt any response I provide to that question would meaningfully change the outcome. =P
Yeah, my console character is currently about CP 90. Prior to that my PC character was around CP 500. Also, while I do log into ESO pretty much every day it's not the only game I play. I'm a big believer in designers being broadly played since there are a lot of games out there tackling interesting design problems. You never know where inspiration may come from.
and howdy rob...welcome aboard sir...
hope to see you out there in cyro (ps4/na/vivec)...what are you - like cp 100 or something, in which case - i really hope i see you out there
I 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).
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.
thomas1970b16_ESO wrote: »be equally successful however they choose to play.
ZOS_RobGarrett wrote: »I also played Dark Age of Camelot back in the day, so Cyrodiil was immediately familiar to me.
ZOS_RobGarrett wrote: »@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.
For starters, whether or not something is my idea really isn't all that important. Great ideas can come from anywhere and, from my perspective, the job of a designer is to act as a collection and filtering point for ideas, and shepherd them into reality.Shadowmaster wrote: »@ZOS_RobGarrett What would you say is the biggest challenge to implementing some of your ideas?
ZOS_RobGarrett wrote: »But seriously, the UI team is always looking for ways to improve the experience on both PC and console.
ZOS_RobGarrett wrote: »Hey everyone!
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.
Is it possible to share some insight on how this prioritization is managed?ZOS_RobGarrett wrote: »But I would say one of the hardest things about game development is prioritization.
The biggest problem with private messaging is efficiency. We have a limited amount of time to respond to an enormous amount of feedback on the forums, and private messages serve an audience of just one.ZOS_RobGarrett wrote: »When it comes to giving feedback, the only hard rules are those stated in the Community Terms of Service. That being said, off the top of my head, a few pieces of advice are:
- Avoid speculation and assuming intent, but feel free to ask about it.
- Clearly described, and well researched, problems are usually more valuable to us than proposed solutions.
- Don't forget to acknowledge changes and additions you enjoy. This is not about giving us praise but rather helping us identify success and successful patterns.
- Don't be a jerk. =P
So no private messaging ?
ZOS_RobGarrett wrote: »I doubt any response I provide to that question would meaningfully change the outcome. =P
I will say, however, I'll largely stick to topics that fall within my sphere of responsibility. For example, it wouldn't make sense for me to dive into a nuanced discussion about lore.Yeah, my console character is currently about CP 90. Prior to that my PC character was around CP 500. Also, while I do log into ESO pretty much every day it's not the only game I play. I'm a big believer in designers being broadly played since there are a lot of games out there tackling interesting design problems. You never know where inspiration may come from.
and howdy rob...welcome aboard sir...
hope to see you out there in cyro (ps4/na/vivec)...what are you - like cp 100 or something, in which case - i really hope i see you out thereI 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.
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: »
But I would say one of the hardest things about game development is prioritization. There are near limitless things we could be doing at any time but, with finite resources (mostly time and people), we often have to make difficult choices about which things are the most important to tackle. The factors surrounding these choices also aren't always as obvious as you might think, but we do our best to deliver a great experience within those constraints.
Grats on being the lead of the team of a game with one of the mor unique combat systems out there I've seen.
For the relatively minor criticism the combat system of this game does receive, I'd say almost none of it is actually justified.
ZOS_RobGarrett wrote: »The biggest problem with private messaging is efficiency. We have a limited amount of time to respond to an enormous amount of feedback on the forums, and private messages serve an audience of just one.ZOS_RobGarrett wrote: »When it comes to giving feedback, the only hard rules are those stated in the Community Terms of Service. That being said, off the top of my head, a few pieces of advice are:
- Avoid speculation and assuming intent, but feel free to ask about it.
- Clearly described, and well researched, problems are usually more valuable to us than proposed solutions.
- Don't forget to acknowledge changes and additions you enjoy. This is not about giving us praise but rather helping us identify success and successful patterns.
- Don't be a jerk. =P
So no private messaging ?
On a related note, this was one of the big motivators for establishing the Class Rep program. A large portion of feedback on the forums is associated with combat, and the program allows us to receive that feedback in a more distilled format. We are very pleased with how it's going so far, but it's still early and we (both devs and reps) are actively exploring ways to make it work better.