This is really more of an executive question rather than development. There could easily be an executive move to stop or slow new content work for 3-6 months, in favour of quality. Or move devs from the content team to the quality team?
I'm more bothered by the block bug than the node detection one. As you say, you can disable the addon and those issues mostly go away). With the block bug though, you can end up looking like you're blocking, but you're not blocking. That's game-breaking, and will be fixed in 2 weeks. So in the meantime we're left with a game that has a core mechanic that's not working reliably...
At the same time, they've been consistently delivering that same cadence of content for the last 5+ years. If they made an announcement saying something to the effect of "we're doing a base game only update to improve everyone's lives, rather than doing a DLC dungeons pack, and then returning to our previous cadence", then I would be of the opinion that it would really help the game and its playerbase as a community.
Projects can ALWAYS be de-/re-prioritized. That's normal practice in business. Yes it would be annoying for teams working on content to have to park it, but if a decision is made to prioritize quality, the team backlogs will be adjusted to fit that.
Alternatively, any capacity scheduled for 2024 Q1 DLC dungeons (picking a date a little further in the future so that it would probably only be starting development now), could be reassigned to a bug-fix update.
I disagree with you on the idea that the only way to fix the game is to make a new one. I see where you're coming from, but I don't think there's enough broken with the system to justify a completely rewrite, taking the game systems as they currently are. It's impossible to please everyone, but it should be possible to make sure that the game's systems work as intended reliably.
So ZOS have to stop all development work while they wait for third party authors to update their addons? Meanwhile ZOS are implementing hotfixes for various issues at their end, and there's no reason to suppose that transferring art and story staff from the content team would result in any faster or even reliable fixing of bugs. Totally different skillsets.
So ZOS have to stop all development work while they wait for third party authors to update their addons? Meanwhile ZOS are implementing hotfixes for various issues at their end, and there's no reason to suppose that transferring art and story staff from the content team would result in any faster or even reliable fixing of bugs. Totally different skillsets.
I'm not talking about the addon bug. I'm talking about block being broken. And ideally, these bugs should be caught by internal testing before it gets to customers. It should be a big deal if something like blocking is broken or working unreliably, rather than something that's nearly expected given that a new patch just dropped.
That's already been acknowledged and is being worked on. Nothing would be gained by stopping development work in the meantime.
Grizzbeorn wrote: »
DMuehlhausen wrote: »I'm more bothered by the block bug than the node detection one. As you say, you can disable the addon and those issues mostly go away). With the block bug though, you can end up looking like you're blocking, but you're not blocking. That's game-breaking, and will be fixed in 2 weeks. So in the meantime we're left with a game that has a core mechanic that's not working reliably...
At the same time, they've been consistently delivering that same cadence of content for the last 5+ years. If they made an announcement saying something to the effect of "we're doing a base game only update to improve everyone's lives, rather than doing a DLC dungeons pack, and then returning to our previous cadence", then I would be of the opinion that it would really help the game and its playerbase as a community.
See though this is impossible. It can't happen, if they stopped putting out content on their cycle we would go 1 or 2 years a minimum without a new chapter, or other DLC content. There are people right now working on 2 or 3 chapters out. It's all based on timing. If you stop one then everything behind it is slowed.
https://www.youtube.com/watch?v=7wm-pZp_mi0
Watch the above video and imagine the cars as content updates. When they all move as they should it's fine, one slows down and chaos starts. That's why also adding lanes on highways doesn't reduce traffic.
The only way to fix the game, to what most people would want, would be to make ESO 2. Where you can rebuild all the systems from the ground up. That though would mean all the systems are redone and like Everquest to Everquest 2 the two games wouldn't be compatible and you would have to start all over. I think people would be more upset over that, than what they have now.
Comrade_Ogilvy wrote: »If we keep paying more for less that's exactly what we will keep getting.
Triplesixtyson wrote: »The anount of people who have completed the new dungeons on normal (ps/na) is less then 3%. So yeah, they could focus their time and energy on fixing/improving things and forget about new dungeons.
Triplesixtyson wrote: »The anount of people who have completed the new dungeons on normal (ps/na) is less then 3%. So yeah, they could focus their time and energy on fixing/improving things and forget about new dungeons.
YandereGirlfriend wrote: »I would imagine that, for a game as profitable as ESO, adding significant additional staff to the QA team would be a slam-dunk decision after the recent launch debacles.
That's also something that can be done without otherwise interrupting the flow of new content into the game.
Triplesixtyson wrote: »The anount of people who have completed the new dungeons on normal (ps/na) is less then 3%. So yeah, they could focus their time and energy on fixing/improving things and forget about new dungeons.