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.
KnightsMentor wrote: »I really wish they'd just stop releasing new dungeons, trials, and gear sets for a while and rather focus on improving base game zones, armor, and assets in general. The discrepancy between base game assets and the latest chapters is really jarring. It feels like just plopping down the whole landmass of Cyrodiil with assets and all from TES:4 into TES:5.
Regardless of the differing opinions on U35's combat changes, I think it is fair to say that it also brought in a few new bugs in combat, and this latest update (U36) has brought in even more (DK buff stacking just a prominent one among many). In fact, the whole reason I'm making this post is because block has been broken.
This seems to me to be a result of a particular vision of how combat "should be", without enough resources to properly test all those changes, as new content (new zones, new dungeons, new trials) is constantly being pushed as well.
I, for one, would be completely happy with no new DLC dungeon in Q1 of next year, if U37 focused purely on bug fixes, stability, fixing performance issues (hiding pets/companions in towns is a good start, but trials and busy Cyro fights still tank FPS), and generally improving the Quality of Life for the players.
I would love to know the breakdown of how many players have actually finished any of the last 4-6 new dungeons even on normal, there's an achievement tracking it, so it's almost certainly data that ZOS has access to. Given the stories I see in other forums of people just leaving group if their random dungeon is a DLC one, I wouldn't be surprised if it's a very low percent of the active playerbase.
All of this is to say, we have LOADS of content as-is. We don't need more right now, we just need a game that's reliably playable.
To finish, in case you're thinking I'm some hater who just loves complaining about this game, I love ESO, I've spent a lot of time playing it! BUT, I won't be playing much at all for the next while...
Why play a game whose core features don't even work as intended?
Yes, the art, writing, combat, and dungeon teams are not the ones fixing bugs. You can't just assign them to bugfixing and expect them to perform.
But every new piece of content also includes work on the coding side. We had major ability changes in U35. We had an entirely new system (the card game) in High Isle. We have changes to abilities in the background in U36 (that's where the block bugs comes from.) New target markers. Changes to harvesting animations. Even dungeons need new things to be coded in.
That's where the "no new content update" idea comes in. It would mean the teams responsible for programming and bugfixing had time to go through old issues, instead of working on coding new stuff and fixing bugs in that.
Does a company like ZOS work like that? Probably not.
Do I care? At this point - no.