I would work on the overall game performance first and foremost.
The basics... A product should function well before any new modified upgrades are available for the consumers.
If the current development model doesn't work well, adding more of the same won't help at all.
Main character: PC EU main: Universe - AD magicka Sorcerer, Former Emperor, Grand Overlord, The Merciless, Trial Bosses Solo Champion
Top alts: Genius(stamina/sagicka Dragonknight) The Force(stamina Nightblade) and other chars. PC NA main: The Magic - AD magicka Sorcerer
Started playing ESO in beta & early access User_ID: Daedric_Prince
The answer I would choose is not available. I would choose to work on multiple tasks at the same time since there are multiple teams that work on the game. It all comes down to having the Knowledge to lead well. Then again, we rarely see a well-crafted poll in these forums.
Of course, I would completely ignore the worst response in the poll, increasing the difficulty in the game. It is a very smart business decision to have tiered difficulties of content as ESO does. It is clearly a wise business model used by most, if not all, of the current major MMORPG titles. Besides, I doubt OP has cleared all the most challenging content (all vet HM trials) in the game to start with as only a very small percentage of ESO players.
This perpetuates the ridiculous delusion that some players have that there is only ever one thing that a company is capable of focusing on.
I imagine that ZOS are actively trying to focus on them all. Some of the tasks are significantly simpler than others. So it’s way easier to put, say, a dozen reskinned mounts together than it is to design a new class, or ‘fix’ Cyrodiil when no one can even agree on what is causing the problems.
Polls like this reveal less about what players want and more about their complete ignorance of game development as a process.
Probably increasing the difficulty and adding an optional veteran version of each zone. That way high level players could have fun exploring and questing too. Because currently landscape content is just way too easy for experienced and well-geared players.
I would work on the overall game performance first and foremost.
As a developer myself, I'd be much more inclined to fixing existing problems and optimizing my code base before adding new features, otherwise it just becomes unwieldy. Having said that, because I'm just a grunt I have to do whatever the client/boss tells me to. Generally they just want features, even when I tell them it's a bad idea. I'm sure ZOS devs are in a similar position themselves.
I would add new quests to Guilds already in-game and also to the provinces that already exist. A passage of time from when you did the original quests in those areas.
Content, content and content. All story and lore telling. Even mini quest DLC for 5-800 crowns without voice (read a letter or book, go delve and read letter, go overland there and read a book, go somewhere and read a tablet. etc.etc. Little rewards like costumes or hats or similar (bought the story arc with crows anyway).
I would work on making better Crown Store items and incorporate an in-game secure gold-to-crown trading system.
First of all, I would create ability to add crowns/crown store items into trade window between two players, as it should be the easiest thing to implement (compared to fixing all other game problems). It would be very safe and encourage even more players to buy crowns/spend gold.
I also think that we should be able to gift crowns as well, not just items. That way, even if we can't gift in-game houses, we could buy 12k crowns from a player and use them to buy a house
[snip]
Next I would see what can be done with "stuck in combat" status, it's the worst bug in the game I would remove all limitations of "in combat" status; maybe I would leave only some limitations (can't use doors/change gear if you're actively taking damage), but I personally don't see any reason for having any "in combat" limitations, especially that this bug is very common and extremely gamebreaking
And next would be performance.
[edited for off topic info]
Edited by ZOS_FalcoYamaoka on April 6, 2020 4:28PM
Well, if I was the lead Dev team; I’d make changes that affect the absolute most people possible.
I think you’d have to somehow do that through the UI. None of this back end stuff and messing with numbers.
It would have to be use-able. Completely unlike the last UI updates we got that shows a huge buff/de-buff bar across the screen that is completely un-intelligible.
There’s a number of stats in game that drastically affect performance and are shown exactly nowhere.
Really big things like Crit. And to make matters worse, they’re broken up between whole numbers and percentages; Critical Chance; and then Critical Damage Modifiers. Most people don’t even know what base crit is, and nowhere in game will it tell you.
Then there’s penetration. You have to go look through all your stats, bust out a calculator and start adding things up to figure it out. Then possibly figure out how much you need, because the game tells you exactly nowhere what the resistance values are on PvE mobs and bosses.
If light attack weaving needs to be such a big thing in game, perhaps some kind of counter could be added so players might have a clue if they are doing it right.
The base game UI just pitifully lacks so much information, IMO is the number one thing that needs be looked into.
If you work on one thing at a time then it won't go so well for you. Come out with a "product" and then improve on it. Can never get anything right the first time, second or even third.
ZoS can spend an entire year improving and they will still have to improve later. Whether they focus on just the one thing or not.
My choice; they should work on making more content every quarter and start working on more difficult overland content.
Right now, I would work on reducing the skill gap, but that is because, right now (since the last time my game crashed and it updated itself), the game has been working reasonably well, for me.
I might have a different answer for you later today, tomorrow, or next week...
Personally, I don't see why they can't both continue to work on performance and also, on adding an auto-attack function (which can be switched off, in Settings).
I'd make sure my employees were given a voice of their own to help collaborate as a team on the whole experience and do my best to not let higher executives make serious decisions about the game.
I'd make sure my employees were given a voice of their own to help collaborate as a team on the whole experience and do my best to not let higher executives make serious decisions about the game.
But they always will, because their head is on the chopping block if they fail to deliver good return on investment. Chief officers have more to loose than the normal run of the mill developer.
I would work on the overall game performance first and foremost.
It’s funny to hear people defend them and say they can work on two things at once. Clearly that’s not true considering the performance degradation the past five years.
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This is one of the problems I do want to see addressed and it can be addressed by getting rid of collusion on the very top portion the canopy but keeping collusion on the bed itself that way we can interact with them.
Would really love to see this addressed, because what good is a bed you cannot even use? Since they have several different teams of people working on various aspects of the game this could be done by the furnishing team. Hopefully they will do so at some point fix them all up.
Edited by Thevampirenight on April 9, 2020 12:35AM