Carcamongus wrote: »Just because people keep doing it doesn't mean they're having fun, e.g. antiquities being nice, but that infamous Murkmire lead being, well, not nice. So, will it be something new that's fun to do, thus rewarding on its own, or just more grinding?
Billium813 wrote: »Carcamongus wrote: »Just because people keep doing it doesn't mean they're having fun, e.g. antiquities being nice, but that infamous Murkmire lead being, well, not nice. So, will it be something new that's fun to do, thus rewarding on its own, or just more grinding?
You shouldn't condemn the whole Antiquities system just because 1-2 Leads are difficult. They COULD improve the drop rate logic (based on % participation or achievements), sure. But I'll defend Antiquities being a great system. It's not really "repeatable" content though like PvP is. You reach a point where you have all the leads... then what?
I'm glad we got some acknowledgement and see that there will be at least some adjustments going forward. It's been clear that there were struggles meeting the demanding release schedule that has defined the last several years not so much because of a lacking team but because of a challenging environment that started suddenly in March 2020 and has continued to affect the world since.
My concerns are that while there's promises to do better and the beginning of a plan, I don't see much of how the team will adjust, and that at surface level there's no plans for those adjustments for the first two quarters of the year. I'm disappointed by the June release date for the chapter, I feel like it would benefit from a 2-3 weeks longer PTS and slightly delayed release. That would really help instill confidence that time is being made for the right things. If Q3 will be focused on QoL and bugfixes anyways why not hold out a little longer and avoid the same mistakes? If U36 didn't get enough time to properly QA and release in a proper and whole playable experience how will the players have confidence an entire chapter is getting the time it deserves? The easiest answer to that, to me at least, would be building in more wiggle room.
My final question is what happened to the re-architecture? We haven't seen any sort of update on this since about October (source below), and it feels like if the team knew anything they would provide it in such a letter as this. I know the pvp crowd, and to a lesser extent some of the pve crowd, has been holding their breath over the server hardware but there was supposed to be so much more.
Last update I know of from the server re architecture: https://forums.elderscrollsonline.com/en/discussion/617464/code-rewrite-server-re-architecture-is-there-any-update-on-this
Original Post about the re architecture: https://forums.elderscrollsonline.com/en/discussion/595442/eso-pvp-update-updated-june-2022/p1
Matt (mistakenly?) refers to the re-architecture as "multi threading" work in today's post. He references the November 17th update from GinaBruno when speaking about the work, and says that it will begin deployment in Q2 (and will be released in chunks across following patches).
It is quite confusing, given that ESO received a "multi threading" update in a touted performance patch years ago, which did nothing for performance. Since this "server re-architecture" has been touted as the savior for server performance, I certainly hope it is more significant than more multi-thread work. Even more confusing is that Matt is referencing a difficult to find update from Gina that is buried pages deep in a player made thread, when in reality these updates should be coming in pinned posts as "announcements".
Matt did after all promise us periodic updates in last year's "January PVP post", which he never delivered upon
ESO's multi-threading work did have noticeable benefits on the game's performance, but only for the client side. I noticed huge FPS improvements almost everywhere I went in game. I do not think that Matt is mistaken here, they are doing multi-threading work on the server side this time. There are no inconsistencies here. This is exactly what Matt said in the initial post:ZOS_MattFiror wrote: »In short – just like we did for the client a year or so back when we introduced multithreaded rendering to increase client frame rates – we are going to rearchitect our server.
For me the game is unplayable without the craft bag. There is way too much inventory bloat. Simply making that a f2p feature would go a long way.
I can't help but think that, at least for some of us, "repeatable content" meant being able to play the game through on different characters and earn achievements again, maybe even make different choices. The fact that ZoS is stating that as a goal for next year just hits hard. It might have been something you could only do on each character once, but it kept me motivated and interested. Some of that replayability and has been stripped down to once per account. We really have to ask: do they actually know what players want?
Q4: Rather than the usual zone DLC, we'll be featuring a new system. We are working on the concept and design for this now; we’ll give more details during our Global Reveal Event early next year.
- Q1: Dungeon DLC.
- Q2: Full-featured Chapter in June. The 2023 ESO Chapter will be a complete story: you will be able to play all the way through it without a storyline that is broken out and reserved for later in the year. We will return to larger/better and more detailed Chapters by doing this. We are REALLY excited about next year's Chapter—for details, you'll have to wait for our Global Reveal Event in January. But one hint: this will be part one of a multi-year story arc and will contain one of the most requested new features.
- Q3: Focus on Quality-of-Life improvements and bug fixes.
- Q4: Rather than the usual zone DLC, we'll be featuring a new system. We are working on the concept and design for this now; we’ll give more details during our Global Reveal Event early next year.
Not for meThis year-long strategy was a huge success
And as absolutely not needed too.we often shake things up, try new things, and make changes as needed
mean some people being replaced with ones caring and competent.some process changes within the Dev Team
EmilyElizabethESO wrote: »I want to believe that next year will be great but I've been here since console launch and we've been getting the same promises every year. It sounds like it'll be a good year but I'll believe it when I see it.
Players have been saying for years that we need a better way to play through the story, as even seasoned players are getting lost. Give different DLC story starters/prologues different quest arrow colors(or DLC related icon in the arrow), to differentiate them from eachother. Add a clear and easy way to play through the entire story in chronological order, with a clear point where to start, and where/how to continue from where you were last. That alone would help massively!Now that we have hundreds and hundreds (and hundreds!) of hours of questing content, enough for four or five regular RPGs, we are hearing from our new players that the sheer number of zones and stories and characters is intimidating. And, on the other hand, our veteran players consistently tell us that they would like more content that isn't played through just once—they would like more content they can enjoy for years; content that utilizes our already existing zones to add new things to do, and most importantly, introduces some new gameplay.
This is good, but do you have an idea of which QoL features to pick? And which players these QoL features are aimed at?Q3: Focus on Quality-of-Life improvements and bug fixes.
Really curious about this!and an update devoted to a large new tentpole system.