silvereyes wrote: »
Extinct_Solo_Player wrote: »
Flangdoodle wrote: »What follows is pure speculation, but I've worked with and for enough corporations over the years to put together a few things, so here is my take:
Announcements like this don't happen in a vacuum. The implications they have are far too influential to a company's bottom line to make them carelessly or w/o the OK from higher-ups.
What kind of OK? Well, corporations exist to make money, period. Not to say that the *people* who work there don't care about other things, but the corporation only exists to make money. They track *every* expense and have teams of people who do only that (I used to be on one). They have data on every hour worked, how much that hour cost, and what that hour gained them, sometimes going back decades, and can stunningly accurately project the cost/time/benefit of any prospective project.
So, when @ZOS_MattFiror says "this will take tons of QA and testing time", understand what that means from a corporate perspective. It means personnel hours which means $$ spent - and no one would make an announcement with that level of financial commitment without having made a proposal to the guys upstairs, including a budget, benchmarks, and timetables, and having had it approved and signed-off.
He also says they've been planning it for the last quarter - but think about what that means. It means that they had to have known what the problem is for a considerable amount of time before that, right? Can't formulate a plan to fix something (especially a plan as complex as this) if you don't have an idea specifically what you're fixing.
So, here's where the speculation comes in: My guess is that they've known for a long time what causes all the problems in PVP, but every time they told the execs what it would take to fix them (a rewriting of the foundational server code), the execs asked how much it would cost, and when the devs told them, they said "Nope. Find a cheaper way."
How do you find a cheaper way? TESTS. Matt says the tests were "successful". Let’s be honest though. Everybody who was there for them and has been playing in Cyrodiil since knows that the targeted test parameters fixed nothing. Proc sets, group size, cross-healing, cooldown times - none of it changed anything. So how were they "successful"?
By showing what **wasn't** the problem.
Put yourself in a devs shoes for a second: you know what's wrong and how to fix it, and you tell your boss, but your boss says "No, too expensive. Try something else". You *know* nothing else will fix it. So, what do you do? SHOW them that nothing else will work.
"Look – we tested and tested and tested. We tried taking away proc sets. Didn't work. Tried reducing group size. No effect. Increased the casting cooldown time - nope. (etc.) *This* (rewriting the code) is the only thing that'll work."
And what happened in the meantime that might seriously change the execs minds? BOOM! Sale to Microsoft. New bosses! More money! Access to new programming resources!
My inner screenwriter envisions a scene where, after years of rejections from the ZOS money-guys to allow the devs to implement a real fix, some Microsoft programmers come into a meeting and say "Geeze, you guys really need to rewrite your source code". One of the ZOS devs glares at an exec and screams "YA THINK??" and face-palms. LOL.
All of which is to say - take heart. I really think they're going to finally get this right. It might not be perfect, and there'll be a lot of stumbling blocks on the way I'm sure - any major undertaking has them - but I really think we're at the beginning of a true fix. Time will tell.
Cheers, Flang.
LonePirate wrote: »I am a little concerned about what is going to be sacrificed from the development. feature and content queues as developers and engineers are working on this overhaul/ Still I welcome this news and I wish the team great success with the project.
I mean, that's what ZOS said at the beginning of last year - that they wouldn't implement big new systems in 2021.silvereyes wrote: »Are you serious? Curated item drops have been one of the most impactful changes from the systems team in years.Thanks for the update!
I'm curious though if this huge architecture rework will affect the addition of new game systems, as you already slowed down on that front last year? Well, I guess we'll know more on the 27th.
Another year another promise. Don't get Your hopes up so atleast You wont get dissapointed is my motto for this game since many years.
Why would it, the story and art team as well as musicians and modelling teams aren't doing server stuff, that it up to a totally different technical team - I expect that group content and pvp won't get something new, because how the new server will handle these things might not be clear yet - if it still has to be designed - I guess that they have an idea how to, but the proof is in the pudding - when they will have started on designing and implementing it, they will see where problems are - this is a creative process and as such one has to allow them to make mistakes and correct them or even toss out whole parts, because they aren't as successful as expected - design work is a bit unpredictable and therefore they cannot really know how long it will take - I think what Matt said is very honest - he didn't promise anything, he gave an outlook on what is expected performance-wise and as well seen from how long it might take.LonePirate wrote: »I am a little concerned about what is going to be sacrificed from the development. feature and content queues as developers and engineers are working on this overhaul/ Still I welcome this news and I wish the team great success with the project.
We will probably never know what was sacrificed, but it is not unheard of, and it is a fair bet that something is off the table, or delayed, due to this work. Rich has said numerous times that they can do things, but it comes at the cost of not doing other things. I feel that statement also applies to this work.
Flangdoodle wrote: »So, here's where the speculation comes in: My guess is that they've known for a long time what causes all the problems in PVP, but every time they told the execs what it would take to fix them (a rewriting of the foundational server code), the execs asked how much it would cost, and when the devs told them, they said "Nope. Find a cheaper way."
[...]
