ZOS_Gilliam wrote: »Greetings! It’s about that time of year where the latest Chapter is coming up soon. The Combat Team would like to talk about some of the changes coming in Update 34 and provide some insight on where we’re coming from. We’d like to say now that since this is the big Chapter of the year, we’re continuing with last year’s approach where we slow down on the large-scale combat changes since there’s already a lot of new systems and features to take in. That being said, we still have quite a few smaller adjustments coming, focusing on the usual bug fixing and hitting outliers that are problematic for the game.
NettleCarrier wrote: »I don't disagree, but I believe they are all still working remotely which does have some effect on the scale of chapters. I do think more time should have been put in and delayed accordingly but I guess they don't want to mess up their yearly release schedule.
NettleCarrier wrote: »I don't disagree, but I believe they are all still working remotely which does have some effect on the scale of chapters. I do think more time should have been put in and delayed accordingly but I guess they don't want to mess up their yearly release schedule.
To be honest, remote work shouldn't have this big of an impact on the chapter releases. Many jobs in the software engineering field were remote before the pandemic even started. It's one of those fields where work from home doesn't really have a huge impact if it has an impact at all. I'm sure this changes from company to company, so this is a big generalization.
What I can say for sure is that Greymoor was also a lackluster chapter. It became available for testing in April of 2020 which means it would have been in development before the pandemic. This makes me think that it is not a remote work problem at all.
The way that this is worded makes it sound like slowing down on combat changes was intentional. This is bizarre, especially considering that there aren't really new features or systems to take in (I mean do I really need time to process the addition of a card game?). Why were Morrowind, Summerset, and Elesweyr all able to have both major combat updates as well as new features? It seems like the bar is being set way too low for the newer Chapter releases. I also doubt that bug fixes are taking up all of the development time since the previous chapters also had many bug fixes. If we are being honest, the game is only getting more buggy.
NettleCarrier wrote: »I don't disagree, but I believe they are all still working remotely which does have some effect on the scale of chapters. I do think more time should have been put in and delayed accordingly but I guess they don't want to mess up their yearly release schedule.
Gaeliannas wrote: »NettleCarrier wrote: »I don't disagree, but I believe they are all still working remotely which does have some effect on the scale of chapters. I do think more time should have been put in and delayed accordingly but I guess they don't want to mess up their yearly release schedule.
Well ZOS is an outlier if their folks got less productive working from home. Everyone I know got more productive, especially coders who now get to work in peace after attending their daily scrum.
Gaeliannas wrote: »NettleCarrier wrote: »I don't disagree, but I believe they are all still working remotely which does have some effect on the scale of chapters. I do think more time should have been put in and delayed accordingly but I guess they don't want to mess up their yearly release schedule.
Well ZOS is an outlier if their folks got less productive working from home. Everyone I know got more productive, especially coders who now get to work in peace after attending their daily scrum.
I believe you are correct. But the studio director specifically stated that work from home contributed to the problems.
It certainly makes one wonder, doesn’t it?
NettleCarrier wrote: »I don't disagree, but I believe they are all still working remotely which does have some effect on the scale of chapters. I do think more time should have been put in and delayed accordingly but I guess they don't want to mess up their yearly release schedule.
NettleCarrier wrote: »I don't disagree, but I believe they are all still working remotely which does have some effect on the scale of chapters. I do think more time should have been put in and delayed accordingly but I guess they don't want to mess up their yearly release schedule.
I don't understand this working remotely still, thing...I get up and go to work everyday.
A deadline for this remote working?
Gaeliannas wrote: »NettleCarrier wrote: »I don't disagree, but I believe they are all still working remotely which does have some effect on the scale of chapters. I do think more time should have been put in and delayed accordingly but I guess they don't want to mess up their yearly release schedule.
Well ZOS is an outlier if their folks got less productive working from home. Everyone I know got more productive, especially coders who now get to work in peace after attending their daily scrum.
"One of the things you talked about in your High Isle presentation was the pandemic's impact on your team, especially for the Greymoor Chapter launch. Can you speak a bit about how the team is structured now? Are you still working from home, or is it a hybrid situation?
We're in a really good place now. This is essentially our third Chapter working from home, so we've learned a lot over that period and learned how to be collaborative. But also, some of us have started returning to the office. We're doing a very flexible, hybrid-type system with the team. Some people are in the office, some people are still at home, and it's working really well for us.
