FluffyBird wrote: »mean some people being replaced with ones caring and competent.some process changes within the Dev Team
Jabbs_Giggity wrote: »Two things:
Why does ZOS hate Tenplar?? Melee Templar is now extinct after u35 and u36.
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.
Supreme_Atromancer wrote: »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.
Wait, so "we need to essentially rewrite some of the foundational server code to account for it" = "server-side multithreading?"
@ZOS_Kevin sorry to ping. Given that there is (and has been) significant confusion, could we get clarification on whether Matt is referring to the same things here?
i can only echo the sentiment that ZOS has to prove things, rather than just say things and it will be ok.
but one thing sticks out to me, actually it concerns me and lets me doubt the quality of whats going to happen in 2023...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.
so you are in the concept stage of a new system, yet you should have it done in half a year by your own roadmap, since it should go on PTS then? Either the System is not as complex as we anticipate (spellcrafting in half a year..?doubt it) or it will be bugriddled beyond believe (again, spellcrafting in half a year)
What i am also reading from this is, that the decision to switch to this new model was made in haste. maybe the sales were not satisfying for you, or the dwindling playerbase is actually concerning from the companys point of view.
we will see how all this turns out, if we can take you (as a company) by your words again, fine. but until proven ill remain absent from ESO, no letters or words can fix my distrust
Supreme_Atromancer wrote: »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.
Wait, so "we need to essentially rewrite some of the foundational server code to account for it" = "server-side multithreading?"
@ZOS_Kevin sorry to ping. Given that there is (and has been) significant confusion, could we get clarification on whether Matt is referring to the same things here?
Supreme_Atromancer wrote: »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.
Wait, so "we need to essentially rewrite some of the foundational server code to account for it" = "server-side multithreading?"
@ZOS_Kevin sorry to ping. Given that there is (and has been) significant confusion, could we get clarification on whether Matt is referring to the same things here?
@ZOS_Kevin is free to elaborate, but I don't see the confusion. Prior to this, we really did not know what the "rewrite" was about. Now we know that "re-architecture we originally mentioned earlier this year" means "multi-threading work".
As for "scrapping spaghetti code"... when you have 26 million lines of code, you do not "scrap spaghetti code".
Billium813 wrote: »Jabbs_Giggity wrote: »Two things:
Why does ZOS hate Tenplar?? Melee Templar is now extinct after u35 and u36.
You're living in a bubble. Stamplar still exists, the sky isn't falling.
Did they over-nerf it? Yes, they did (Really? Burst with Power of the Light is all we had left!). Is it dead? No.
The Templar nerfs is just another in a long long line of ZOS nerfing whatever stands out at the top. Expect StamDK nerfs sooner or later since that's arguably the best now. ZOS just hammers whatever nail stands tallest.
Billium813 wrote: »You reach a point where you have all the leads... then what?
Supreme_Atromancer wrote: »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.
Wait, so "we need to essentially rewrite some of the foundational server code to account for it" = "server-side multithreading?"
@ZOS_Kevin sorry to ping. Given that there is (and has been) significant confusion, could we get clarification on whether Matt is referring to the same things here?
@ZOS_Kevin is free to elaborate, but I don't see the confusion. Prior to this, we really did not know what the "rewrite" was about. Now we know that "re-architecture we originally mentioned earlier this year" means "multi-threading work".
As for "scrapping spaghetti code"... when you have 26 million lines of code, you do not "scrap spaghetti code".
After you've rewritten it in modern, streamlined (and properly tested) code, why would you keep the old?
Supreme_Atromancer wrote: »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.
Wait, so "we need to essentially rewrite some of the foundational server code to account for it" = "server-side multithreading?"
@ZOS_Kevin sorry to ping. Given that there is (and has been) significant confusion, could we get clarification on whether Matt is referring to the same things here?
@ZOS_Kevin is free to elaborate, but I don't see the confusion. Prior to this, we really did not know what the "rewrite" was about. Now we know that "re-architecture we originally mentioned earlier this year" means "multi-threading work".
As for "scrapping spaghetti code"... when you have 26 million lines of code, you do not "scrap spaghetti code". This sort of thing fosters nightmares on an unimaginable level. The mere concept is "dragonrend" to a project manager. Instead, you very carefully, with surgical precision, make smaller changes that break everything and have to be fixed.
I'm very glad to see that the code rewrite was mentioned, and that we can expect to see the first portion rolled out in Q2. I hope that this results in the performance improvement that we were told it would.
"hand-crafted, such as quests, stories and things you do one time per character"
"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"
I am extremely concerned that the conclusion of this thought process is the continued narrowing of options for people who LIKE to play with multiple characters and do EVERYTHING over and over as different characters. The bolded emphasis is mine, but I will be extremely disappointed if this year pushes us in a direction that encourages even more use of a single character that replays content (and/or makes it so character choice is irrelevant) and introduces more changes that are harmful to folks who have a multiple character playstyle.
Solid letter, and honestly, a little better than I expected. Like @React I'm more in the "show, don't tell" category. We get these yearly, and while some of the changes are exciting to hear about - like the release cadence - there's still massive issues with communication and engagement.