Put yourself in a devs shoes for a second: you know what's wrong and how to fix it, and you tell your boss, but your boss says "No, too expensive. Try something else". You *know* nothing else will fix it. So, what do you do? SHOW them that nothing else will work.
thesarahandcompany wrote: »While we should have empathy for the devs based on your speculation, we also can't ignore the real impact that these "tests" have had on the community. Specifically, how the PvP community, and end-game community generally, has experienced neglect in the game and comments like these on Rich's stream have fueled and empowered people to generalize all PvPers as bullies, cry babies, whiners, ungratefuls, etc. I can't even politely tell someone to run more than 25k HP to help them not get bursted down in a BG without getting my head bit off and being called toxic.
The road to a better ESO does not just start or end with fixing the code and adding new content. It's also about accountability and repairing a community. A community where you're called toxic for wanting to do your dailies quickly. A community where you're called a bully for running meta builds. A community where an ESO stream team member claims every PvPer stream snipes her and harbors open bigots in her discord.
Devs have a lost of trust building to do from here on out.
Flangdoodle wrote: »What follows is pure speculation, but I've worked with and for enough corporations over the years to put together a few things, so here is my take:
Announcements like this don't happen in a vacuum. The implications they have are far too influential to a company's bottom line to make them carelessly or w/o the OK from higher-ups.
What kind of OK? Well, corporations exist to make money, period. Not to say that the *people* who work there don't care about other things, but the corporation only exists to make money. They track *every* expense and have teams of people who do only that (I used to be on one). They have data on every hour worked, how much that hour cost, and what that hour gained them, sometimes going back decades, and can stunningly accurately project the cost/time/benefit of any prospective project.
So, when @ZOS_MattFiror says "this will take tons of QA and testing time", understand what that means from a corporate perspective. It means personnel hours which means $$ spent - and no one would make an announcement with that level of financial commitment without having made a proposal to the guys upstairs, including a budget, benchmarks, and timetables, and having had it approved and signed-off.
He also says they've been planning it for the last quarter - but think about what that means. It means that they had to have known what the problem is for a considerable amount of time before that, right? Can't formulate a plan to fix something (especially a plan as complex as this) if you don't have an idea specifically what you're fixing.
So, here's where the speculation comes in: My guess is that they've known for a long time what causes all the problems in PVP, but every time they told the execs what it would take to fix them (a rewriting of the foundational server code), the execs asked how much it would cost, and when the devs told them, they said "Nope. Find a cheaper way."
How do you find a cheaper way? TESTS. Matt says the tests were "successful". Let’s be honest though. Everybody who was there for them and has been playing in Cyrodiil since knows that the targeted test parameters fixed nothing. Proc sets, group size, cross-healing, cooldown times - none of it changed anything. So how were they "successful"?
By showing what **wasn't** the problem.
Put yourself in a devs shoes for a second: you know what's wrong and how to fix it, and you tell your boss, but your boss says "No, too expensive. Try something else". You *know* nothing else will fix it. So, what do you do? SHOW them that nothing else will work.
"Look – we tested and tested and tested. We tried taking away proc sets. Didn't work. Tried reducing group size. No effect. Increased the casting cooldown time - nope. (etc.) *This* (rewriting the code) is the only thing that'll work."
And what happened in the meantime that might seriously change the execs minds? BOOM! Sale to Microsoft. New bosses! More money! Access to new programming resources!
My inner screenwriter envisions a scene where, after years of rejections from the ZOS money-guys to allow the devs to implement a real fix, some Microsoft programmers come into a meeting and say "Geeze, you guys really need to rewrite your source code". One of the ZOS devs glares at an exec and screams "YA THINK??" and face-palms. LOL.
All of which is to say - take heart. I really think they're going to finally get this right. It might not be perfect, and there'll be a lot of stumbling blocks on the way I'm sure - any major undertaking has them - but I really think we're at the beginning of a true fix. Time will tell.
Cheers, Flang.
Awesome post, Flang.Flangdoodle wrote: »So, here's where the speculation comes in: My guess is that they've known for a long time what causes all the problems in PVP, but every time they told the execs what it would take to fix them (a rewriting of the foundational server code), the execs asked how much it would cost, and when the devs told them, they said "Nope. Find a cheaper way."
[...]
Put yourself in a devs shoes for a second: you know what's wrong and how to fix it, and you tell your boss, but your boss says "No, too expensive. Try something else". You *know* nothing else will fix it. So, what do you do? SHOW them that nothing else will work.
I work in software development. Not in gaming, but in the end, games are software and software is software. This is how it works. Been there, done that, again and again and again.
Developer sees the code, says: "We have to rewrite this from scratch."
Project manager: "How long does it take?"
Developer: "X months, minimum."
Project manager: "No way. It's too expensive and the customer wants a solution now. Find another way."
(Note how the customer – that's us, the players – is part of the problem at this point)
As a result, the developer has to come up with some duct tape fix, that might improve the situation a little bit for the moment. More often than not, it actually makes things worse in the long run, and the developer warns about that – but it's quick and cheap, so management gives green light for the duct tape fix. All these fixes accumulate over the years, each one making the overall situation a little bit worse.