That's great. Would you say that productivity has gone back to normal pre-pandemic levels?
It's certainly better than when we were still in full lockdown. There's still things that we can improve on to get back to where we were beforehand, but we've learned to mitigate a lot of those things.
It's always an interesting topic to discuss in the post-pandemic world.
Yeah, it's such an interesting thing. When you look at it, you take for granted just how many game development problems get solved by the one-off ad hoc water cooler conversations. And when you can't do those because you're all at home and you're all far away from each other, it makes it really, really hard, and you don't realize just how important those conversations were."
https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/?utm_source=dlvr.it&utm_medium=twitter
Giant Huge Massive Gargantuan generalization...NettleCarrier wrote: »I don't disagree, but I believe they are all still working remotely which does have some effect on the scale of chapters. I do think more time should have been put in and delayed accordingly but I guess they don't want to mess up their yearly release schedule.
To be honest, remote work shouldn't have this big of an impact on the chapter releases. Many jobs in the software engineering field were remote before the pandemic even started. It's one of those fields where work from home doesn't really have a huge impact if it has an impact at all. I'm sure this changes from company to company, so this is a big generalization.
VaranisArano wrote: »As for other Development issues:
In the background, ZOS is rearchitecting their code and refreshing the server. This is invisible work that we players won't see until it can be tested Live.
ZOS has mentioned that they are limited by older consoles. Here's a segment from a recent interview by Rich Lambert.
Q: Just to see if we can dispel one of the myths running within The Elder Scrolls Online community, is it true that you'd have problems introducing any additional skill trees due to the limited memory of old-generation consoles (PlayStation 4, Xbox One)?
A: "Nothing is impossible. I mean, we do have to be careful. There's only so much memory on those consoles for sure and we have to be smart about what we do. We do have a focus on performance and making the game run really well. So there's a balance."
https://wccftech.com/the-elder-scrolls-online-high-isle-preview-qa-fsr-1-0-support-card-game-and-much-more/
Finally, I think I'm noticing a trend where ZOS is starting to treat add-ons to previous systems as "value added" to Chapters. Antiquities and new Companions are both evergreen content that ZOS is adding on as value to High Isle.
Marketing Department: "Hey, look, you get two new Companions with High Isle! Totally worth paying the same $40 you did for Blackwood, and we'll even throw in a new card game!"
For some players, that's sufficient value added. For some players (like me), a reskinned Companion with different quirks is not a new feature so it doesn't add value to the Chapter. (I feel like the French Knight from Monty Python's Holy Grail. "We've already got one.")
Tales of Tribute seems set up as the same type of evergreen content where new cards get added to future content.
Tales of Tribute might be successful, in which case it'll probably be like Antiquities where the cards are added to new content as value added. Buy this DLC and you get powerful new gear sparkly new cards!
If it's not successful, I suspect it might follow the same path as Battlegrounds which was made a base game feature due to the lack of a competitive population.
So between the technical limitations from consoles, the ongoing behind the scenes work on the code, and ZOS' new emphasis on Chapter features that can have evergreen content added to increase the value of future DLC and Chapters, I'm not sure I'm expecting to see many more "one purchase and done" features like new classes.
VaranisArano wrote: »Over the last several Combat Previews, ZOS has increasingly acknowledge the cost of "change fatigue" where players have to spend time and effort to adapt their builds to disruptive changes.
From the Update 32 Combat Preview, "In the last Update, we tried to keep things simpler with the number of changes to help combat the change fatigue many have reported, but progress cannot sleep for long as we march ever forward to improving the game."
It's a balancing act. ZOS always has stuff to change, but they have to respect that constant, disruptive meta shifts are fatiguing to players.
xXSilverDragonXx wrote: »ESO is basically a cash cow at this point. I don't think they have any intention of making large changes to anything or even to care about smaller bugs that people can live with. And I don't think we will see more classes. Maybe we might get one more. Possibly two. But if you look at the design on the character creator, the six fit nicely. Almost as if that was their intended stopping point. I think if people keep pressing and sales drop they might add another class. I just don't think the game is going to get the TLC we would hope for.
VaranisArano wrote: »As for other Development issues:
In the background, ZOS is rearchitecting their code and refreshing the server. This is invisible work that we players won't see until it can be tested Live.