My thoughts are:I would be remiss if I didn’t talk about the issues with Update 36, which launched just this last November. It introduced far too many bugs and issues, and even as I write this, we are still chasing down issues with blocking in combat. Trust me, I am just as concerned about this as you all are, and we will be making some process changes within the Dev Team to ensure that things like this happen far more rarely. With an ageing code base (which is 26 million lines of code… really!) it is difficult to be 100% efficient, but we can be far, far better and we know it.
I hope with a slower release cycle, these things happen less often. The scrapping of the class rep program and quiet treatment of the PTS forums doesn't help the situation. How U35 and U36 unfolded are the biggest reason some players are adamant about getting that Q&A. You need to be on the offensive in repairing our perceptions after these two updates, rather than whatever the current approach is. In-game communities are really suffering right now, and because things take time to get fixed, the best you can do is sit down and talk to us. Close the loop on conversations and questions. Do more than give us pets.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.
Thank goodness. I can't tell you how hard it is to get people into this game without them getting completely tangled up in the content. There's TOO MUCH in the starter zones, the whole idea "pick content in any order" is fine, but needs to be completely revisited. New iconography for different quest types, getting prologues under control. The immersion will be better off if this gets adjusted.
Speaking from personal experience, the players I've recruited have been off-put by the amount of NPCs barking at them, following them, and popping up in multiple locations - on top of not knowing what story line any given NPC is a part of. I gave some suggestions earlier where I believe it'd be better if prologues and DLC content were retrievable only from the store and Stories menus. There's solid framework for this, and I think it'd help with the whirlwind of content.
As a vet player hitting a lull, I can tell you that there are enough systems in the game, but the rewards structure is what needs tuning. Too much is in the store, left to RNG, and takes too long to get. Case in point - transmute stones. One of the strengths of this game is the skill and gear systems. So much room for experimentation hampered by the grinding required to construct one set. I get that it keeps people in the game, but it's overtuned IMO.
I know it's symptomatic of the yearly cycle you guys have been in, but the constant combat changes also contribute to this fatigue. It's bad enough that I have to grind for something, it's worse that by the time I get it, it's changed. Why bother at that point? It sounds like that's been taken to heart, just based off this once-a-year message, but I truly hope it has and is being adjusted.
Lastly, I do appreciate systems like the stickerbook and antiquities, so I'm happy to hear they're targeting similar embedded systems like that.So, below is the 2023 content cadence. Please note that the first half of the year remains essentially unchanged, but the second half of the year now has an update devoted to addressing issues/quality of life improvements and an update devoted to a large new tentpole system.
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.
Looking back at ESO's evolution since 2014, you can see that we often shake things up, try new things, and make changes as needed. So, we will assess how this new cadence is received—both by the development team and in the community. If we have to make more adjustments, we will.
I'm beyond happy to see the cadence is changing. The game so sorely needs it. I do truly hope this is a return to form for you guys. I've been a stalwart TES fan for nearly 20 years, an ESO fan for 7, and this year really made me question if I want to stay a part of it. I hope that the zones and features are truly robust, not just pretty sets with locked doors. You guys really do deliver some awesome ideas, and some mature better over time than others. This year, and arguably last year too, were thinner feeling. They weren't bad, but it was all too apparent the release cycle left us with less for the same price. Here's to hoping next year is as promising as this post implies.Almost all the hardware should be delivered and in place by December and then we'll need a month or two to install and test everything before we shift over to the new hardware. Please note that we will be prioritizing all three Realms in the EU datacenter first, and then will return to the NA datacenter to finish moving Xbox and PlayStation Realms there. We are as frustrated as you that this has taken so long—but it is happening and will be done and ready for all players, probably in late February or March of 2023.
Our multi-threading work continues, as we announced a month or so back. Just to remind everyone, this is the initiative that will result in better overall server performance. As we already announced, we will be phasing these changes in over the course of 2023, starting with the Chapter in Q2. We’ll keep everyone updated in patch notes going forward.
These are the items we need quarterly updates on. I'm glad that your letter acknowledges the frustration, but the CMs need to be on top of making sure communication around this is organized and updated. Hopefully we can get a roadmap of the multi-threading and get communication along those milestones. I'm not confident that we will, but I for one want that.
Lastly, I'm very disappointed there's no mention of the promised Q&A. We get our one-off letter for the year, full of promises, but I'm not seeing any framework for communicating milestones, addressing concerns, and alleviating tensions. I'm happy ZOS is adjusting the release cycle finally, and hopefully we can get better communication along with it.
BretonMage wrote: »"hand-crafted, such as quests, stories and things you do one time per character"
"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"
I am extremely concerned that the conclusion of this thought process is the continued narrowing of options for people who LIKE to play with multiple characters and do EVERYTHING over and over as different characters. The bolded emphasis is mine, but I will be extremely disappointed if this year pushes us in a direction that encourages even more use of a single character that replays content (and/or makes it so character choice is irrelevant) and introduces more changes that are harmful to folks who have a multiple character playstyle.
I'm a player who would like to replay quests with my one character, but I sincerely hope that if they implement that system, it would not be at the expense of those who don't.
But still same sweet nothings.We’re still going to have our usual high-quality quarterly content and will continue telling amazing stories, but we just may need to be a bit more selective with how we focus our efforts this coming year.