This happens everywhere where software is made, it's part of the business. Such a decision isn't taken lightly and it shows ZOS's commitment to the game.
Reading this made me extremely sad...
I was, unfortunately, living in willful ignorance about the lag in PvP. I just kept telling myself over and over again that, "ZOS knows it's an issue and they are constantly working on it. They will release the solution that solves the problem any update now."
However, I was clearly wrong and reading the post by Matt Firor, I think it's pretty clear that they haven't been working on a solution this entire time. Most likely because the solution required so much work. So now that they are 'supposedly' going to start working on it, we can expect more than a year, probably two+ for any possible changes that actually affect game-play for the positive.
Most of my friends and guild have decided to un-subscribe over Matt's post and I can only imagine the backlash will cost ZOS $millions in losses. Although they all enjoy the game, knowing that there is zero chance of lag improvement for at least one year, if not multiple kind of makes it clear that it'd be complete insanity to continue.
So now here I am, left with the dilemma of, "should I un-sub as well?" I suppose I should really, but at this point I regret the massive amount of money I've spent on crowns over the last few years, especially knowing it wasn't going towards them improving the game's performance. Had I only known no one was actually working on resolving the lag, I would've quit many years ago and could have saved many, many, thousands of dollars that I've clearly just thrown away.
silvereyes wrote: »Thanks for the update!
I'm curious though if this huge architecture rework will affect the addition of new game systems, as you already slowed down on that front last year? Well, I guess we'll know more on the 27th.
Are you serious? Curated item drops have been one of the most impactful changes from the systems team in years.
I mean, that's what ZOS said at the beginning of last year - that they wouldn't implement big new systems in 2021.
Curated item drops might have been impactful on the player side, but apparently it wasn't as impactful on the development side?
I expect that group content and pvp won't get something new, because how the new server will handle these things might not be clear yet - if it still has to be designed - I guess that they have an idea how to, but the proof is in the pudding - when they will have started on designing and implementing it, they will see where problems are - this is a creative process and as such one has to allow them to make mistakes and correct them or even toss out whole parts, because they aren't as successful as expected - design work is a bit unpredictable and therefore they cannot really know how long it will take - I think what Matt said is very honest - he didn't promise anything, he gave an outlook on what is expected performance-wise and as well seen from how long it might take.
I work in software development. Not in gaming, but in the end, games are software and software is software. This is how it works. Been there, done that, again and again and again.
(removed long quote, go back and look if you want to read it all)
VaranisArano wrote: »None of the less expensive fixes have worked.
The PVP community is fed up and shedding players compared to even two years ago.
The problems are starting to spill over into PVE group content.
Now they have to pay the accumulated cost of recoding the original problem and the spaghetti code.
(removed long quote, go back and look if you want to read it all)
ShalidorsHeir wrote: »Reading this made me extremely sad...
I was, unfortunately, living in willful ignorance about the lag in PvP. I just kept telling myself over and over again that, "ZOS knows it's an issue and they are constantly working on it. They will release the solution that solves the problem any update now."
However, I was clearly wrong and reading the post by Matt Firor, I think it's pretty clear that they haven't been working on a solution this entire time. Most likely because the solution required so much work. So now that they are 'supposedly' going to start working on it, we can expect more than a year, probably two+ for any possible changes that actually affect game-play for the positive.
Most of my friends and guild have decided to un-subscribe over Matt's post and I can only imagine the backlash will cost ZOS $millions in losses. Although they all enjoy the game, knowing that there is zero chance of lag improvement for at least one year, if not multiple kind of makes it clear that it'd be complete insanity to continue.
So now here I am, left with the dilemma of, "should I un-sub as well?" I suppose I should really, but at this point I regret the massive amount of money I've spent on crowns over the last few years, especially knowing it wasn't going towards them improving the game's performance. Had I only known no one was actually working on resolving the lag, I would've quit many years ago and could have saved many, many, thousands of dollars that I've clearly just thrown away.
Then you should not unsub ESO+.... but you pack out the big middle finger towards your "dudes" like "ohh you really need to manage your inventory and bank space?"
Seriously, if you enjoy the game so much that it means something to you then would you pay for it if have not read matts comment? The answer to this is the answer to you dilemma. besides that this "they never worked on anything" is a misleading simplification of what really happened, much spiced with fake news and wrong information.
Murky_Dregs wrote: »It's long past time that you upgrade your architecture. It's good to hear that plans are finally in work.
I've run many program, project, & development teams in my career ($600m+portfolio), and the offhand comments made by Rich's wife speak volumes regarding the mindset of the ZoS team.
Her remarks were incredibly candid and are definitely a real glimpse into how your people feel.
Given the glib customer disregard displayed, how do you plan to address that issue, meaning your team's professional resolve regarding the matter, in order to ensure delivery of the quality product that many of us pay well over hundreds of dollars a year for and deserve?